Difference between revisions of "Fey Powers"

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=='''Fey Powers'''==
 
=='''Fey Powers'''==
while abilities of the many fey races vary wildly some are common. These are guides to things Fey can do, though by no means the limit of themFea are not masters of natures but natural extensions of it.
+
Not all fey have all the same powers. Some would have different powers and different skills. Some would have similar powers and different power levels. Below is a system to recognize the distinctions of a vastly varied collection of races that while they may present very different all still have the basic connection of being feyFey are not masters of natures but natural extensions of it.
  
===Common Fey Powers===
+
A Fey race would have a collection of inherited powers.  Then they would have a pool of pips to allocate that build or enhance natural powers and add powers the individual develops.
*Immunity to Sleep magic.
+
 
 +
==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
 
*Resistance to charm magic
*Find Water
+
*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.
*Climb with ease
+
*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  
 
*Leap and land: fall distance depending on Strength  
*Shapeshift-Costs 25 pips for full shapechange
+
*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
===Basic Fey Powers-10 pips===
+
*Lock Door-Unlock door
Generally a Fey will have some of these depending on race and personal condition.
 
*Pass without trace.
 
*Minor Illusion: This manifest as making a image that  would normally be in the nature setting of the Fey.
 
*Identify plant.
 
*sense weather
 
*recall terrain
 
 
*Faerie Fire:  
 
*Faerie Fire:  
*Cantrips
 
 
*Swim as fast as running on land.  
 
*Swim as fast as running on land.  
 
*Blend with plants(Camouflage)
 
*Blend with plants(Camouflage)
*Shapeshift to alt form
+
*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-20 pips===
+
====Advanced Fey Powers-2 Pips====
 
*Rest with nature (recover endurance twice as fast)
 
*Rest with nature (recover endurance twice as fast)
 
*Call animal
 
*Call animal
 
*Breath water
 
*Breath water
 
*Spider Climb
 
*Spider Climb
*insect plague
+
*Insect plague
*Speak to Animals
+
*Invisibility
*speak with Plants
+
*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-40 pips===
+
====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.
+
*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
+
*Fly
 
*Cause Plant Growth (based on Psyche)
 
*Cause Plant Growth (based on Psyche)
 
*Commune with nature.
 
*Commune with nature.
*control weather (based on psyche)
+
*Animal bond:Bonds to one type of aimal.
*Animal bond
+
*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.
==Racial Variations==
+
*Shapeshift-Costs 20 pips for full shapechange
While many variations in Strength, Endurance, & Psyche exist between races, as well as native abilitie specific to the race, the powers are general and most Fey will have some of them.
+
*Shapeshift to Wind, Water, Earth, or Fire.(Separate from other Shape Shrift powers)
 
 
Difference exist between Minor, Small, medium, Large, and Major Fey Races.
 
  
*Minor Races:pixies.
+
==Racial Variations and Fey crossbreeds==
 +
While many variations in Strength, Endurance, & Psyche exist between races, as well as native abilities specific to the race, the powers are general and most Fey will have some of them.
  
*Small Races:Gnomesbrownies
+
However there are many races that have connections to the fey either in recent interbreeding or in ancient connections.   
  
*Medium Races:
+
Examples exist in Orkind, Adask, Elven, Dwarven, Mer, Trollkin. 
 +
===Orchind===
 +
===Adask===
 +
The Adask and the Fey have deep connections.  It is unclear how Fey blood and powers distribute among the race.  individuals have little or no Fey powers.  Other individuals may have a great many.  Certain branches among the Adask have a greater likelihood to have fey powers.  What is known is the the Primal Adask has a connection to the fey Powers, causing her to be accorded fey status.  Her descendants seem to have fey powers.  This gives Adask of all kinds a chance to generate fey Powers.
 +
===Elven===
 +
Elves and Fey are frequently considered the same race and the confusion is aided or derided depending on the shadow. Amber elves are fey.  Beleriand Elves are not.
  
