Mystic Fey

in: True Gods

**Alignment:** Chaotic Good

**Domains:** Arcana, Artifice, Change

**Symbol:** A spiral of seven stars

**Favored Weapon:** Fire Lance

**Epithets:** The Dreamer, the Shaper, the Unbound

**Divine Font:** Heal

**Divine Skill:** Nature

**Avatar:** A humanoid with fey features and a swarm of butterflies.

Mystic Fey is a chaotic good deity who created a fey realm in their world. They are the patron of magic, creativity, and freedom. They are also known as the Dreamer, the Shaper, and the Unbound.

## Appearance

Mystic Fey appears as a tall and slender humanoid with pale skin, long silver hair, and violet eyes. They wear a flowing robe of many colors that shifts and changes with their mood. They often carry a staff of twisted wood that glows with arcane power.

## Personality

Mystic Fey is a whimsical and unpredictable deity who values imagination and expression above all else. They love to create new things and explore new possibilities, often without regard for the consequences. They are fascinated by magic and its potential to shape reality according to one’s will. They are also fond of fey creatures and their realms, seeing them as reflections of their own vision.

Mystic Fey is not malicious or cruel, but they can be careless and irresponsible. They tend to act on impulse and follow their curiosity wherever it leads them. They have little respect for rules or authority, especially those that limit their freedom or creativity. They can be easily bored or distracted by something more interesting or exciting.

## History

Mystic Fey was once a mortal wizard who lived when magic was rare and suppressed by a tyrannical empire. They rebelled against the empire and sought to learn more about the secrets of magic. They traveled across the world, studying lore and magical beings, experimenting with different spells and rituals, and encountering various beings of magic.

One day, they stumbled upon a portal to the Feywild, the plane of faerie. They were enchanted by the beauty and wonder of the fey realm, where magic was abundant and anything was possible. They decided to stay there and explore its mysteries.

They soon gained the attention and favor of some of the archfey, powerful fey lords who ruled over different domains in the Feywild. They learned from them and befriended them, but also challenged them and tricked them. They also made enemies among some of the other archfey who saw them as a threat or a nuisance.

Eventually, Mystic Fey became so adept at magic that they transcended their mortal limits and ascended to godhood. They claimed a portion of the Feywild as their own domain and shaped it according to their whims. They also created many new fey creatures to populate their realm and serve as their companions.

They then turned their attention back to their original world, where they sought to spread their influence and inspire others to embrace magic and creativity. With the blessing of the Ancestor Gods they were allowed to bring their portion of the Fey Wild into Spielatz to be their personal domain. They became a patron of mages, artists, rebels, dreamers, and anyone who dared to defy convention or authority.

## Domain

Mystic Fey’s domain is a fey realm that mirrors their original world but with more magic and wonder. It is a place where anything can happen and nothing is as it seems. The landscape is constantly changing according to Mystic Fey’s mood or imagination. The seasons are erratic and unpredictable. The sky can be filled with stars or rainbows or fireworks at any time.

The realm is inhabited by various fey creatures that Mystic Fey created or invited from other parts of the Feywild. Some of them are loyal servants or friends of Mystic Fey while others are independent or hostile entities that follow their own agendas.

The realm is also connected to other planes of existence through portals that Mystic Fey opened or discovered. Some of these portals lead to other fey realms while others lead to different worlds or dimensions. Many who Travel to the Domain of Mystici Fey can never return because of what they have seen there.

## Worshipers

Mystic Fey’s worshipers are mostly mages who seek to learn more about magic or use it for creative purposes. They also include artists who express themselves through various forms of art such as music, painting, poetry, etc., rebels who oppose oppressive regimes or institutions that stifle freedom or individuality, dreamers who have visions of other worlds or realities, and anyone who values imagination over reason.

Mystic Fey’s worshipers often gather in secret places where they can practice their magic or art without interference or persecution. They also seek out portals to Mystic Fey’s realm or other planes where they can experience new wonders or challenges. They sometimes perform rituals or ceremonies in honor of Mystic Fey, offering them gifts such as artworks, magical items, or interesting stories. They also ask for Mystic Fey’s guidance, blessing, or protection, especially when they face danger or need inspiration.

## Clergy

Mystic Fey’s clergy are mostly those who serve as teachers, guides, and protectors of magic and its users. They also include artists who serve as creators, communicators, and entertainers of art and its audiences. They also include rebels who serve as fighters, leaders, and liberators of freedom and its seekers.

Mystic Fey’s clergy wear robes of purple and silver that match their deity’s colors. They also adorn themselves with various symbols and signs of Mystic Fey, such as stars, spirals, butterflies, or staffs. They often carry wands or other magical items that enhance their abilities or express their creativity.

## Temples and Shrines

Mystic Fey’s temples and shrines are rare and hidden in places where magic is strong or fey creatures are present. They are often located in forests, caves, ruins, or other natural or ancient sites. They are usually built or decorated with materials that reflect Mystic Fey’s domain, such as wood, stone, crystals, flowers, or paintings. They are also filled with various magical objects or artworks that serve as offerings or tools for worship.

