Chapter 6: Magic
Magic in Feyworld

Saving Throws
          The saving throw for a spell in the Feyworld game is determined by rolling D20 + the level of the spell + the appropriate Attribute Modifier of the spellcaster (Int for Wizards, Cha for Sorcerors, etc.). The caster may elect to use or memorize a spell at a higher spell level than its basic level and receive a bonus to the saving throw. This bonus is automatic when a Feat increases the spell level. Spellcasting in Feyworld is much more fluid than in other D20 worlds and the spellcaster doesn’t always know how well he will throw a spell.

Natural Spell Resistance
          Magic is a pervasive part of Feyworld, but it has a strange effect on the so-called mortal races, such as humans, orcs, dwarves and hobbits. Individuals exposed to a great deal of certain types of magic begin to build a natural Spell Resistance to that sort of magic. This exposure has to be direct exposure: casting spells of a certain school has no effect, but being the target of a spell does. Natural Spell Resistance is unlike the Spell Resistance of some magical creatures, as it cannot be consciously or even magically suppressed.
          This affect most often manifests itself as a result of Conjuration (Healing) magics. Natural Spell Resistance begins to build after an individual has been subject to approximately 200 levels of magic. After the 200-level mark has been reached, the body begins to build a Natural Spell Resistance to that specific type of magic at a rate of 1 NSR per 20 levels thereafter. Natural Spell Resistance applies to the specific subset of a school, if there is one, so someone who has found themselves often receiving magical healing would gain an NSR to Conjuration (Healing), but not to Conjuration (Calling) spells. A particularly hardy and unlucky person could gain an NSR to Evocation (Fire) spells, but still have no resistance against Evocation (Acid) spells.
          The only way to counter this effect is by losing ones mortality. Elves are naturally immortal and, thus, do not gain Natural Spell Resistance. Similarly, once-mortal beings such as Undead do not gain Natural Spell Resistance and lose any Natural Spell Resistance they gained in life. Magical Beasts and Outsiders, already accustomed to the flow of magic through their bodies, also do not build up this resistance.
          Natural Spell Resistance very rarely comes into play in a normal game, as most PCs and most campaigns simply do not last long enough. But older and sickly individuals who have repeatedly extended their lives through the use of magic often find it more and more difficult to maintain their hold on life through magic. Eventually, they become immune to the spells that would save them and die of old age or the natural causes that have beleaguered them.

Conjuartion (Summoning) Spells
          Most Conjuration (Summoning) spells do not summon Outsiders, but instead teleport the requested creature from a location on the Prime Material Plane to the locale of the caster. This is a change to the Summon Monster table (PHB p. 258) and the Summon Nature’s Ally table (PHB p. 260). Whenever a normal animal is listed on those tables as Fiendish or Celestial, the normal, non-Outsider version of the creature is summoned. A Fiendish or Celestial creature can be summoned using Summon Monster, but at a level two higher than the level listed in the PHB. For example, Summon Monster III can be used to summon a normal black bear or a celestial dog, but not a celestial black bear (as listed on the table). This rule reflects that magic in Feyworld, particularly Conjuration (Summoning) spells, operate along the path of least resistance. It is much easier to translocate a creature than to move it through the planar barrier. Even when merely teleporting a creature, however, a planar catastrophe can occur, as mentioned in the next section.

Planar Magic
          Planar Magic in Feyworld is a tricky thing. The gods established the barriers between worlds for a reason and when those barriers are breached without their consent, it can sometimes unravel, often with devastating effects. Whenever a non-Divine caster attempts to use a Conjuration (Summoning) or (Calling) spell, the caster must succeed in a Spellcraft (Planar Magic) roll. If this roll succeeds, the fabric of reality opens normally (for him) and no ill effects result (outside the parameters of the spell in question). If a catastophic failure is rolled, the spellcaster loses control over the rift. Usually, this results in the appearance of an undesired Outsider (who is not in control of the caster), but it could result in a permanent planar rift, wherein creatures of another plane could walk into the Prime Material without difficulty. Planar Rifts are strange and often chaotic things and sometimes occur naturally, such as a rift to the Elemental Plane of Fire in the heart of a particularly violent volcano or a rift into Hell at a place where an especially horrific event took place.
          The DC for this roll is a base 10 + the spell level, modified by the table below. If the roll fails by 10 points, it is a catastrophic failure.