*Large Races:Trolls of some kinds.
+
=='''[[Arden Stone]]'''==
 +
The Arden Stone is a prime artifact of the Fey Race  in Arden.  Stolen and missing for centuries, it was returned by Lord Donovan, son of Julian and Cyrene and Lady Desri, daughter of Benedict and Lintra.  Lord Donovan is the hero of its rescue and is accorded the title of Stone Lord by the stone itself.  A major conflict between Donovan and Titania and Cyrene is that he did not establish the stone in the location that Titania wanted.  That being her Arden Ring.  The Stone Ring is more attuned to Donovan the Queen Titania. 
 +
*5 Basic Imprint: Hang 1 major and 6 minor spells. Communion with local Nature.
 +
*10 Advanced Stone Imprint: Hang 2 major and 12 minor spells. Communion with local Nature.
 +
*20 Master Stone Imprint: Hang 4 major and 12 minor spells. Communion with local Nature.
 +
*40 Primal Stone Imprint: Hang 8 major and 24 minor spells. Communion with local Nature.
  
*Major Races: Elven Races including the Royal Lines of Titania.
+
=='''Fey Rings'''==
 
 
==Fey Rings==
 
 
Called by many names Fey Rings are a common sight of veneration, community, and authority among various fey sections.  Druids have built them in many shapes and sizes to focus natural powers. They are often sights of councils and religious ceremony.
 
Called by many names Fey Rings are a common sight of veneration, community, and authority among various fey sections.  Druids have built them in many shapes and sizes to focus natural powers. They are often sights of councils and religious ceremony.
  
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==Miscellany==
 
==Miscellany==
 
==For your Consideration==
 
Not all fey have all the same powers. Some would have different powers and different skills. Some would have similar powers and different power levels. I'm trying to create a system to recognize all the distinctions of a vastly varied collection of races that while they may present very different all still have the basic connection of being fey.
 
 
To reflect that I'm looking at a point allocation system to customize powers by race and by individual.
 
 
A Fey race would have a collection of inherited powers.  Then they would have a pool of pips to allocate that build or enhance natural powers and add powers the individual develops.  This not being AD&D 5ed, i don't want it to get too complicated but considering the vast lore of fey its hard to avoid.
 
 
So I'm looking at this.
 
  
 
==Fey Distinctions and Powers==
 
==Fey Distinctions and Powers==
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==Examples==
 
==Examples==
Great Elves: varies by realm.  Norldor, Amberian.  
+
==='''Great Elves'''===
 +
Varies by realm.  Norldor, Amberian.  
 
*Members have General Fey Powers.   
 
*Members have General Fey Powers.   
 
*Racial Powers include Immunity to Sleep magic, Resistance to charm magic,Climb with ease, Pass without trace, Identify plant, Leap and land: fall distance depending on Strength, Sense weather,  Blend with plants(Camouflage), *Animal bond:Bonds to one animal  
 
*Racial Powers include Immunity to Sleep magic, Resistance to charm magic,Climb with ease, Pass without trace, Identify plant, Leap and land: fall distance depending on Strength, Sense weather,  Blend with plants(Camouflage), *Animal bond:Bonds to one animal  
Line 161: Line 184:
 
*Skills: Great Elves learn easily so they start with 6 pips in skills to represent things that ''Come Easy'' to them.  
 
*Skills: Great Elves learn easily so they start with 6 pips in skills to represent things that ''Come Easy'' to them.  
 
   
 
   
Fylgiar: A Minor race of Fey that binds to other individuals
+
==='''Fylgiar'''===
 +
A Minor race of Fey that binds to other individuals
 
*Members have General Fey Powers.
 
*Members have General Fey Powers.
 
*Racial powers include Invisibility, Alt Form, Minor Illusion, Immunity to sleep magic, Pass without Trace. Lock Door-Unlock Door.  
 
*Racial powers include Invisibility, Alt Form, Minor Illusion, Immunity to sleep magic, Pass without Trace. Lock Door-Unlock Door.  
Line 168: Line 192:
 
Fylgair are attendant spirits that assist those they bind to in indirect manners, often involving using their cantrips.  They often warn their  companions of approaching people.
 
Fylgair are attendant spirits that assist those they bind to in indirect manners, often involving using their cantrips.  They often warn their  companions of approaching people.
  
Red Caps: Main Race.
+
==='''Red Caps'''===
 +
Main Race.
 
*Members have General fey powers.
 
*Members have General fey powers.
 
*Racial Powers include Immunity to Sleep magic, Resistance to charm magic, Climb with ease, Pass without trace.*Lock Door-Unlock door
 
*Racial Powers include Immunity to Sleep magic, Resistance to charm magic, Climb with ease, Pass without trace.*Lock Door-Unlock door
Line 175: Line 200:
 
These are malicious spirits. Red Caps are a warrior race known for throwing rocks, especially from a above. They tend to move into a castle or building and create mayhem to the residents till they abandon the place.  They are unreasonable and combative.
 
