Fey Magic: Dreaming The Reverie

The fey - also known as faerie, or fair folk - are some of the most misunderstood creatures in fantasy games. Some view them as harmless sprites living in the depths of sylvan woods; others see them as vindictive creatures with limitless power who steal children and play cruel and even lethal pranks on those that cross their path. The truth, as might be expected of such an enigmatic race, is that both perspectives are sometimes accurate, although there is far more to the fey than either view would suggest.

For those looking deeper into the mysteries coiled around the fey, another area of speculation is the magic they wield. In some cases it seems quite innocuous, while in other circumstances it is nearly unstoppable in its destructive force. The fey are understandably quite protective of their gifts and the source of these powers. All that most mortals have been able to learn is its name: the Reverie.
 

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This is not a playtest review.

Fey Magic is part of Mongoose Publishing's Encyclopaedia Divine series, concentrating on aspects of and options on divine magic.

Though this is fairly average pricing for the size of the book, Mongoose have made better use of space than in any of their previous books including a stunning piece of art on one of the inside covers and very little white space, though the font size and space between paragraphs could still be improved.

Artwork varies considerably, varying from poor to superb. Much of the art concentrates on naked, partially naked or on-the-way-to-being-naked bodies (mainly female), and with quite a lot of sensual undertones. Writing style is fairly average and editing is fairly good.

Fey Magic begins with some definitions of a number of terms that are used within the text. The book presumes the following:
- Fey are nature spirits. They are split between Fey of the Air, Earth, Water, Wood and Beast types. They are immortal.
- They are also split into two factions or 'courts' - the Seelie court, which attempts to live in peaceful coexistence with mortals, and the Unseelie court, which doesn't.
- Fey gain poweful magics from mystical meditation (called Reverie, a more efficacious version of elven 'sleep') during which they gather magical power (called Essence) from the plane of Faerie. This magic is only divine in the same manner as druid and ranger magics are divine.
- Fey generally live either in protected sylvan glades or in the plane of Faerie. Sylvan glades are magical places, giving endure elements and healing at twice the normal rate to those within the glade, and memory modification to hide the location of the sylvan glade from mortals, and protection against fires.

The book goes on to describe interactions with fey, introducing a new skill, Knowledge (Fey), a specific variant of the Knowledge (Creature) skill introduced in Gaslight Press' 'The Gryphon's Legacy'. This skill is used widely in the continuing discussion of rules and information regarding finding fey in order to learn the use of Reverie and Essence. There are plenty of roleplaying opportunities in attempting to find a fey patron and convincing them to teach the character Reverie. The fey may demand a challenge and/or gifts and will require some sort of binding oath that the character dedicates themselves to aiding the fey, usually against incursions of evil creatures against the sylvan glades. A challenge may include a riddling contest, and a new skill, Knowledge (Enigmas) is also offered - surely Knowledge (Arcana) could have covered this. There follows a brief description of the rites of acceptance and the gaining of the ability to enter Reverie for non-fey characters.

The next section begins with another new skill, Knowledge (Reverie), which defines the character's ability to absorb Essence, craft fey tokens, and forge a symbiotic link with an animal. More detailed discussion of Essence follows. A character attempting to use fey magic must first enter Reverie, and then absorb Essence into his body. This animates the character with magical vitality and enthusiasm. However, characters holding Essence in their body overnight or longer face possible insanity in the form of temporary or permanent Wisdom loss. Once a character begins to use Reverie, they also discover they have a permanent 'Gift' - a supernatural ability to use the effects of a druid spell of 3rd level or less. The number of gifts can be increased by taking the Fey Gift feat, which can be taken multiple times. The Gift can be activated by channelling Essence.

Essence can also be used in a number of other ways. The first discussed is Fey Tokens, a type of natural battery for Essence, channelled into it by the character from his own body. Fey Tokens may also be imbued with Gifts. Tokens are activated using Essence and tokens created by others also require the Knowledge (Reverie) skill. The second use of Essence discussed is Bonding, the creation of a symbiotic link with an animal, which have a number of magical effects such as creating an empathic link, awakening the animal and changing the nature of the animal to that of a magical beast. Essence can aslo be used to enhance druid spells and abilities, enhance ranger abilities and stronger Bonding abilities for rangers, and links elves with the wisdom of ancient ancestors. It is also noted that elves are more proficient than other races with Reverie, as they once had the ability to enter full Reverie, but the ability has atrophied over the centuries.

