![]() So Keyleth, Vax, and Vex might have fuzzy memories, but they'll remember it, and Percy has a good chance on making the save. ![]() In all cases, any spell that can remove a curse can fix both lost and fuzzy memories, and between Pike, Keyleth, and the other NPCs/guest stars in Whitestone there's plenty of people that can cast 3rd (remove curse) or 5th (greater restoration) level spells to fix the whole thing.ĭnD 5e DMG pg 50 under optional rules: feywild magic: Grog and Scanlon have a lower chance to succeed but DC10 is still a pretty easy save all things considered. ![]() Memory Loss: A creature that leaves the feywild must make a DC10 wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the fey ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the feywild. ![]() On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories. Time Warp: While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse. Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table.
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