TEXT: Fey-Mage (Sorcerer)
  A Basic Fantasy RPG Supplement
  Release 1
  Copyright © 2010-2012 R. Kevin Smoot
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement provides information for playing Fey-Mages, a form of “specialist” Magic-User, under the Basic 
  Fantasy Role-Playing Game rule system.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit  
  the website and download a copy.
  NEW CHARACTER CLASS
  Fey-Mage (Magic-User Subclass)
  Exp.
  Spells
  Level
  Points
  Hit Dice 1
  2
  3
  4
  5
  6
  7
  1
  0
  1d4 2
  -
  -
  -
  -
  -
  -
  2
  2,500
  2d4 3
  -
  -
  -
  -
  -
  -
  3
  5,000
  3d4 3
  2
  -
  -
  -
  -
  -
  4
  10,000
  4d4 3
  3
  -
  -
  -
  -
  -
  5
  20,000
  5d4 3
  3
  2
  -
  -
  -
  -
  6
  40,000
  6d4 4
  3
  3
  -
  -
  -
  -
  7
  80,000
  7d4 4
  3
  3
  2
  -
  -
  -
  8
  150,000
  8d4 4
  4
  3
  3
  -
  -
  -
  9
  300,000
  9d4 4
  4
  3
  3
  2
  -
  -
  10
  450,000
  9d4+1 5
  4
  4
  3
  3
  -
  -
  11
  600,000
  9d4+2 5
  5
  4
  3
  3
  2
  -
  12
  750,000
  9d4+3 5
  4
  4
  4
  3
  3
  -
  13
  900,000
  9d4+4 5
  4
  5
  4
  3
  3
  2
  14
  1,050,000
  9d4+5 5
  4
  5
  4
  4
  3
  3
  15
  1,200,000
  9d4+6 6
  4
  5
  4
  4
  3
  3
  16
  1,350,000
  9d4+7 6
  6
  5
  4
  4
  3
  3
  17
  1,500,000
  9d4+8 6
  6
  5
  5
  4
  4
  3
  18
  1,650,000
  9d4+9 7
  6
  5
  5
  4
  4
  3
  19
  1,800,000
  9d4+10 7
  6
  6
  5
  4
  4
  4
  20
  1,950,000
  9d4+11 7
  6
  6
  5
  5
  4
  4
  A Fey-Mage are a form of Magic-User that casts their 
  spells through innate magical ability and force of will. As a 
  spontaneous spell-caster, a Fey-Mage does not need to 
  prepare spells in advance, but instead may  cast any 
  known spell at any time, provided that sufficient spell slots 
  of the appropriate level are available to cast the spell. 
  Unlike a traditional Magic-User, a Fey-Mage is severely 
  limited in the number of spells they can know, having 
  only  a  few  spells  of  each  level  in  their  repertoire. 
  Individuals with strong connections to faerie, sidhe, or 
  other  fey  beings  often prefer to  pursue  magic  in  this 
  fashion. Sometimes other terms are used to describe a 
  Fey-Mage, Sorcerer being one of the most common.
  A  Fey-Mage  is  a  poor  fighter,  with  fighting  ability 
  equivalent to normal Magic-Users. Likewise they are no 
  more hardy than standard Magic-Users (d4 Hit Die). Like 
  other Magic-Users, they may not wear any armor of any 
  sort or use shields, and are limited to the same weapon 
  choices. Otherwise, Fey-Mages can generally be treated 
  as equivalent to Magic-Users for any situation not covered 
  here, including as a combination class component (with 
  Game Master approval).
  The  Prime  Requisite  for  a  Fey-Mage  is  Charisma.  In 
  addition to requiring an Charisma score of 13 or higher, a 
  Fey-Mage also must have an Intelligence score of 9 in 
  order to understand such arcane information. Although 
  not a official requirement, most Fey-Mages have a special 
  connection  to  the  faerie  world  such  as  ancestry  that 
  includes such beings or living in close proximity to fey 
  beings. Stories of such connections can be as varied as 
  the fey beings themselves.
  Except for the manner in which a Fey-Mage acquires 
  spells,  they  produce  magic  much  like  other  types  of 
  Magic-Users.  Fey-Mages  have  different  spell  choices, 
  sometimes  utilizing  spells  that  traditional  Magic-Users 
  cannot  normally  cast.  Fey-Mages  do  not  need  to 
  memorize  spells  from  their  repertoire,  being  able  to 
  spontaneously choose amongst any of their known spells 
  at the time of casting. Rest is necessary to renew their 
  available  spell  slots,  just  as  other spell  casting  classes 
  require. See the Spells section (below) for more details.