Several Prestige Classes are then offered:
Feydancer - experts in Reverie and Essence absorption who end up becoming Fey themselves.
Spellbinder - expert in crafting Fey Tokens and magic items.
Wylding - specialises in interacting with the plant life in sylvan glades, finally becoming a plant herself.
Chosen Protector - a character who has sworn an oath to protect fey and their glades in return for knowledge of the Reverie.

Eight new feats are offered: Animal Totem (Bonded to a spirit animal), Craft Token, Fey Blooded (fey blood in your past gives greater power to channel Essence), Fey Gift, Forge Bond, Mark of the Fey (+2 to Cha with Fey), Resist Fey (+2 to saving throws), Waking Dreamer (enter Reverie whilst awake).

Thirteen new spells are introduced along with the Fey domain: Blinding Beauty, Cloak of the Trickster, Detect Fey, Erase Memory, Fey Bane, Gift of the Leprechaun (bit like wish or miracle), Greater Sleep, Kiss of the Selkie (brethe water, freedom of movement), Magic Circle Against Fey, Nymph's Blessing (charm person, 19 Cha), Protection from Fey, Sense Fey Portal (portal to the plane of Faerie), and Unearthly Beauty.

The next section delves deeper into fey magic, with the introduction of three powerful types of fey magic (called The Great Art), which make use of Reverie and Essence.
- Dance Magic requires a host of Fey, with one powerful leader. The leader gathers large amounts of essence with the help of the participants during a long ritual dance, risking their sanity, to create a spell effect that one character alone could not create. The climax of the dance ends in a song that unleashes the powerful magic.
- Grove Wards are enchantments that protect and enchant sylvan glades using a month-long nightly ritual, again using a leader and a number of participants to channel Essence.
- Spell Seeds are spells that are imbued into a character, allowing them to cast that spell once a day. The ritual to imbue the spell seed takes several months and non-fey characters suffer permanent hit point loss as a side effect. The power of the spell seed grows over a number of years.

Fey Magic Items are discussed next, including use of fey items by non-fey characters. The section includes actual items (such as potion of fey sight, stone of confusion and rod of fey locating) as well as some special qualities of armour and weapons (such as trackless armour and weapons of slumber), as well as a few Celticky artifacts. Some unusual materails such as Hawthorn, Oak, Mistletoe, etc. are discussed with various minor game effects.

The next section offers help for GMs in using the powerful magic that is discussed in this book, and the author admits that the magic here is open to huge abuse unless the GM limits access to it and provides strong roleplaying-orientated caveats to its learning and use. The section provides advice for rooting out PCs who attempt to fool the Fey into teaching them Reverie with no real desire other than to gain power. There is also some roleplaying-orientated advice for running Fey NPCs in relation to their need for protection for their species, their glades and/or the plane of Faerie. There is also some discussion of the Fey love of challenges and the wrath of the fey if they are deceived - the character can be marked, cursed and hunted.

Eight new Fey creatures are offered: Bogle (a Fey warrior type), Brownie (a Fey home-help), Fey Cat and Hound (actually magical beasts), Gremlin (opposite of the Brownie), Gwyllion (look like stone-skinned dwarves), Leprechaun, and Spriggan (Fey rogue types with the ability to transform using enlarge, stoneskin and cause fear into rather nasty horrors).

The final section, Designer's Notes, discusses the author's attempt to bring more power and danger to the idea of Fey. It includes an admission that the rules for Reverie and Essence go a good bit beyond the spellcasting rules in Core Rulebook I, but reiterates the need for the GM to police the availability of fey magic and to use it as a huge roleplaying hook rather than a power boost.

Conclusion
This is powerful stuff and really transforms one's perception of Fey in D&D. As the magic is also made available to PCs, the GM will have to take very careful note of the recommendations for controlling the use of the powers described here. If used wrongly or overly, they could destroy a campaign. However, on the whole, I like the ways in which the author has enhanced the Fey, giving them the powers ascribed to Faerie creatures in tales and legends. Certainly, using these rules, PCs won't be so blase about interacting with "flighty and annoying" Fey.

