Page 50 - Dungeon Master's Guide
P. 50

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