  
  A BASIC FANTASY SUPPLEMENT
  Fey-Mage
  SPELLS
  The number of spells of each level which a Fey-Mage 
  may cast per day is shown on the table in the  New 
  Character Class section, above. Each day, usually in the 
  morning, a Fey-Mage renews his or her spell slots to 
  replace those that have been used. This is accomplished 
  through  meditative  techniques  that  fey  often  call 
  “Reverie.”  Because  a  Fey-Mage  does  not  have  to 
  memorize  spells,  they  do  not  need  to  worry  about 
  dismissing spells in order to prepare for more.
  Spellcasters must have at least one hand free and be able 
  to speak in order to cast spells; thus, binding and gagging 
  a spellcaster is an effective means of preventing him or 
  her from casting spells. In combat, casting a spell usually 
  takes the same time as making an attack. If a spellcaster is 
  attacked on the Initiative number on which he or she is 
  casting a spell, the spell is spoiled and lost.
  Fey-Mage Spells
  Unlike other Magic-Users, a first level Fey-Mage begins 
  play knowing only two first level spells. The GM may roll 
  for the spells, assign these as he or she sees fit, or allow 
  the player to choose, at his or her option. A Fey-Mage 
  does not need to keep a Spell Book. Instead, a Fey-Mage 
  may learn a maximum number of spells of each spell level 
  equal to two plus their Charisma bonus. They  can learn 
  spells from any being capable of casting such magic, so 
  long as the spell appears on the Fey-Mage list and the 
  Fey-Mage has the appropriate slots available. For new 
  spell creations, the Game Master must decide if it is an 
  appropriate  addition  to  the  Fey-Mage  spell  lists.  It  is 
  customary for a Fey-Mage to pay “training fees” when 
  learning new spells. The standard rate is 500gp per spell 
  level regardless of the training method, whether doing 
  their own research or practicing with a mentor. It takes 
  one day per spell level of research, repetition and practice 
  to properly learn a spell. Also note that, unlike other types 
  of Magic-Users, a Fey-Mage does not automatically know 
  the Read Magic Spell.
  Sometimes a Fey-Mage would prefer to know different 
  spells. At each even class level (2nd, 4th, 6th, etc.), the Fey-
  Mage may “un-learn” one currently known spell in order 
  to be free to learn another spell of the appropriate level. 
  The fees for learning new spells always apply, even if a 
  Fey-Mage  subsequently  relearns  a  spell  he  or  she 
  previously knew.
  Below are listed spells available to the Fey-Mage subclass 
  described above.  Many  Game  Masters  do not  use all 
  supplemental material, but, Optional Zero Level Spells 
  (cantrips)  and  Seventh  Level  Spells  are  included  for 
  completeness.  Fey-Mages  are  equivalent  to  normal 
  Magic-Users in either case. See the appropriate optional 
  supplement when necessary.
  Legend for spell list below:
  * – reversible spell
  # –  modified for Fey-Mage
  (f) – Fey-Mage spell
  (d) – Druid spell
  (i) – Illusionist spell
  (s) – Spell Supplement
  Cantrips:  One zero level spell, called a cantrip, can be 
  cast  per  level of  the  caster  plus  his  or  her Charisma 
  bonus.  Therefore,  a  fifth  level  Fey-Mage  with  an 
  Charisma  score  of  17  (+2  bonus)  may  cast  up  to  7 
  cantrips per day. When Cantrips are utilized, a Fey-Mage 
  begins with 1d4 different Cantrips, and may learn any 
  number more whenever a trainer is available (100gp each 
  in “training fees”).
  Zero-level Spells (Cantrips) are an optional rule, and thus 
  may be omitted by the GM.
