The fey have always been creatures of magic, and some spellcasters will willingly apprentice themselves to a powerful fey creature in the hopes of learning some new arcane or natural lore that will supplement their knowledge.
Child of the Wild Hunt
Transformation
Level: Drd 3, Rng 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
You call upon the target's animalistic hunting instincts, stripping back some of the civilized veneer in order to revert them to a more primal state. The target loses two points of Intelligence and Charisma for the duration of the spell, but they gain an increased awareness and survival instinct that gives a +2 bonus to Listen, Spot and Survival checks as well as the scent ability.
The target must have an intelligence of 3 or more in order to be affected by this spell.
The more alien fey have long used this spell in their hunts, transforming kidnapped humans into the equivalent of bestial hounds. It was adopted by human rangers who saw the potential in regressing to their more primal state, transforming an unseelie curse into a powerful benefit.
Cloud Judgment
Enchantment (Compulsion) [Mind Affecting]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: 1 creature
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You cloud the wits of a single creature that fails a Will save. The creature becomes pliable and easily convinced, taking a –5 penalty to Sense Motive checks and a –2 penalty on the Will saves against Charm effects while cloud judgment is in effect. Cloud judgment lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
Fairy Glamor
Illusion
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You wrap yourself in an illusion that makes you beautiful to anyone who looks at you. Not only will they find you alluring, but all Bluff, Diplomacy and Gather Information checks gain a +5 circumstance bonus.
This spell does not change the specifics of your appearance, such as gender, race, height, and so forth, although it can be cast in conjunction with disguise self or alter self.
Material Component: A drop of perfume from a flower.
Heartweave
Enchantment (Charm) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature fall in love with another creature specified at the time of casting. If no creature is specified when the spell is cast, the target falls in love with the first creature he sees after the spell is cast.
Heartweave makes the target believe the creature they are in love with is a trusted friend and paramour (treat the victim's attitude towards the creature as Friendly). If the victim is currently being threatened or attacked by the named creature or his allies, however, it receives a +5 bonus on its saving throw.
This spell does not enable the paramour to control the target of the heartweave as if they were an automaton, but the target perceives their love’s words and actions in the most favorable way. The paramour can try to give the target orders, but must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the paramour or her apparent allies that threatens the target breaks the spell. The paramour must speak the target’s language to communicate her commands, or else be good at pantomiming.
Puck’s Curse
Transformation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: 1 humanoid creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You replace the target's head with that of a donkey, rendering him unable to speak any tongue except the bestial language shared by all equine animals for the duration of the spell. Those that can understand the language of equines (such as those under the effects of a speak with animals spell) can understand the target perfectly, but everyone else simply hears the loud brays of an angry donkey when the target attempts to speak. The target also grows a long donkey’s tail.
This curse, along with various permutations of the baleful polymorph spell, is the favored tool of the willful Puck – court jester to lord Oberon of fairy.
Focus: A small willow twig wrapped in a hair from a donkey’s tail.
Seeming of Heart's Desire
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: 1 creature
Duration: 10 min/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
You snare the target in a powerful illusion, causing them to see the face of their one true love every time they look at you. The creature believes that you are their heart’s desire, transforming their attitude towards you to Friendly and giving you a +10 circumstance bonus on Bluff, Diplomacy and Gather Information checks when dealing with them.
Although the spell doesn’t change your appearance in the eyes of others, the target sees their true love's features in place of your own.
Material Component: A small crystal pendant in the shape of a heart.
Storm of a Thousand Petals
Conjuration (Creation)
Level: Bard 4, Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 20 feet
Effect: Cloud of petals that spreads in a 20-ft. radius from you, 20 ft high
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No
The area is filled with a cloud of flower petals that whirl and dance on the breeze. The cloud is stationary once created, and obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures further away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
The strong perfume and pollen in the cloud make it impossible to locate creatures by scent, and creatures with 5 or fewer hit dice must make a Fortitude save every round or succumb to a fit of sneezing and coughing for that round. Treat such creatures as if they were dazed.
Voice Theft
Transformation
Level: Brd 3, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You steal the target’s voice, allowing you to take on their speech patterns and vocal noise while leaving them mute.
You gain a +2 circumstance bonus on Disguise checks to impersonate the target for the duration of the spell, while the target is left mute and unable to make any vocal noises. The target cannot cast spells with verbal components, speak the command words for magic items, or use any sonic or language based abilities (such as the harpy’s captivating song) that require a voice.
Focus: A crystal vial used to trap the target's voice.