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==Fey Distinctions and Powers== ===Minor Fey, Main Fey, Major Fey, & Great Fey: === Some fey are tiny and weak Some are great and mighty. Some individuals in minor races may be very powerful and some individuals of Great Races may not be very powerful. *Minor: Some Fey are tiny, nearly insubstantial, and often little more then animals in their reasoning and powers. Some may be intelligent but have few powers beyond their racial ones. *Main: Main Fey are the vast majority of fey. *Major:Major Fey are often intelligent enough to compete with non-fey races on a regular basis. Elves of various races. Races that bridge fey and non-Fey races such as the Adask. *Great Fey: Great Fey are fey races with great intelligence or great powers. Often ruling races such as Elves of various races. These races will have greater connections to the powers then other races. === Powers=== *'''General Fey Powers''' are abilities all fey may have. While some may not have all these, in general it can be assumed any fey can do these things. *'''Racial powers''': These are abilities specific to each race of fey. *'''Developed powers''': Abilities they allocate pips to gain. *'''Skills:''': Skills common to Fey Races. The pips for skills do not allocate toward powers. A Fey would start with certain racial powers and with a small pool of initial pips. Then as they age and develop they would take points as they gain them to abilities they embrace. ====General Fey Abilities==== *Sense other Fey *Sense Fey influences *Find Water *Cantrips: Fey, being close to nature with magical connections, will have a few Cantrips. *Detect Poisons ====One Pip Powers-1 Pip each==== Generally a Fey will have some of these depending on race and personal condition. *Immunity to Sleep magic. This is a general immunity and high power effect can put Fey to sleep. *Resistance to charm magic *Climb with ease: This is a calm understanding of natural surfaces. While it can be used on structures it is far more oriented toward trees and rocks. *Pass without trace. This is knowing how to move in and environment in a way to not disturb the ground and foliage on it. A skilled tracker might till follow them. *Minor Illusion: This manifests as making a image that would normally be in the nature setting of the Fey. It is less effective in artificial areas. *Identify plant. This represents the vat amount of plant lore taught Fey. If they were on a world where they had no experience they might identify plants in comparison to plants they know. *Leap and land: fall distance depending on Strength *Sense weather: This is the hairs on the back of the neck feeling when crtain types of weather may occur. Rises in humidity, oncoming storms. *Recall terrain *Lock Door-Unlock door *Faerie Fire: *Swim as fast as running on land. *Blend with plants(Camouflage) *Shapeshift to alt form: Among the more powerful 1 pip powers this manifests as a fey having an alternate form as part of their nature. It may include one elemental form but in that case it is a racial things. ====Advanced Fey Powers-2 Pips==== *Rest with nature (recover endurance twice as fast) *Call animal *Breath water *Spider Climb *Insect plague *Invisibility *Seal Portal-Unseal Portal *Speak to Animals-Conversational at the intelligence of the animal. *speak with Plants-This is not a conversational Speaking but a sensing of things according to the plant's level of perception. *Shapeshift to N/N forms *Animal bond:Bonds to one animal *Life Bond: Fey is bound to some other life Form or place ====Master Fey Powers-4 pips==== *Create Magic Circle: Creates a magic Circle, sometimes of mushrooms, that protect the caster from certain types of creatures. Someone inside can not be charmed or possessed. Rings last an hour to indefinitely, based on the caster's psyche. *Fly *Cause Plant Growth (based on Psyche) *Commune with nature. *Animal bond:Bonds to one type of aimal. *Control weather (based on psyche) This is a local effect that essentially creates the weather, not something that causes weather over a vast amount of space. *Shapeshift-Costs 20 pips for full shapechange *Shapeshift to Wind, Water, Earth, or Fire.(Separate from other Shape Shrift powers)
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