These are malicious spirits. Red Caps are a warrior race known for throwing rocks, especially from a above. They tend to move into a castle or building and create mayhem to the residents till they abandon the place.  They are unreasonable and combative.
  
Brownies: Main Race
+
==='''Brownies'''===
 +
Main Race
 
*Members have General Fey Powers.
 
*Members have General Fey Powers.
 
*Racial Powers include Immunity to Sleep magic, Climb with ease, Pass without trace, Identify plant,   
 
*Racial Powers include Immunity to Sleep magic, Climb with ease, Pass without trace, Identify plant,   
Line 184: Line 210:
 
Brownies are helpful friendly creatures who will bond to places and families and as long as they are well treated will do many services around the home. If mistreated or insulted they can be quite petulant.  They love milk and honey and sweetcakes.   
 
Brownies are helpful friendly creatures who will bond to places and families and as long as they are well treated will do many services around the home. If mistreated or insulted they can be quite petulant.  They love milk and honey and sweetcakes.   
  
Bwacas: Main Race
+
==='''Bwacas'''===
 +
Main Race
 
A form of Brownie that especially is connected to fire.
 
A form of Brownie that especially is connected to fire.
 
*Members have General Fey Powers.
 
*Members have General Fey Powers.
Line 195: Line 222:
  
 
Obviously the variations of races are endless but this gives a general idea. Interested in your comments.
 
Obviously the variations of races are endless but this gives a general idea. Interested in your comments.
 +
 +
 +
 +
------
 +
first draft.. just for archive
 +
 +
==First draft-archive==
 +
===Common Fey Powers===
 +
*Immunity to Sleep magic.
 +
*Resistance to charm magic
 +
*Find Water
 +
*Climb with ease
 +
*Leap and land: fall distance depending on Strength
 +
*Shapeshift-Costs 25 pips for full shapechange
 +
 +
===Basic Fey Powers-10 pips===
 +
Generally a Fey will have some of these depending on race and personal condition.
 +
*Pass without trace.
 +
*Minor Illusion: This manifest as making a image that  would normally be in the nature setting of the Fey.
 +
*Identify plant. 
 +
*sense weather
 +
*recall terrain
 +
*Faerie Fire:
 +
*Cantrips
 +
*Swim as fast as running on land.
 +
*Blend with plants(Camouflage)
 +
*Shapeshift to alt form
 +
 +
===Advanced Fey Powers-20 pips===
 +
*Rest with nature (recover endurance twice as fast)
 +
*Call animal
 +
*Breath water
 +
*Spider Climb
 +
*insect plague
 +
*Speak to Animals
 +
*speak with Plants
 +
 +
===Master Fey Powers-40 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.
 +
*control weather (based on psyche)
 +
*Animal bond

Latest revision as of 09:10, 14 November 2022

Fey Powers[edit]

Not all fey have all the same powers. Some would have different powers and different skills. Some would have similar powers and different power levels. Below is a system to recognize the distinctions of a vastly varied collection of races that while they may present very different all still have the basic connection of being fey. Fey are not masters of natures but natural extensions of it.

A Fey race would have a collection of inherited powers. Then they would have a pool of pips to allocate that build or enhance natural powers and add powers the individual develops.

Fey Distinctions and Powers[edit]

Minor Fey, Main Fey, Major Fey, & Great Fey:[edit]

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[edit]

  • 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[edit]

  • 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[edit]

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[edit]

  • 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[edit]

  • 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)

Racial Variations and Fey crossbreeds[edit]

While many variations in Strength, Endurance, & Psyche exist between races, as well as native abilities specific to the race, the powers are general and most Fey will have some of them.

However there are many races that have connections to the fey either in recent interbreeding or in ancient connections.

Examples exist in Orkind, Adask, Elven, Dwarven, Mer, Trollkin.

Orchind[edit]

Adask[edit]

The Adask and the Fey have deep connections. It is unclear how Fey blood and powers distribute among the race. individuals have little or no Fey powers. Other individuals may have a great many. Certain branches among the Adask have a greater likelihood to have fey powers. What is known is the the Primal Adask has a connection to the fey Powers, causing her to be accorded fey status. Her descendants seem to have fey powers. This gives Adask of all kinds a chance to generate fey Powers.

