List | Feature |
Ability |
***Allergy to Salt and Iron*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not. |
Ability |
**Faerie Resistance**
Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level. |
Ability |
***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death |
Chaotic feature |
Frightening - Creature appears terrifyingly dangerous; viewers must succeed in an unopposed Willpower roll or flee the creature immediately. |
Faerie Magic |
***Faerie Illusion***
Concentration, Zone (radius of 10 m2), Resistance (Will), 6 MP
To create a convincing illusion, the faerie alters the sensory projections of all or part of either the affected area or the creatures within. The illusion can involve all five senses, but it only works on a creature if it is entirely within the zone and fails its resistance test.
Source: Bestiaire Faerique |
Faerie Magic |
***Faerie Metamorphosis***
Contact, Duration (one day), 5 MP, Resistance (Will)
The faerie transforms its physical body or that of the targeted creature into that of another species. An unwilling target creature gets a resistance roll.
Source: Bestiaire Faerique |
Ability |
**Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*.
*Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled
*Zone:* The power affects all targets within the specified radius.
Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions.
*Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour.
Source: Bestiaire Faerique |