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NOTE: The stars next to abilities, signify the energy/magic output needed. Beings can only use up to 10 stars a day, check your Alliances hierarchy to figure out your characters available usage. Going over usage takes the overflow amount, +2 penalty from the next day.

Faefolk domains

A faefolks domain depends on their subrace, and where they reigned from back in the fae realm.

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Aquatic (Ex. Kelpie, Naiad, Nixie, Mermaid, etc.) 

Faefolk of this domain have an affinity for the ocean and bodied water. They like all things aquatic, and being in proximity to water. Aquatic fae can be all elemental types but fire. 

  • Water Being ☆

The ability to breath in water,  just as easily as air and swim abnormally fast. Twice as fast a normal fae, and over triple that of anyone else.

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Forest (Ex. Satyr, Dryad, Sprite, Puca, etc.)

Faefolk of this domain have an affinity for the Earth and Forest. They like all things natural, and overgrown areas. Forest fae can be all elemental types but water.

  • One With Nature ☆

Forest fae can communicate with plants, trees and flowers. Which can assist them in finding herbs for medicinal purposes, allowing knowledge that others may not have. They often do not have much to say but if they’re talking, always listen. 

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​Sky (Ex. Sylphs, Will O’ the Wisp, Folletti, Pixie, etc.)

Faefolk of this domain have an affinity for the air and sky. They prefer free reign and open spaces. Sky fae can be all elemental types but earth.

  • Agility â˜†

Gravity just doesn't seem to effect these faefolk like any other. The air seems to moves around them, leaving little in the form of resistance. Aside from a natural speed boost, jumps and movement are fluid.

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Underdark  (Ex. Trows, Goblin, Banshee, Sluagh, etc.)

Faefolk of this domain have an affinity for the dark in all aspects, the prefer secluded and dim areas . Underdark fae can be all elemental types but air.

  • Shadowsinger ☆

Aside from being able to see in the dark up to 60ft, with dim light only. As creatures of darkness, the shadows can in a sense speak to them and whisper changes in their surroundings.

GENERAL ABILITIES

These are abilities that all faefolk have the capacity to do.

 

Elemental Magic 

The ability to harness the power of an element. This element can not change, as it is wrapped into their genetic makeup at birth. Fire, Water, Air or Earth. (Check the Faefolk Element section below for more info.)

 

Gift of Tongues ☆

Faefolk can understand and speak any language with the Gift of Tongues, sometimes without even realizing the language has changed. Including that of animals.

 

Fae Deals ★

As fae are beings who care most about their own self interest, and the truth. Deals made with them are no joke and bound by magic. Fae will seek what they believe they’re owed, until it's repaid to them.

  • Deal Mark

A little gift you're given to remind you you're indebted to a fae. The mark works as a tracker, tying you to the fae whom your deal is with. The mark disappears on its own when the deal is completed.

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Healing Self ☆ (Doesn’t work against the weaknesses listed below)  

As highly magical beings, the magic within faefolk cause them to instinctively heal themself. Superficial injuries heal within hours, whereas more severe ones may take up to days. 

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Portaling ★★★

Each fae holds the ability to portal, coming from their own element. They are only able to portal to places they know in great detail, or may appear where they didn't intend.

 

Air: Seems like they’re walking out of existence. The portal itself isn’t visible aside from a slight glimmer in the air.

Water: Where there's water, there's a way. Pulling water from the air, creates a puddle to step through.

Earth: The ability to walk through one tree or plant to another.

Fire: Walking through fire, from one location to another. The fire isn't hot or able to physically burn.

 

Glamour Magic  

All Fae are able to use this power of illusion. The greater the illusion, the more magic is exhausted. Those around would perceive illusion magic to be true, and wouldn’t be the wiser until the spell is broken. 

(Large scale Illusions which affect others outside of your scene, or the whole sim. MUST get approval from the admin team first.)

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  • Personal Glamour ★★

The ability to hide or change aspects of their appearance, and appear human to the eye.

(Dropping glamour will result in restoring one star of energy)

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Glamouring Others ★★★★

The ability to hide or change aspects of another's appearance. 

(Dropping glamour will result in restoring all but one star of energy)

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Minor Illusions ★★★★

You believe these illusions are real, so in a sense they are.