Elven[edit]

Elves and Fey are frequently considered the same race and the confusion is aided or derided depending on the shadow. Amber elves are fey. Beleriand Elves are not.

Arden Stone[edit]

The Arden Stone is a prime artifact of the Fey Race in Arden. Stolen and missing for centuries, it was returned by Lord Donovan, son of Julian and Cyrene and Lady Desri, daughter of Benedict and Lintra. Lord Donovan is the hero of its rescue and is accorded the title of Stone Lord by the stone itself. A major conflict between Donovan and Titania and Cyrene is that he did not establish the stone in the location that Titania wanted. That being her Arden Ring. The Stone Ring is more attuned to Donovan the Queen Titania.

  • 5 Basic Imprint: Hang 1 major and 6 minor spells. Communion with local Nature.
  • 10 Advanced Stone Imprint: Hang 2 major and 12 minor spells. Communion with local Nature.
  • 20 Master Stone Imprint: Hang 4 major and 12 minor spells. Communion with local Nature.
  • 40 Primal Stone Imprint: Hang 8 major and 24 minor spells. Communion with local Nature.

Fey Rings[edit]

Called by many names Fey Rings are a common sight of veneration, community, and authority among various fey sections. Druids have built them in many shapes and sizes to focus natural powers. They are often sights of councils and religious ceremony.

While most are merely symbolic, though deeply revered, some are places of magic. Even non-magical ones are often scenes of ritual and sympathetic magic, some are constructs of power.

Low Order Fey Rings[edit]

Many Fey rings with magical power were created to focus low order magic for many purposes and these sights are among the most revered. Clans, councils, Swirls, all might attach themselves culturally to one ring or another.

High Order Fey Rings[edit]

A few fey rings focus High Order powers. They greatly improve fey powers, rituals, and sorcerys done in their presence. Some central standing stones are High Order Constructs that a person may become attuned with. These constructs allow sorcerers to hang spells similar to other High Order Constructs. These constructs are similar in nature to Mal at Riess sigils.

High Order Fey Ring Powers[edit]

  • Imprint-5 pips. Hang 1 major and 6 minor spells.
  • Advanced Imprint 10 pips. Hang 2 major and 9 minor spells.
  • Master Level Imprint-20 pips. Hang 4 major and 12 minor spells.

While the power levels of various rings vary they are used to crate a sigil that may be used in many of the ways other sigils can in defense and in investigative uses. However Fey rings can not focus energy on the attack

Arden Ring[edit]

Feystone1.jpg

One of the best known rings among the Fey of Amber is the Arden Ring. It is deep in the realm of the Fey near the waters of Queen Titania's Court. It is 6 low stones, each of which is used as a focus for different types of sues. The central stone of the ring has been missing since before formation of the Kingdom of Amber

Fey Swirls[edit]

Fey Swirls are social arrangements among fey of different races. Consider these Clubs, Guilds, Clans, secret or not-secret societies.

Swirls are often regional. They are comprised usually by members on many races who join together for many reasons. Some Swirls are dedicated to certain activities such as forest tending, animal tending, businesses like baking, leatherwork, woodworking. Some swirls are military or magical.

Miscellany[edit]

Fey Distinctions and Powers[edit]

Minor Fey, Main Fey, Major Fey, & Great Fey:[edit]

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[edit]

  • 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[edit]

  • 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[edit]

Generally a Fey will have some of these depending on race and personal condition.

  • Immunity to Sleep magic.
  • Resistance to charm magic
  • Climb with ease
  • Pass without trace.
  • Minor Illusion: This manifests as making a image that would normally be in the nature setting of the Fey.
  • Identify plant.
  • Leap and land: fall distance depending on Strength
  • Sense weather
  • Recall terrain
  • Lock Door-Unlock door
  • Faerie Fire:
  • Swim as fast as running on land.
  • Blend with plants(Camouflage)
  • Shapeshift to alt form

Advanced Fey Powers-2 Pips[edit]

  • 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 accoring 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[edit]

  • 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)


Examples[edit]

Great Elves[edit]

Varies by realm. Norldor, Amberian.

  • Members have General Fey Powers.
  • Racial Powers include Immunity to Sleep magic, Resistance to charm magic,Climb with ease, Pass without trace, Identify plant, Leap and land: fall distance depending on Strength, Sense weather, Blend with plants(Camouflage), *Animal bond:Bonds to one animal
  • Developed Powers: A great Elf starts with 10 pips to allocate to abilities they as individuals embrace.
  • Skills: Great Elves learn easily so they start with 6 pips in skills to represent things that Come Easy to them.