Planar Spellcasting Table

Situation Modifier
Conjuration (Summoning) – Outsider +5
Conjuration (Calling) +10
Each level of Abjuration spells cast to protect the area -1
Sorceror spell -5
Sorceror class -5
Divine spellcaster -5
Druidic spell -2
Druidic class -2
Per EL of creature(s) summoned +2


          For example, a Sorceror casts the sorcery spell Summon Monster IV, attempting to call a Hell Hound. This is a fourth-level spell, so the base DC is 14. Summon Monster IV is a Conjuration (Summoning) spell and the Sorceror is attempting to summon an Outsider, so the difficulty rises to 19. A single Hell Hound has a EL of 3, so the difficulty rises to 25. Because he is a Sorceror, the DC drops by –5 to 20.
          Because he is using a Sorcery spell, the DC drops by –5 again to 15. If he were also a divine spellcaster (multiclassed Sorceror/Cleric), the DC would drop to 10. If he were also a Druid, the DC would drop to 8. If he wasn’t a sorceror at all, but a single-classed Wizard, the DC would have stayed at 25!
          A wizard casting Gate (a ninth-level Conjuration [Calling] spell) to summon a Balor (an 18 EL creature) must succeed in a Spellcraft (Planar Magic) check with a DC of 55! Without a number of Abjuration spells operating in the area, even a 25th level mage will most likely fail catastrophically.
Divine spellcasters are not subject to this rule. They have at least tacit permission from their deity or their deity’s servants to manipulate planar magic. There is no need for a Planar Magic check when a non-outsider is summoned with a Conjuration (Summoning) spell, as the planar barriers have not been breached.
          If the caster fails his Planar Magic roll by more than 10 points, a catastrophic failure occurs. The effects of a catastrophic failure are up to the whim of the DM. If the summoner succeeds by more than 10 points, the summoned Outsider(s) remain for as long as the caster wishes, though any control the caster has over the Outsider ends with the duration of the spell.

The Barricades
          Magic on Feyworld is unusual and often unpredictable, but no single magical effect has confounded researchers and philosophers alike are the Barricades which criss-cross the globe. The longitudinal Barricade runs through the Great Ocean just north of the Great Empire, enters the Betshaban Waters south of Eeridia and runs through Haleland, the Pale Marches and Vagorosh before entering unknown territories. The latitudinal Barricade runs north-south, crossing into land between the Plains of Tazgrat and Kadach, affecting Deiros, Elarean, and Darria before entering the Great Ocean; it touches land again in Lun Dorak and runs north through Daciara before entering the Endless Sea in the north. Each barrier is approximately 30 miles in width and are invisible to normal and magical sight.
          The Barricades have a strange affect on magic. Mortal magic cannot pierce the veil, preventing divinations, teleportation and other magic which would normally reach regions on the other side of the Barricade. Within the Barricades, most magic operates normally, but magic that would allow any form of communication or quick travel automatically fails.
          Some philosophers believe that the Barricade was created by some powerful intelligence, perhaps even the gods themselves, to prevent easy travel between the four corners of Feyworld. The central problem with this theory is that divine spellcasters are as hindered as other types of casters. Opponents of this theory point out that, if the gods had created the Barricades, their priests should be able to pierce it. Others suggest that Feyworld is actually composed of four separate planes of existence which interact in such a way to appear geographically connected along the Barricades, but actually exist independently of one another. Opponents of this theory point out that planar magic should work through the Barricades if this theory is true. Because of the dangers inherent in planar magic and the lack of extensive knowledge on the subject in academic circles, this theory is extremely difficult to prove or disprove. For now, the enigma Barricades is as unbreachable as the Barricades themselves.