  2
  
  Fey-Mage
  A BASIC FANTASY SUPPLEMENT
  Zero Level Fey-Mage Spells (Cantrips)
  1
  Animate Tool
  2
  Clean/Dirty
  3
  Flare
  4
  Flavor/Putrefy
  5
  Inscribe
  6
  Irritate
  7
  Knot/Unknot
  8
  Mage Hand
  9
  Open/Close
  10
  Summon Vermin/Exterminate Vermin 
  11
  Transfigure
  First Level Fey-Mage Spells
  1
  Change Self (i)
  2
  Charm Person
  3
  Chill (s)
  4
  Dancing Lights (i)
  5
  Detect Magic
  6
  Faerie Fire (f)
  7
  Magic-Missile
  8
  Read Languages
  9
  Remove Fear/Cause Fear
  10
  Sleep
  11
  Stoneskin (s)
  12
  Ventriloquism
  Second Level Fey-Mage Spells
  1
  Blur (i)
  2
  Charm Animal
  3
  Detect Invisibility
  4
  Invisibility
  5
  Knock
  6
  Levitate
  7
  Locate Object
  8
  Minor Warding (s)
  9
  Mirror Image
  10
  Phantasmal Force
  11
  Produce Flame/Cold (d)
  12
  Speak with Animals (d)
  Third Level Fey-Mage Spells
  1
  Aura of Fire/Frost (s)
  2
  Darkvision
  3
  Dispel Magic
  4
  Fly
  5
  Haste/Slow
  6
  Protection from Fire
  7
  Plant Growth (d)
  8
  Sidhe Messenger (f)
  9
  Shadow Door (i)
  10
  Water Breathing
  Fourth Level Fey-Mage Spells
  1
  Charm Monster
  2
  Dimension Door
  3
  Dispel Magic
  4
  Growth of Plants/Shrink Plants
  5
  Hallucinatory Terrain
  6
  Improved Invisibility (i)
  7
  Remove Curse/Bestow Curse
  8
  Polymorph Self
  9
  Tree Sanctuary (d)
  10
  Wizard Eye
  Fifth Level Fey-Mage Spells
  1
  Cloudkill
  2
  Hold Monster
  3
  Passwall
  4
  Slumber (f)
  5
  Telekinesis
  6
  Wall of Stone
  Sixth Level Fey-Mage Spells
  1
  Anti-Magic Shell
  2
  Death Spell
  3
  Disintegrate
  4
  Geas
  5
  Pass Tree (d)
  6
  Projected Image
  7
  Wall of Bronze (Wall of Iron, slightly modified)
  Seventh Level Fey-Mage Spells
  1
  Faerie Ring (f)
  2
  Phase Door (s)
  3
  Power Word, Stun (s)
  4
  Wychlamp Aura (s)
  3
  
  A BASIC FANTASY SUPPLEMENT
  Fey-Mage
  DESCRIPTION OF NEW SPELLS
  Faerie Fire
  Fey-Mage  1
  Range:  200 ft. + 10'/level
  Druid 1
  Duration:  1 minute/level
  A pale glow surrounds and outlines all objects including 
  individuals within a 20 foot radius from a point chosen by 
  the  caster.  Outlined  subjects  shed  light  as  candles. 
  Outlined creatures do not benefit from the concealment 
  normally provided by darkness, and the spell effectively 
  negates the effects of blur, displacement, invisibility, or 
  similar effects. The light is too dim to have any special 
  effect on undead or dark-dwelling creatures vulnerable to 
  light.  The  faerie  fire  can  be  blue,  green,  or  violet, 
  according to your choice at the time of casting. The faerie 
  fire does not cause any harm to the objects or creatures 
  thus outlined.
  Faerie Ring (optional)
  Fey-Mage 7
  Range: 10 feet
  Duration: 1 hour/level
  When a Fey-Mage creates a Faerie Ring, a small circle of 
  distinct  mushrooms  or toadstools  grow quickly.  Those 
  that  walk  into  the  circle  (about  5  foot  diameter)  are 
  transported into a region that borders the actual Faerie 
  Realm (another plane of existence). This region can be 
  utilized as a safe place to rest and recuperate (at double 
  normal rate for purpose  of healing  and restoration  of 
  spells). From this border region, one may pass back into 
  the familiar prime world or they might travel to the actual 
  Faerie Realm.
  The Faerie Realm is similar to the 'real world' in many 
  respects  and  mirrors  certain  aspects,  such  as  certain 
  locations, distinct regions, and even certain people have 
  Faerie Realm counterparts. Magic is more abundant and 
  more powerful. A Fey-Mage is treated as if his or her 
  caster level is 2 times normal (but this does not affect 
  number  of  spells  or  other  character  level  dependent 
  effects).  Likewise, normal magic-users (and druids if they 
  are utilized) are treated as 1.5 times normal caster level. 
  Clerics are counted as 75% (¾) of their normal level due 
  to being a bit further removed from their divine sources of 
  power. Characters recover (healing and spell recovery) at 
  triple the normal rate while in the Faerie Realm.
  The  Faerie  Realm  has  many  more  Fey  and  Sidhe 
  denizens, and they are typical members of their race. 
