Dungeon Master's Guide
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FEY CROSSINGS<br />
Fey crossings are places of mystery and beauty on the<br />
Material Plane that have a near-perfect mirror in the<br />
Feywild, creating a portal where the two planes touch.<br />
A traveler passes through a fey crossing by entering a<br />
clearing, wading into a pool, stepping into a circle of<br />
mushrooms, or crawling under the trunk of a tree. To<br />
the traveler, it seems like he or she has simply walked<br />
into the Feywild with a step. To an observer, the traveler<br />
is there one moment and gone the next.<br />
Like other portals between planes, most fey crossings<br />
open infrequently. A crossing might open only during<br />
a full moon, on the dawn of a particular day, or for<br />
someone carrying a certain type of item. A fey crossing<br />
can be closed permanently if the land on either side is<br />
dramatically altered- for example, if a castle is built<br />
over the clearing on the Material Plane.<br />
OPTIONAL RULES: FEYWILD MAGIC<br />
Tales speak of children kidnapped by fey creatures<br />
and spirited away to the Feywild, only to return to their<br />
parents years later without having aged a day, and<br />
with no memories of their captors or the realm they<br />
came from. Likewise, adventurers who return from an<br />
excursion to the Feywild are often alarmed to discover<br />
upon their return that time flows differently on the<br />
Plane of Faerie, and that the memories of their visit<br />
are hazy. You can use these optional rules to reflect the<br />
strange magic that suffuses the plane.<br />
MEMORY LOSS<br />
A creature that leaves the Feywild must make a DC<br />
10 Wisdom saving throw. Fey creatures automatically<br />
succeed on the saving throw, as do any creatures, like<br />
elves, that have the Fey Ancestry trait. A creature that<br />
fails the saving throw remembers nothing from its<br />
time spent in the Feywild. On a successful save, the<br />
creature's memories remain intact but are a little hazy.<br />
Any spell that can end a curse can restore the creature's<br />
lost memories.<br />
TIME WARP<br />
While time seems to pass normally in the Feywild,<br />
characters might spend a day there and realize, upon<br />
leaving the plane, that less or more time has elapsed<br />
everywhere else in the multiverse.<br />
Whenever a creature or group of creatures leaves<br />
the Feywild after spending at least 1 day on that plane,<br />
you can choose a time change that works best for your<br />
campaign, if any, or roll on the Feywild Time Warp<br />
table. A wish spell can be used to remove the effect on<br />
up to ten creatures. Some powerful fey have the ability<br />
to grant such wishes and might do so if the beneficiaries<br />
agree to subject themselves to a geas spell and complete<br />
a quest after the wish spell is cast.<br />
FEYWILD TIME WARP<br />
d20 Result d20 Result<br />
1-2 Days become 14-17 Days become weeks<br />
m inutes<br />
18-19 Days become<br />
3-6 Days become hours months<br />
7-13 No change 20 Days become years<br />
so<br />
CHAPTER 2 I CREATING A MULTTVERSE