DND Fey 20031010a
DND Fey 20031010a
Fey Feature
Fey Kelir Magics
By Gwendolyn F. M. Kestrel and Faith M. Price
Power among the fey kelirs, or houses, balances precariously. Family members, especially the matriarch
and heir, use every resource available to secure and strengthen their family's position. Powerful magic
items play a key role for the matriarch, augmenting her strength and enhancing her house's prestige. The
kelir fiercely guards these items, as their loss could cause the matriarch to lose face with her family or
damage the status of the house.
Seelie Court
Seelie Court fey prefer defensive, protective, and enchantment-focused magics items. Even low-ranking
fey families frequently ward their lands from enemies using a circle of friends spell or enhance their
gardens with magic statues. Rare items, such as jewelry made from the dazzling stone, can be found in the
high-ranking kelirs of the court.
Circle of Friends
Enchantment (Charm) [Mind-Affecting]
Level: Bard 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target or Area: Object touched or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: No (object) and Yes, see text
This spell functions as a very specific glyph of warding except it is always a spell glyph with a charm
monster spell effect that makes the target regard the owner of the property as a good friend.
This powerful inscription takes hold of those who enter, pass, or open the warded area or object. A circle of
friends can guard a bridge or passage, ward a portal or boundary, trap a chest or box, and so on.
You set the conditions of the ward. Any creature entering the warded area or opening the warded object
without speaking a password (which you set when casting the spell) is subject its magic.
The creature triggering the ward receives a charm monster spell effect that makes the creature regard the
owner of the property as a good friend. Except as noted here, circle of friends functionsexactly like a glyph
of warding that stores a targeted spell.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered
diamond worth at least 200 gp.
Fey Kelir Magics
Artifact
Harp of Shimmering Beauty: When played, this powerful "Many tales abound concerning Merinda's
artifact creates a swarm of burrowing insects that are fascination with music and the properties of
capable of understanding a simple mental command to sound. She is believed to have discovered a
search for and infest a single creature. way to imbue vibrations of air with magical
qualities. One of the many instruments she
To the casual observer, these insects appear to be scarlet created to do this was the harp of
red maggoty creatures with sharp mandibles that wiggle shimmering beauty. It is supposed that when
through the air until they locate their target. However, this the harp is played, the air around it shimmers
vile mien is mere illusion. If a creature makes a Will save and transforms into a sea of iridescent
(DC 20), it sees small, fluttering butterflies in a rainbow of butterflies. Rumor credits these colorful
colors. Those seeing the butterflies for what they really are creatures with the ability to infest the mind of
must make another Will save (DC 25) or become a nearby creature, causing the creature to be
fascinated by them. controlled by the possessor of the harp.
Unfortunately, the exact workings of the harp
The player of the harp sends the swarm are unknown -- Merinda's journal on the
after a single individual and it will unerringly subject, as well as the harp itself, was
seek out its target (as long as it is on the destroyed along with her workshop in the
same plane). Once the harpist selects a implosion of the island of Kant four thousand
subject, she has no further control over the years ago."
swarm; however, the harpist is continually
aware of the condition and location of the From the Unofficial Lore of Merinda Orindell
swarm as if she had cast a status spell on
it. If the swarm reaches and touches its
intended target (and only its target), the harpist can take control of the creature. The target
must succeed on a Will save (DC 19+ Cha modifier of the harpist) or fall instantly under the harpist's
influence as though by a dominate monster spell (caster level 20th).
The harpist can dominate a number of creatures equal to her Charisma modifier. Attempting to control an
additional creature automatically releases the victim who was longest under the control of the harpist.
The harp cannot create a second swarm while the first one exists. A shimmer swarm dissipates 5 rounds
after first touching its target or after a year and a day.
Shimmer Swarm
Diminutive Vermin (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/--
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./--
Special Attacks: Distraction, dominate monster
Special Qualities: Darkvision 60 ft., immune to weapon damage, seek target, swarm traits, vermin traits
Fey Kelir Magics
A swarm of scarlet red bugs with sharp mandibles wiggles through the air.
Only shimmer swarms created by the harp of shimmering beauty have ever been encountered.
Combat
Seek Target (Su): A shimmer swarm always knows the direction and distance to its target, if on the same
plane.
