List | Feature |
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 |
**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 |
Ability |
***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner |
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 |
Faerie Magic |
***Paralyzing Breath*** , Ranged, Special Duration, Resistance (Endurance), 2 MP: Make a contested roll between the Fairy Magic of the black dog and the Endurance of the targeted creature. The power only affects the target if the success levels are in favor of the black dog. 1 level of success: the target is paralyzed for 1 round; two levels of success: the target is paralyzed for 1d4 rounds; 3 levels of success: the target faints and cannot be awakened until the end of the combat. The effect can be dispelled with appropriate magic, such as Dispel Magic |
Ability |
***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter. |
Faerie Magic |
***Faerie Stealth***
Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
Source: Bestiaire Faerique |
Faerie Magic |
***Faerie Teleportation***
Instant, 2 MP
The faerie can teleport instantly to another location in its line of sight, provided it's not already occupied by an object or creature. It can teleport up high, but falls if it can't fly.
Source: Bestiaire Faerique |