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 |
***Invisible*** Naturally invisible, but can make themselves visible with conscious effort. Since they can see others of their kind, invisible or not, they require the use of the Stealth skill to sneak past one another. |
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 |
***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels. |
Faerie Magic |
***Faerie Gift***
Contact, Permanent, 4 MP
The targeted intelligent creature, as long as it retains the favor of the faerie granting the gift, receives a +25% bonus to a craft, healing, musical, or magical skill. A given creature can only receive one Faerie Gift.
Source: Bestiaire Faerique |
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 Telepathy***
Concentration, 4 MP per target, Resistance (Will)
This power establishes mutual mental communication between the faerie and a target in its line of sight, who can be of another species and speak another language.
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 |