Swarm Traits:A swarm has no clear front or back and no discernable anatomy, so it is not subject to
critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing
weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that
point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a
dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple
another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target
spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence
Fey Kelir Magics
score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect
an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a
saving throw, the swarm takes double damage instead.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a
gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a
creature of the same size as its constituent creatures. Wind effects deal 1d6 points of subdual damage to
the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air
elemental's whirlwind).
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and
does not re-form until its hit points exceed its subdual damage.
Vermin Traits: A shimmering swarm is immune to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
Misfortunes one can endure. But to suffer for one's own faults -- ah! -- there is the sting of life.
-- Oscar Wilde
Sor'k tensed as he heard the door to his quarters open. When he saw M'hele enter, he relaxed back
into his bath with a groan.
"I hope you are not looking for sympathy from me." M'hele sat down on a stool in the corner. "You
are lucky I agreed only to let Elok use you for target practice. Those bruises will heal in a couple of
days."
"Just tell me that the rest of the agreement -- the part that didn't include me screaming in agony --
secured the necklace."
M'hele held up a gold choker encrusted with amethysts, sapphires and emeralds. "Brina should have
known better than to trust a greedy man with a hunger for inflicting pain. A little bit of gold -- and you,
of course -- and he was more than willing to give me everything I wanted."
Sor'k stared at the jewelry that could have meant the end of his life, or at least banishment from the
court and disgrace to his house. "How do you plan on getting it back to the queen's room before she
notices it is missing?"
"Who said anything about returning it to the queen? Just arrange for another one of your picnics in
the woods with your lover tomorrow."
***
Startled shouts dragged Brina from her unconsciousness. She struggled to open her eyes. What
Fey Kelir Magics
had happened?
Sor'k had been feeding her. He had dipped his hand in the wine, brushed it over her lips, and . . .
Brina instantly realized three frightening things: She had been drugged with dream draught, both
she and Sor'k (who was lying half on top of her) were naked, and the queen -- along with her sister,
the Eylys heir, and M'hele, Sor'k's cousin -- were galloping towards them on horses.
"Get off me." She untangled her limbs from Sor'k, grabbed the blanket, and wrapped it around her
torso. As the Queen of Air and Light rode up, Brina sunk into a graceful curtsey. She snickered to
herself as she realized that beside her, Sor'k was trying to manage a nonchalant bow -- somewhat
difficult to do in his state of undress.
"Your Highness, I apologize." Brina began in what she considered to be an appropriately humble
manner. "If I could just explain-- "
"What would you care to explain?" The queen's gaze settled on Brina's throat. "Why you disobeyed
me by taking a lover without my approval, or why you believed you could 'borrow' my jewelry without
bothering to ask my permission?"
Brina reached her hand up in disbelief, feeling around her neck the necklace she'd believed to be in
Elok's possession. Her fear overcame her anger at having been set up, and she threw herself down
on the ground before the queen.
M'hele kept her features sympathetic as she watched the arranged scene play out. It was delicious
to see Brina begging for her life, and the Eylys heir struggling to prevent Brina's insult from tainting
the rest of the kelir. Not that the heir could, of course. It was all over. The Eylys house was now
disgraced, which meant the family would have no support left for its side of the feud. All that
remained was for M'hele to bring her version of these events to the attention of the Greelyn
matriarch, and wait to be chosen as the heir.
Dream Draught: Small quantities of this sweet-tasting poison are vary hard to detect. Noticing the dream
draught in a drink or dish requires a DC 25 Spot check. Creatures with the scent special quality gain a +5
bonus. Type: Ingested DC 20; Initial Damage: Sleep; Secondary Damage: 2d4 Int and 2d4 Cha; Price:
1,500 gp.
Gwendolyn F. M. Kestrelis an editor for Wizards of the Coast's Roleplaying Games R&D
department. Recent credits include editingFaiths and Pantheons,Oriental Adventures,
andMagic of Faerûn, and designing part of theBook of Challenges. She's a frequent
contributor to the Wizards of the Coast website. Also, check out the website she created
for her fiancé, Andy Collins, at www.andycollins.net.
Fey Kelir Magics
Faith M. Price accidentally fell into the adventure game industry nine years ago. Since
then she has worked for two game manufacturers, and has written for numerous
magazines. She currently lives in Washington with two RPG designers and two cats, all
of whom require regular feeding and attention.
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