Fylgiar[edit]

A Minor race of Fey that binds to other individuals

  • Members have General Fey Powers.
  • Racial powers include Invisibility, Alt Form, Minor Illusion, Immunity to sleep magic, Pass without Trace. Lock Door-Unlock Door.
  • Developed Powers: Fylgair begin with 3 Pips for allocation Often having to do with noise making, knocking things over and helping their person.
  • Skills: Fylgair begin with 2 pips in skills. these might be spent buying more cantrips.

Fylgair are attendant spirits that assist those they bind to in indirect manners, often involving using their cantrips. They often warn their companions of approaching people.

Red Caps[edit]

Main Race.

  • Members have General fey powers.
  • Racial Powers include Immunity to Sleep magic, Resistance to charm magic, Climb with ease, Pass without trace.*Lock Door-Unlock door
  • Developed Powers: Red Caps begin 4 pips for allocated powers.
  • Skills: Red caps start with 5 pips in skills. These usually involve repair or destruction of stone or wood. They may include accuracy with thrown objects. they may include thievish skills.

These are malicious spirits. Red Caps are a warrior race known for throwing rocks, especially from a above. They tend to move into a castle or building and create mayhem to the residents till they abandon the place. They are unreasonable and combative.

Brownies[edit]

Main Race

  • Members have General Fey Powers.
  • Racial Powers include Immunity to Sleep magic, Climb with ease, Pass without trace, Identify plant,

Lock Door-Unlock door, Call animal, Invisibility, Seal Portal-Unseal Portal, *Speak to Animals-Conversational at the intelligence of the animal. Life Bond: Fey is bound to some other life Form or place

  • Developed Powers: brownies are lively and helpful creatures that start with 10 pips to allocate to powers.
  • Skills: brownies start with 6 pips of skills. These are usually household related, repair/mend, wood craft, cooking, animal husbandry, gardening, cheese making, beer or wine brewing.

Brownies are helpful friendly creatures who will bond to places and families and as long as they are well treated will do many services around the home. If mistreated or insulted they can be quite petulant. They love milk and honey and sweetcakes.

Bwacas[edit]

Main Race A form of Brownie that especially is connected to fire.

  • Members have General Fey Powers.
  • Racial Powers include Immunity to Sleep magic, Climb with ease, Pass without trace, Identify plant,

Lock Door-Unlock door, Call animal, Invisibility, Seal Portal-Unseal Portal, Speak to Animals-Conversational at the intelligence of the animal. Life Bond: Fey is bound to some other life Form or place. Cause fire, Quell fire. Smoke Rings.

  • Developed Powers: brownies are lively and helpful creatures that start with 10 pips to allocate to powers.
  • Skills: brownies start with 6 pips of skills. These are usually household related, repair/mend, wood craft, cooking, animal husbandry, gardening, cheese making, beer or wine brewing.

Bwacas are lovers of fire and while they will perform other brownie-like duties they are especially keen on dealing with household fires. They maintain fireplaces, hearths, cook fires, candles, bonfires, and fires dealing with farming. However they get insulted if they are ignored or if large fires are done in their presence and they are not asked to help.

Obviously the variations of races are endless but this gives a general idea. Interested in your comments.



first draft.. just for archive

First draft-archive[edit]

Common Fey Powers[edit]

  • Immunity to Sleep magic.
  • Resistance to charm magic
  • Find Water
  • Climb with ease
  • Leap and land: fall distance depending on Strength
  • Shapeshift-Costs 25 pips for full shapechange

Basic Fey Powers-10 pips[edit]

Generally a Fey will have some of these depending on race and personal condition.

  • Pass without trace.
  • Minor Illusion: This manifest as making a image that would normally be in the nature setting of the Fey.
  • Identify plant.
  • sense weather
  • recall terrain
  • Faerie Fire:
  • Cantrips
  • Swim as fast as running on land.
  • Blend with plants(Camouflage)
  • Shapeshift to alt form

Advanced Fey Powers-20 pips[edit]

  • Rest with nature (recover endurance twice as fast)
  • Call animal
  • Breath water
  • Spider Climb
  • insect plague
  • Speak to Animals
  • speak with Plants

Master Fey Powers-40 pips[edit]

  • 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.
  • control weather (based on psyche)
  • Animal bond