It should be noted that the title of the book is Fey Magic, and not the Slayers Guide to Fey. This book does not go into great detail about non-magical matters related to the Fey. I would have liked to see even more information about roleplaying the powerful and strange creatures that are portrayed within these pages. I was left with a slight sense of lack in regard to roleplaying Fey NPCs and recreating their natures and their interaction with their environment. I also was a little disappointed, though not surprised, that Fey portals and the plane of Faerie were only briefly mentioned - there just wasn't enough room. Perhaps the somewhat lacklustre Fey creatures could have been replaced with a section in this regard.

I would have loved to see a better tie-in here with the cosmology offered in Mongoose's Shamans supplement, as the two concepts seem very similar, and 'Fey Magic' portrays Fey as "nature spirits", and spirits were discussed in great length in Shamans. The author hints at a possible forthcoming book on Fey and the Unseelie court in particular. With Changeling's The Unseelie Court being the most popular release for that line, there is obviously potential for this subject - here's one vote in favour of that idea, anyway.
 


StormRider

In addition to Grreen Ronin's 'The Shamans Handbook', Mongoose have also released their own version of the shaman and his world, entitled 'Shamans'. Check it out, its a great product.
 

I didn't realize they'd even done that until I saw it on an online retailer the other day. Still, I really like some of the things put forth in Green Ronin's "Shaman" book, especially as it offers the Shaman as a core class. Still, that's more a topic for a forum than a review comment, but still a good review.
 

Fey Magic

Fey Magic (subtitled Dreaming the Reverie) is the second of Mongoose's Encyclopaedia Divine books. The book seeks to add depth to the treatment of faerie creatures in d20 system fantasy games, and focuses heavily on the magic abilities a character can obtain from association with the fey.

A First Look

Fey Magic is a 64 page perfect-bound softcover book priced at $14.95. The price is very typical for 64 page d20 system books.

The cover depicts a green-haired woman (perhaps a dryad) embracing a tree in the midst of a sylvan wood, while some insect-winged faerie looks on.

The interior art is black-and-white, and varies in quality for mediocre to good. Given Mongoose Publishing's attitude towards nude artwork and the subject matter of the book, it might be unsurprising that there are many depictions of nude and scantily clad females within.

The interior text is modestly sized with large header fonts. The writing style is interesting, but in places it is hard to dig out the game text from the midst of descriptive text.

A Deeper Look

The first part of Fey Magic deals with the acquisition of fey magic from fey creatures. The central mechanism for this is the knowledge (reverie) skill. Unfortunately, here we run into the first problem: in some places, reverie is referred to as a knowledge skill, and in other places it is referred to as a stand alone skill, as if there were some debate on how to classify it and some references were not edited to reflect the final choice.

It appears that the final choice was supposed to be treating it as a knowledge skill, but one must debate the wisdom of that choice. The book implies that the reverie skill should best be accessed by druids and rangers, but as a knowledge skill, it appears that wizards and bards would be best at the reverie.

To utilize fey magic, a character must obtain the sponsorship of a faerie creature. This sponsorship can be obtained by tempting the fey creature with gifts, or by enticing them into (and besting them at) a challenge. The book provides all the game rules needed for this.

If the character succeeds in obtaining a fey patron, they may learn about the reverie. A character may enter the reverie, a dreamlike state, instead of a normal sleep. While in this dreamlike state, the character can drawn power from the faerie realm called Essence. Essence can be used to power personal gifts (essentially spell like abilities), create minor enchantments, or forge bonds with animals.

There is a catch. Non fey creatures retaining Essence may have disrupted sleep, and can even suffer wisdom damage if they hold the Essence for too long.

Some special rules are provided that give druids, rangers, and elves special benefits with Essence. For example, Essence boosts the spell like abilities of druids and elves receive bonuses with reverie checks.

If you are truly interested in creating a character with a close connection to the fey, the book introduces four prestige classes to this end:
- Feydancer: A feydancer is a character who is in tune with the fey to the extent that they may eventually become one. Feydancers receive many bonuses when using Essence.
- Spellbinder: The spellbinder is a character specialized in trapping Essence in objects for practical use.
- Wylding: The wylding is a character who, through their connection with the fey, forge bonds with the plant world. The wylding continues to progress as a spellcaster and receives plant related special abilities.
- Chosen Protector: The chose protector is an ally of the fey sword to protect the fey and their lands. Chosen protectors are good fighters, and receive abilities to assist them in their position.