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Major Illusions ★★★★★★

Full senses based illusions, you can see, feel, smell, taste and hear it. By all means they’re real..except they aren't.

 

Loaded Luck â˜…★★★ 

By touching the skin of another and rubbing off some of their essence, they can cause the others to have good or bad Luck. Those affected will have a physical indicator for the duration of the magic.

(ex. The scent of flowers or death stuck in their nose, a light dust of sparkles or a rash, a handprint where they’re touched)

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Faefolk Elements

Every fae being has the ability to harness an element. 

Within your chosen element, you may pick 3 of the 5 listed abilities for your character to possess.

 

Fire Fae

Faefolk that were born to wield the element of fire.

 

1. Pyrokinesis

The ability to both control and create fire. 

  • Flame Creation ★★★

Summoning fire, from magic alone.

  • Flame Manipulation ★

Manipulating an already existing fire.

  • Engulfment ★★★★

Setting a certain target completely ablaze, engulfed by flame.

  • Dragons Breath ★★★

Discharge a large flame from the mouth.

  • Other Pyrokinetic Abilities

Abilities not listed may be allowed, but must be submitted here to the admin staff for an approval and rating.

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2. Song of Passion  ★★/per person

An incantation sung by the fire faefolk to instill a feeling of desire, rage, or overall intensity depending on intent.

 

3. Thermal Magic

This is the ability to physically manipulate temperature. 

  • Thermoregulation ★

The ability to adjust one’s own body temperature at will.

  • Thermokinesis ★★★★

The ability to adjust the temperature of one's general surroundings.

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​4. Flame Ward ★★★

Imbue an object/area to be resistant to fire and produce fire upon being touched. The ward would burn anyone but the fae who cast the ward.

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5. Faerie Fire ★★

Outline an object or person/creature in a glowing magical fire of any color. Does not harm the individual, but makes it impossible for them to hide, easier to see and hit, and partially blinds them. Lasts no longer than an hour.

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Water Fae

Faefolk that were born to wield the element of water.

 

1. Hydrokinesis 

The ability to both control and create water and ice. 

  • Water Creation ★★★

Summoning water, from magic alone.

  • Water Manipulation ★

Manipulating already existing water.

  • Water Whip ★★

Sending condensed water towards their opponent, with a speed that stings like a whip.

  • Scatter Shot ★★★

Release water blasts that split into multiple fragments.

  • Other Hydrokinetic Abilities

Abilities not listed may be allowed, but must be submitted here to the admin staff for an approval and rating.

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​2. Healing Others (Doesn’t work against the weaknesses listed below)

The ability to heal the injuries of others, this cannot be used on the dead.

  • Minor Injuries ★

Small cuts, scrapes or bruises

  • Moderate Injuries ★★

Cuts, scrapes, bruises or other injuries that would require medical attention.

  • Severe Injuries ★★★

Bone breaks, Internal issues, any serious injury that would require hospitalization or emergency care.

  • Lethal Injuries ★★★★

Injuries of others that by other means would likely cause death.

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​3. Song of Merriment ★★/per person

An incantation sung by the earth faefolk to instill a feeling of happiness, content, joy or excitement depending on intent.

 

4. Fog and Cover ★★★★

The ability to create a dense fog to protect and conceal their immediate area. Only other water fae may see through this.

 

5. Echolocation ★★

Without using sight, they can physically feel others' movement and positions through the water around them.

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Earth Fae

Faefolk that were born to wield the element or earth.

​1. Terrakinesis

The ability to both control and create sand/rock.

  • Terra Creation ★★★

Summoning sand or rock, from magic alone.

  • Terra Manipulation ★

Manipulating already existing sand or rock.

  • Sandstorm ★★★★★★

Send sand from the surrounding landscape swirling haphazardly, harming and biting at those in the general vicinity.

  • Earth Bomb Generation ★★★★★★

Create bombs/explosions of earth by manipulating internal pressures and forces.

  • Other Terrakinetic Abilities

Abilities not listed may be allowed, but must be submitted here to the admin staff for an approval and rating.

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2. Song of Tranquility ★★/per person

An incantation sung by the earth faefolk to instill a feeling of calm, composure, or peace depending on intent.