  However, there are many more atypical members that 
  might be encountered, having much more varied powers 
  and abilities. Likewise, there are many wondrous locales 
  and features  that  can be  explored in the land of  the 
  Faerie.
  Note: The main purpose for this spell is that of a special 
  portal  or  gate  to  allow  adventuring  in  another  land. 
  Therefore, it is optional and some Game Masters may not 
  want to include it in their campaigns. The Game Master 
  might want to simply utilize the 'border region' portion of 
  the spell, and keep the true Faerie Realm off-limits.
  Sidhe Messenger
  Fey-Mage  3
  Range:  special
  Duration:  special
  This spell summons a small and fast winged faerie. It 
  appears as a small light such as one might encounter on 
  lightning-bug,  and  only  very  close  inspection  would 
  indicate its true nature. It does not fight, but all normal 
  animals would ignore it and only monstrous ones would 
  attack. The messenger has an Armor Class of 18 and 2 hit 
  points, plus 1 per level of the caster. If it loses all of its hit 
  points, the Sidhe Messenger will die.
  The Sidhe Messenger flies at a movement rate of 120' per 
  round. It can bear up to one ounce per five full levels of 
  the caster (one ounce up to level 9, two ounces up to 
  level 14, three ounces from levels 15 through 19, four 
  ounces at level 20).
  When summoned, the Sidhe Messenger must be given a 
  specific destination, which can be any location on the 
  same plane of existence to which the caster has been at 
  least once (even if he or she was lost at the time). After 
  the caster gives the message or small item(s) to the faerie, 
  it will fly without error to the specified location.
  The caster may additionally visualize a specific person, 
  whom the Sidhe Messenger will seek out near the target 
  location.  Note  that  this  does  not  allow  location  of  a 
  person; the faerie will fly around the target area looking 
  for the target creature.
  The  Sidhe  Messenger  will  travel  at  its  maximum 
  movement from the caster to the target location. Distance 
  is no object; the faerie will continue indefinitely until the 
  target area is reached. If a target creature was specified, 
  the Sidhe Messenger will then fly around up to one day 
  per level of the caster looking, until the target creature is 
  found; otherwise the faerie will immediately land in the 
  target area. After it lands the Sidhe Messenger will wait 
  patiently for the message or item(s) to be removed, and 
  leave the area. If the item(s) or message are not removed 
  immediately the Sidhe Messenger will depart after waiting 
  4
  
  Fey-Mage
  A BASIC FANTASY SUPPLEMENT
  one round per level of the caster, placing the items on the 
  spot; this will also happen if a target creature is specified 
  and cannot be found.
  Slumber
  Fey-Mage  5
  Range:  90 ft.
  Duration:  5 rounds/level
  This spell is a stronger version of the Sleep Spell, affecting 
  more powerful creatures. The caster chooses a point of 
  origin for the spell (within the given range, of course), and 
  those creatures within 30' of the chosen point may be 
  affected.  Creatures  with  3  or  fewer  hit  dice  are 
  automatically affected without any save. Otherwise, each 
  creature in the area of effect is allowed a save vs. Spells to 
  resist the effect.  Creatures with 4 to 6 hit dice roll their 
  saves with a -2 penalty, while those with 7 or 8 hit dice 
  roll normally. Creatures with 9 or more levels or hit dice 
  are unaffected.  
  Sleeping creatures are helpless. Creatures with 3 or less 
  hit dice are effectively comatose for the duration of the 
  spell.  Otherwise,  slapping  or  wounding  awakens  an 
  affected creature, but normal noise does not.  Sleep does 
  not affect unconscious creatures, constructs, or undead 
  creatures, and such creatures in the area of effect are 
  ignored.
  When  the  duration  elapses,  the  sleeping  creatures 
  normally  wake  up  immediately;  however,  if  they  are 
  made very comfortable and the surroundings are quiet, 
  the affected creatures may continue sleeping normally, at 
  the GM's option.
  Wall of Bronze (Wall of Iron, modified)
  Fey-Mage  6
  Range:  90 ft.
  Duration:  permanent
  This spell causes a flat, vertical bronze wall to spring into 
  being. The wall is composed of up to one 10'x10' square 
  section, one inch thick, per caster level. If the caster so 
  desires,  the wall can bond  itself  into any  surrounding 
  nonliving material if its area is sufficient to do so. The wall 
  cannot be conjured so that it occupies the same space as 
  a creature or another object. The wall must always be a 
  flat plane, though the edges can be shaped to fit the 
  available space, and it must always be conjured in contact 
  with the ground.
