Fey Adept

Mastering illusions and other magic that deceives the senses normally requires finesse and years of study. For the fey and other magical creatures, however, such tricks are inherent, flowing as easily from their bodies as air from their lungs. Through accident, bloodline, or midnight revels in mushroom circles, some mortals can learn the fey art of glamours, twisting the invisible strings that make shadows dance and give images life. A fey adept could be a simple peddler of entertaining illusions, but as often as not are thieves, fierce combatants, and colorful adventurers, using their hidden gifts of magic to turn fortune in their favor. A fey adept’s creations may not be wholly real, but it matters little when they can kill just the same.

Role: A fey adept is a trickster and manipulator of people and battlefields. Their illusions often leave enemies begging for mercy, convinced they are facing a certain death only they can see.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The fey adept’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana; Int), Knowledge (local; Int), Knowledge (nature; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Fey Adept
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Talents
1st +0 +0 +0 +2 Casting, fey magic, master illusionist, spell pool, shadowmark (1d6, -1), shadowstuff 1 1 (+2)
2nd +1 +0 +0 +3 Darkvision 2 2
3rd +1 +1 +1 +3 Shadowmark (2d6, -1) 3 3
4th +2 +1 +1 +4 Truesight (1/day) 4 4
5th +2 +1 +1 +4 Shadowmark (3d6, -1) 5 5
6th +3 +2 +2 +5 Create reality 6 6
7th +3 +2 +2 +5 Shadowmark (4d6, -2) 7 7
8th +4 +2 +2 +6 Truesight (2/day) 8 8
9th +4 +3 +3 +6 Shadowmark (5d6, -2) 9 9
10th +5 +3 +3 +7 Hide in plain sight 10 10
11th +5 +3 +3 +7 Shadowmark (6d6, -2) 11 11
12th +6/+1 +4 +4 +8 Create reality (improved), truesight (3/day) 12 12
13th +6/+1 +4 +4 +8 Shadowmark (7d6, -3) 13 13
14th +7/+2 +4 +4 +9 See in darkness 14 14
15th +7/+2 +5 +5 +9 Shadowmark (8d6, -3) 15 15
16th +8/+3 +5 +5 +10 Truesight (4/day) 16 16
17th +8/+3 +5 +5 +10 Shadowmark (9d6, -3) 17 17
18th +9/+4 +6 +6 +11 Create reality (improved) 18 18
19th +9/+4 +6 +6 +11 Shadowmark (10d6, -4) 19 19
20th +10/+5 +6 +6 +12 Feytouched, permanent illusion, truesight (5/day) 20 20

Class Features

Weapon and Armor Proficiency

A fey adept is proficient with all simple weapons.


A fey adept may combine spheres and talents to create magical effects. A fey adept is considered a High Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: A fey adept gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A fey adept gains a magic talent every level, according to Table: Fey Adept.

Fey Magic

At 1st level the fey adept gains the Illusion sphere as a bonus magic talent.

Master Illusionist

Whenever the fey adept ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.


Fey adepts gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images.

The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects.

Shadowmark: The fey adept may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself.

Create Reality: At 6th level, the fey adept may spend a shadow point in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels.

  • Objects: The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level. Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above).
  • Companion: The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature. An illusionary companion possesses two (form) talents as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.
  • Disguise: If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check. A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level.
  • Destructive Blast: The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level. Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself.
  • Weather: The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher. If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level.
  • Nature: The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect.


At 2nd level, a fey adept gains darkvision 60 ft. If he already possess darkvision, the range increases by 30 ft.


Once per day at 4th level, a fey adept may grant himself the ability to see all things as they truly are to a range of 120 feet for 1 round per level. The fey adept sees through magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, succeeds at all saving throws against illusions and sees through them naturally, and sees the true form of polymorphed, changed, or transmuted things. The fey adept may use this ability an additional time per day for every 4 levels beyond 4th, to a maximum of 5 times at 20th level.

This does not allow the target to see through mundane disguises, non-magical means of hiding things, fog, or other such effects. This cannot be combined with other magic that enhances the senses, such as a crystal ball.

Hide in Plain Sight

At 10th level, A fey adept can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a fey adept can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

See in Darkness

At 14th level, a fey adept can see perfectly in darkness of any kind, even magical darkness that normally impedes darkvision.


At 20th level, a fey adept is treated as a fey rather than as a humanoid (or whatever the fey adept’s creature type was) for the purpose of spells and magical effects. He also gains DR 10/cold iron, and a +2 luck bonus on all saving throws.

Permanent Illusion

At 20th level, the fey adept can make one of his illusions permanent. Only one illusion may be made permanent in this way at one time. If another illusion is designated as permanent, the previous permanent illusion ends.

Section 15: Copyright Notice

Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers

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