 

​3. Matter Manipulation â˜…★★★★

The ability to turn an object into the earth. (ex: turning a book into sand)

 

4. Bloom/Decay  ★★ to ★★★★

Being able to grow or wilt plants at your own desire.

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5. Healing Others (Doesn’t work against the weaknesses listed below)

The ability to heal the injuries of others, this cannot be used on the dead.

  • Minor Injuries ★

Small cuts, scrapes or bruises

  • Moderate Injuries ★★

Cuts, scrapes, bruises or other injuries that would require medical attention.

  • Severe Injuries ★★★

Bone breaks, Internal issues, any serious injury that would require hospitalization or emergency care.

  • Lethal Injuries ★★★★

Injuries of others that by other means would likely cause death.


 

Air Fae

Faefolk that were born to wield the element of air.

 

1. Aerokinesis 

The ability to both control and create air.

  • Air Creation ★★★

Summoning air, from magic alone.

  • Air Manipulation ★

Manipulating already existing air or wind.

  • Air Bomb Generation ★★★★★★

Create bombs/explosions of air by manipulating internal pressures and forces.

  • Razor Wind ★★★

Sending controlled wind towards their opponent, with a speed that cuts through skin like a razor.

  • Other Aerokinetic Abilities

Abilities not listed may be allowed, but must be submitted here to the admin staff for an approval and rating.

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2. Illusions

As illusions have a lot to do with light and air, those with the air element require less magic to conjure them. (Large scale Illusions which affect others outside of your scene, or the whole sim. MUST get approval from the admin team first.)

  • Personal Glamour (★)

The ability to hide or change aspects of their appearance. (Dropping glamour will result in restoring all but one star of energy)

  • Glamouring Others (★)★★

The ability to hide or change aspects of another's appearance. (Dropping glamour will result in restoring all but one star of energy)

  • Minor Illusions ★★

You believe these illusions are real, so in a sense they are.

  • Major Illusions ★★★

Full senses based illusions, you can see, feel, smell, taste and hear it. By all means they’re real..except they aren't.

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3. Echolocation ★

Without using sight, they can physically feel others' movement and positions through the air around them. 

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4. Song of Dreams ★★/per person

An incantation sung by the air faefolk to instill a certain dream, nightmare, or vision, the next time they sleep.

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5. Electric Generation ★★★★

Manipulating the air and its electrons in such a way it creates friction, and electricity.

Weaknesses

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Truth 

Fae lack the ability to lie, to do so is simply not in their nature. When trying the lie, the words physically get caught in their throat, and become painful if persisted upon. Fae need to learn to be precise with their wording.

 

Forget-Me-Knots 

These flowers are extremely dangerous to Faefolk. The scent alone repels their kind, but if ingested it can stop the flow of magic inside the beings for 24 hours. On top of the magical blockage, it causes stomach-flu like symptoms.

 

Iron 

Faefolk are extremely weak to iron. Iron burns the flesh of Faefolk, and causes brands or scars that will never fade, but can be hidden under glamour. 

 

Song Silence 

After successfully using one of its songs, the faefolk lose all ability to speak for the next 2 hours.

 

Accidental/Emotional Magic 

As such strong beings faefolk are greatly tied to their magic in all aspects. Strong emotions can take over causing a fit of magic. If a fae loses control like this, and lets an emotion spark control over their elemental power. It will leave the being fully drained, until the next day.

(Ex: Fire Fae igniting themselves in fire from going into a berserker rage.)

 

Withering 

Fae must return to a natural habitat (Domain.) at least once a week to prevent themselves from withering. Being very entuned with nature, its important for them to spend time channeled tot their natural setting. To fully recuperate, the Fae must remain for at least an hour. Short durations throughout the week lessen the urgency to do so.

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Shiny Objects

Fae are very susceptible to shiny objects and are sometimes even seen dressed in sequins and gems. While this particular weakness does not incapacitate them, it is useful in distracting them, or gaining their attention.

 

Loss of Glamour 

If energy drops to 0, all glamours under control of that Fae will drop immediately too. 

 

Hyperfocus

By pouring sugar onto a clean surface in front of a faefolks path, and commanding them to count with their full name, they must comply. No matter how strong they are, the fae will get down and count each grain until done. It should be noted that this is probably the best way to get on their bad side, and is a well kept secret within their community.

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