  The caster can increase the thickness of the wall with a 
  proportionate  reduction  in  the  area;  for  example, 
  doubling the thickness halved the area. The wall may not 
  be made less than one inch thick. The caster can create 
  the wall vertically resting on a flat surface but not attached 
  to the surface, so that it can be tipped over to fall on and 
  crush creatures beneath it. The wall is 50% likely to tip in 
  either direction if left un-pushed. Creatures can push the 
  wall in one direction rather than letting it fall randomly. A 
  creature with 13 Strength (or 4 or more Hit Dice) can 
  push the wall over; or several creatures can work together 
  to do so. (If the optional Ability Roll rule is being used, a 
  Strength  roll  at  -3  is  sufficient  to  topple  the  wall.) 
  Creatures with room to flee the falling wall may do so by 
  making successful saves vs. Death Ray (with Dexterity 
  bonus added). Any creature of Ogre-size or smaller that 
  fails the save takes 10d6  points  of damage. The wall 
  cannot crush larger creatures.
  The wall created by this spell, while primarily bronze, is 
  not of high quality or concentration, and has no greater 
  value than a similar wall conjured of iron would. While it 
  may be slightly more resistant to corrosion (rust) than an 
  iron wall, it is affected by the same conditions, and is 
  subject  to  perforation,  and  other  natural  phenomena. 
  Faerie folk simply have an aversion to iron, and have 
  developed their own alternative for the Wall of Iron spell.
  5
  
  A BASIC FANTASY SUPPLEMENT
  Fey-Mage
  OPTIONAL RULES
  Classic Sorcerer
  The classic Sorcerer is functionally the same as is written 
  above. The fey connections can be minimized, omitted, 
  or  given  to  other  magical  backgrounds.  The  biggest 
  difference is that the standard Magic-User spell list, in its 
  entirety, is utilized instead of the Fey-Mage spell list. 
  Other Origins
  By changing the spell list in various thematic ways, the 
  Game  Master  can  build  other  kinds  of  spontaneous 
  casters.  Following are a few ideas:
  •
  Ghost-Mage  –  character's  origins  have  close 
  associations  with  ghosts,  vampires,  or  other 
  undead hauntings. A streak of white hair or even 
  a whole head full of blanched hair often marks 
  such  characters.  They  tend  to  utilize  various 
  necromantic spells.
  •
  Angelic-Mage  –  character's  ancestry  includes 
  saintly or angelic members. Such characters tend 
  to have  healing  or  protective  magics  to  assist 
  them in battling creatures of darkness.
  •
  Diabolist/Demonologist  –  character  acquires 
  spells  from  contact  with  beings  of  the 
  netherworld, often through pacts and sacrafices. 
  Spells tend to focus on charms, necromancy, and 
  other insidious magics.
  •
  Draco-Mage – character's ancestry includes those 
  with dragon blood or pacts with powerful dragon 
  beings. Such characters tend to have spell lists 
  that  compliment  the  appropriate  dragon  type 
  such as fire, electrical, cold, etc.
  Spell Point Sorcerer
  An alternative method of allocating spells is to grant Spell 
  Points instead of Spell Slots per Spell Level. This can be 
  done utilizing the Fey-Mage spell list, in conjunction with 
  the Classic Sorcerer (above), or with alternate origins. 
  The  original  Sorcerer  Supplement  contains  the 
  information necessary to determine the known spells and 
  Spells Points available, which differs in many ways from 
  the above mechanics (known spells and total spells per 
  level limitations). Because of the differing approaches to 
  these  kinds  of  spell  casters,  the  Game  Master  is 
  encouraged  to  choose  one  method  (spell  points  or 
  spells/level) for their spontaneous casters and stick to it, 
  rather than using both in their campaigns.
  As always, all optional game materials (or even more 
  optional variants of those materials) are decided upon by 
  the Game Master alone.
  6
  
  Fey-Mage
  A BASIC FANTASY SUPPLEMENT
  Open Game License
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  based on the System Reference Document v3.5 ("SRD"), which is Open Game 
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  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
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  the  associated  products  contributed  to  the  Open  Game  License  by  the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open 
  Game  Content.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this 
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  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
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  5.Representation of Authority to Contribute:  If You are contributing original 
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  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
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  14. Reformation: If any provision of this License is held to be unenforceable, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Fey-Mage:   A  Basic  Fantasy  Supplement  Copyright  ©  2010-2012  R.  Kevin 
  Smoot.
  END OF LICENSE
  7
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Classes & Characters/Basic Fantasy Fey-Mage Sorcerer [r1].pdf