Of these, the first two seem a little weak, but the wylding and chosen protector seem like competent, balanced choices for characters.

The book provides feats and spells for dealing with fey creatures. The fey domain is introduced for deities that have alliances with the fey. Fey feats improve the character's access and ability to use fey gifts, and the spells deal with, detect, or grant abilities of fey creatures.

At its pinnacle, Essence may be used to practice a variety of magical rituals called the Great Art. The great art can create powerful short term spell effects or long term enchantments without normal spellcasting requirements, but often with considerable risk to non-fey who are part of the ceremony.

The book rounds up with some DM advice, and a small selection of new faerie magic items and creatures for use in a game.

Conclusion

Fey Magic takes a totally different approach to adding new magic methodologies to the game than you are probably used to. On one hand, the approach is very detailed and has a lot of roleplaying potential. On the other hand, this detail may be more than players or GMs will be willing to deal with. Overall, the power of fey magic is not extraordinary compared to typical d20 system magic.

The book's announced intention is to bring a heavier (and more faithful) focus on fey creatures in d20 system fantasy campaigns. However, the majority of the book is spent focusing on the magic of the fey while saying very little about the fey themselves. This book may be an insufficient resource if you don't already have a clear conception of what the fey are in your campaign.

-Alan D. Kohler
 

A review of Encyclopedia Divine: Fey Magic - Dreaming the Reverie
edited by Ian Sturrock, Mongoose Publishing

ISBN: 1-903980-30-5
MSRP: $14.95
Soft-cover, folio/perfect bound, 64 pgs, tiny TOC, no index

Why'd I buy it?
After enjoying Mongoose's other "Encyclopedia Divine" series offering: Shamans - The Call of the Wild, and finding myself in need of mechanics on dreams and the Fey, I decided to give this book a try. Given my present opinion of the book, I'm unsure if I'd buy it "all over again".

Overview
This book describes how faerie magic works. That's really all this book has to offer; it's not a "Compleate" book on Fey or elves. The system presented is fun, has a "dangerous" flavor, and complete game mechanics.....but it takes a serious amount of time to digest and understand, and I imagine only experienced gamers with their own home-brew world would be able to use it.

One note on the "art": The art is well drawn, if not particularly relevant to the text. And as a red-blooded American male, my first thought was, "Whoa! Better not have this book open when my significant other happens by...." I went through and counted all of the nubile and buxom essentially-naked pictures of women in this book. The total? 22. That's over 1 per three pages! Move over, Angelina Jolie calendar! This one's gettin' tacked up on the wall! I wonder if this gives the Slayer's Guide to Amazons (another Mongoose publication) a run for it's money? :^O

Fey Magic: The Source
These are some great ideas for the source of Fey magic, and are linked tightly to the RW mythology surrounding the fey. I enjoyed the treatment, and it certianly was dangerous. However I found, after I was finished, that I'd have to change alot of things around to include this stuff. I'd imagine that it would be even more difficult to include this in the standard 3e D&D cosmography (The Great Wheel).

Moreover there are some serious balance issues with the magic that PCs would use, as presented. Although there is plenty of room for mishap and error (thus: danger!?), there is also plenty of room for abuse. Without tight control and plenty of role-playing, this could get way out of hand. Hey, role-playing is good stuff...but mainwhile, what do the other PCs do.....??

******************************************
Conclusion

  • Production: 3 - Average. No index, and a poor binding. I really dislike the margin-pattern they're using for this Encyclopedia Divine series. Font size, headers, and paragraph spacing is good. Tables are good and clean.

    Art: 4 - Good. The art work quality is average, and the topicality is poor (that is, the picture on a page has little to do with the content on that page). But it deserves a "good" rating because...well, because....(blushes) Hey, I like the subject material, okay?! Let's just leave it at that........ :^)

    Game Mechanics: 2 - Poor. Game balance is not good without serious help from an experienced 3e D&D DM. Role-playing should not be the primary factor balancing a new rule-set.

    "Cool" Factor: 4 - Good. Plenty of good ideas here that can be used to generate a fey realm. And the artwork really evokes the image of fey in my....wait, I already talked about the naked women, didn't I?
Overall: 3 - Average. This book needed some serious play-testing before release.
 

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