Magic: Faerie Abilities
Faeries in Aylasia came from "Faerie" to settle at one point. They lost touch with their ancestors and developed in different ways. Over time they lost some abilities, changed some abilities, added some new ones, retained old ones. You get the picture. Both types of faerie magic will be listed here.
Of note: Faerie has been spelled fairly consistently, but we each have our own variations of the shortened form: fey or fae. Either is fine and could be excused by region, or family tradition.
Something else important to note: while Faeries outside of Aylasia have the seelie and unseelie courts, those lines have long since blurred in Aylasia and there is no distinction or court in existence.
From the realm of Aylasia:
Changeovers: to call forth the faerie parts of the fey-touched. A changeover is irreversible so that one becomes all faerie or all human.
Dust: faerie dust has inherent magical properties. It is shed, usually during sleep and often clings to the skin of the faerie. There is a strongly regulated trade of dust in New Meridian and the surrounding areas. It's prized for use in certain spells and rituals.
Flight: they can fly with their wings in faerie form. The more they fly the further and longer they can do so, some faeries traveling great distances just using their wings.
Glamour: or faerie glamour. These are illusions specific to physical appearance. Only some faeries have this ability and it seems to be inherited through families (ie: some families lost the ability). As well, some fae can cast on other people and some fae can cast only on themselves.
Mage forms: the ability to shift into full, human size. When a faerie does so their wings disappear. Most full blooded fey cannot hold mage form for long, particularly when sick or tired. Half and part faeries seem able to hold it longer, though this depends on how many fae traits they inherited.
Potions: faeries are particularly gifted at herbal lore and often have a natural talent at potion brewing. They can sometimes get results with potions that mages cannot, simply by nature of how they mix (and possibly because their dust often gets mixed in during the process).
Recognition: a faerie can sense fae magic in others. Fey-touched cannot and some part- or half-faeries cannot either.
Spells: there are some types of spells and magic that only faeries can cast. Among them are "luck" spells, "blooming" spells for plants and trees, and "changeling" spells (though the latter has been banned in Aylasia).
True names: some faeries are given special "true" names. It is a secret name kept between the head of the family (or community leader) who gives the name and the trusted few who are allowed to witness the ceremony. These are usually given at birth. A true name gives someone power over the faerie, but it also allows them to know the true nature of the one it belongs to. Faeries also know true names for many plants and can use those names to sway them to grow or awake to play (in the case of dryads).
From the realm of Faerie:
Binding magic: for verbal contracts and wishes.
Changeovers: to call forth the faerie parts of the fey-touched. A changeover is irreversible so that one becomes all faerie or all human.
Illusions: akin to the illusions cast by mages.
Light flight: A pixie using light flight will appear as nothing more than a firefly or a shooting star to most people. It is only usable by pixies.
Pockets: storing objects in interdimensional spaces to be called forth when needed. This ability was lost to Aylasian faeries.
Recognition: a faerie can sense fae magic in others. Fey-touched cannot and some part- or half-faeries cannot either.
Translocation: moving things from across the room.
True names: Fae know their true names from birth, and they're the only ones to know it. Same thing for those who do a changeover to become full fae. As soon the transformation is complete, they become aware of their true names. They must share their names with others, otherwise only they will know it. True names have a huge amount of power, whether to be used for good (breaking a curse on another fey) or ill (having power over them).
Clurichaun Specific Powers: the realm of alcohol. A Clurichaun can banish it entirely from someone's system, or contrarily overload them with it (so long as there's some to start with) and effectively kill them with alcohol poisoning, even if they've only had one glass.
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