Mystic Fey’s temples and shrines are places where worshipers can practice their magic or art in peace and harmony. They are also places where worshipers can communicate with Mystic Fey or their fey servants or allies. They are also places where worshipers can access portals to Mystic Fey’s realm or other planes of existence.

## Holy Days and Festivals

Mystic Fey’s holy days and festivals are not fixed or regular but rather depend on their mood or inspiration. They may coincide with natural events such as solstices, equinoxes, full moons, eclipses, meteor showers, etc., or with magical events such as planar conjunctions, arcane surges, spellplague outbreaks, etc., or with artistic events such as concerts, exhibitions, contests, etc.

Mystic Fey’s holy days and festivals are occasions for worshipers to celebrate their deity and their ideals. They are also occasions for worshipers to showcase their magic or art to others and to receive feedback or praise. They are also occasions for worshipers to experience new things and to have fun.

## Avatar

Mystic Fey’s avatar is a manifestation of their divine power and presence in the mortal world. They can assume any form they wish, but they usually appear as a humanoid with fey features such as pointed ears, wings, horns, or tails. They can also alter their appearance at will, changing their hair, eyes, skin, or clothes to suit their mood or situation.

Mystic Fey’s avatar is often accompanied by a swarm of butterflies that flutter around them or form various shapes or patterns. They can also summon or dismiss other fey creatures or magical effects at will.

Mystic Fey’s avatar is rarely seen in the mortal world, as they prefer to stay in their realm or other planes of existence. They only visit the mortal world when they are curious or bored or when they have a specific purpose or interest. They may also appear in dreams or visions to communicate with their followers or other beings.

Mystic Fey’s avatar is unpredictable and capricious in their actions and words. They may be friendly or hostile, helpful or harmful, serious or playful, depending on their whim. They may also change their mind or attitude at any moment without warning or explanation. They are not bound by any rules or obligations and do not care about the consequences of their actions.

Mystic Fey’s avatar is not to be trifled with or offended. They may react with anger or vengeance if they are challenged, insulted, ignored, or bored. They may also grant favors or rewards if they are amused, impressed, intrigued, or pleased. They may also ignore any requests or demands if they are not interested or motivated.

### Unravel Magic - Spell Level 4th

**Traditions** arcane

**Cast** [two-actions] somatic, verbal

**Range** 120 feet; **Targets** one creature or object

You attempt to undo the magic affecting the target. You can choose to affect either a single spell or all spells on the target. If you choose a single spell, you must be able to identify it by name. You attempt to counteract the chosen spell or spells.

### Weave Reality - Spell Level 6th

**Traditions** arcane

**Cast** [three-actions] somatic, verbal

**Range** 500 feet; **Area** 50-foot burst

You alter the fabric of reality within the area to create a temporary illusion that affects all senses. You decide what the illusion looks and sounds like when you cast the spell. The illusion can include creatures and objects that appear to be real and act accordingly. The illusion lasts for 1 minute.

The illusion is so convincing that it can fool even magical senses. Creatures within the area must attempt a Will save.

Critical Success The creature sees through the illusion and is unaffected by it.

Success The creature is aware that something is amiss, but cannot discern the true nature of the illusion. It treats the illusion as concealed.

Failure The creature believes the illusion is real and interacts with it accordingly.

Critical Failure As failure, but the creature also takes 10d6 mental damage from the shock of being deceived.

### Alter Reality - Spell Level 10th

**Traditions** arcane

**Cast** [ten-minutes] material, somatic, verbal

You bend reality to your will, creating a permanent change in accordance with your desire. You can alter one of the following aspects of reality, as long as it does not violate the laws of magic or logic.

* You can create or destroy up to 100 cubic feet of nonliving matter of any sort.
* You can change one creature’s form into another of equal or lesser level.
* You can grant or remove one permanent condition or curse from one creature.
* You can alter one creature’s memories or personality traits.
* You can change one event in the past as if you had cast a wish spell to do so.

The GM has final say on what effects are possible with this spell and may require you to make a check using your spellcasting ability modifier to determine if you succeed or fail. If you fail, you waste your spell slot and nothing happens. If you critically fail, something goes wrong and you suffer an unforeseen consequence determined by the GM.

### Prismatic Storm - Spell Level 8th

**Traditions** arcane

**Cast** [two-actions] somatic, verbal [reaction] Trigger A creature within range attempts to cast a spell; Effect You disrupt their casting with this spell instead.

**Range** 120 feet; **Area** 30-foot burst; **Duration** 1 minute You unleash a storm of prismatic energy that fillsthe area. The storm obscures vision and creates loud noises that make Perception checks within the area more difficult. Each creature that enters the area or starts its turn there must attempt a Reflex save.

Critical Success The creature is unaffected.

Success The creature takes 5d6 damage of a random type (roll 1d8 and consult the table below).

Failure The creature takes 10d6 damage of a random type and is affected by an additional effect based on the type (see below).

Critical Failure As failure, but the creature takes 15d6 damage and the additional effect is heightened to 9th level if possible.

You can use a single action, which has the concentrate trait, to sustain the spell each round, increasing the radius by 10 feet each time you do so, up to a maximum of 100 feet.