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Advanced Dungeons and Dragons Sprite Abilities
Please do note that not every Sprite, Fae, Pixie or other similar creature is able to use or perform all of these abilities. What one is able to do and not do has been listed in the combat section of each of the “races” and this here is only more information on what each of these abilities is, and what they can do. The word “Fae” was used to have something common in use of the creature in which would be able to do so and so.
| Airy Water | |
| Airy Water is a spell that once one word is spoken by a Fae with a small handful of alkaline or bromine salts he/she may create a 10-ft Radius Sphere or 15-ft radius hemisphere within water. This sphere changes water or water-based solutions into a breathable substance. The person(s) and/or creature(s) within this sphere may be able to breath as if in air, however, any creature that needs water to breath would have problems in breathing and moving around. The spell lasts one turn per the Fae’s level.
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| Blink | |
| Blinking allows the Fae’s material form to “blink” from one point to another point, at random times and random directions. The number of times a Fae may blink out is once per a round, and when they do this they will move from one spot to another, which is around 10 feet away from them. If there is a solid object in the place of where they would blink in, they automatically blink in at another point that is free. If there is no place for the Fae to blink in, they he/she will become trapped on the Ethereal Plane.
Attacks normally miss the Fae if he/she has blinked out in time before and/or during the attack unless the creature attacking is able to strike both positions in which the Fae could be in. The time in which it takes for a Fae to blink out and reaper somewhere else is less than a second as it happens instantaneously. It is possible for the Fae to attack and then blink out or vice versa, however this could leave the Fae swinging a sword at thin air from facing the wrong direction. . |
| Change Self | |
| The Fae is able to alter his/her appearance in form, clothing and equipment to appear 1 foot shorter (or taller), thin (fat, or somewhere between), human ( humanoid or human sized creature). This ability cannot allow a Fae to duplicate an individual form. If the Fae doesn’t seem to be acting like what he/she appears to be, it may be possible to touch the Fae in order to feel the real appearance or another mean which could give away the true being. This can last anywhere from 6 to 12 rounds plus 2 more rounds per each level of the Fae.. |
| Dancing Lights | |
| The Fae may create several different types of light that can move around forward, backwards to the side and such without any major concentration of his/her thoughts. All of the lights will resemble the brightness of a lantern or touch and cannot be used to blind people as they light isn’t that bright. The size and numbers of these lights can change, either one- four small sized lights, or one large human sized light. The sizes of the lights can all vary between these differences and may also sometimes exceed them depending on the abilities of the Fae. The Range of the lights normally starts out at 40 yards plus 10 yards per a level of the Fae, and they last 2 rounds per a level of the Fae. |
| Entangle | |
| The Fae is able to cause all the plant life (trees, vines, bushes, and other such things) within an area of about 40 feet cubed to entangle (turn, twist, wrap around, entwine) all life forms within the area. The Fae does not have to be in the area of the active plants for this to work, as the Fae only has to be within 80 yards of the selected area. Large creatures and others may try and flee from such movements of the plants; however, they are normally slowed down a bit and/or caught anyhow. |
| ESP | |
| The Fae is able to detect the surface thoughts of any creature that can think and is within range of the Fae. The range is 5 yards per a level of the Fae, and the maximum distance is 90 yards. This sort of probe can be used on one creature to another, at the rate of one thought from a single creature per a round. The duration of this use is one round per a level of the Fae. |
| Infravision | |
| The Fae is able to see in normally within darkness ( 50 feet, 60 feet, which ever one applies to the race) without light. Bright lights can blind this sort of vision making it function less efficiently. Invisible creatures cannot be seen by using this unless the creature gives off some sort of heat or warmth. |
| Invisibility | |
| The Fae is able to become invisible to anyone who doesn’t have second sight or another means in order to see him/her. Equipment and clothing will become invisible with the Fae, however all light sources (unless dimmed to nothing) will still be visible. Some of the Fae are able to remain invisible even while attacking, while others would/may become visible once they attacked. |
| Know Alignment | |
| The Fae is able to read the aura of another creature or object within 10 yards (Maybe more, depends on the type of Fae) to know its/his/hers alignment. Only one aura may be read in this manner per every two rounds, however, the Fae is able to concentrate for only one rounds to find out the other’s alignment with respect to law and chaos. The duration is one round per a level of the Fae. |
| Otto's Irresistible Dance | |
| A Fae is able to touch another creature to “caste” the Otto's Irresistible Dance. Once this is done, the creature will begin to dance, shuffling and tapping his/her way into dancing. The person will not want to really do anything besides dance for 1 – 5 rounds.. If they have a shield the thoughts are not on it or moving it to defend, but only to dance. |
| Pass Plant | |
| The Fae is able to enter a tree and move from within it to another tree. The direction of travel must be close to where the Fae wishes to go and the second tree must be within distance.
Type of Tree and then the maximum distance ; Oak 600 yards ; Ash 540 yards ; Yew 480 yards ; Elm 420 yards ; Linden 360 yards ;deciduous 300 yards ; coniferous 240 yards ; other 180 yards
Both trees that the Fae would be entering must be of the same type, must be alive, and have the girth of at least equal the size of the Fae. If the Fae wishes to go north and there are no same trees there, and there is one within the east, the Fae will go east. If there are no other trees besides that one, the Fae will stay in that tree. The Fae is able to stay in the second tree for up to one round per each of the Fae’s levels until he/she wishes to step from that tree. If the tree is burnt or killed and the Fae is still within it, then the Fae does die. |
| Polymorph Self | |
| The Fae is able to assume the form of any creature except those that are noncorporeal, the sizes from as small as an ant to the size of a hippopotamus. The physical mode of locomotion and breathing the Fae will have; however, any magic, special attacks or movements the Fae will not have.
The Fae’s equipment will meld into the new form. Some use of magical rings or other items may still be possible, it just depends on what it is and the particular Fae involved.
The Fae is able to change his/her form as he/she sees fit to, each change takes one round to complete. The duration of this ability is 2 rounds per each level of the Fae. When he/she takes back his/her true form he/she will naturally heal almost all or most of the wounds he/she might have suffered, depending on the severity of the wounds. If the Fae dies, he/she will revert back to his/her real form and will not gain any healing effects. |
| Pyrotechnics | |
| A Fae may able to use Pyrotechnics to change an existing fire, which is within 120 yards, into doing one of the following effects. Once the effects are over, the fire is immediately extinguished while larger fires are only partially extinguished. Magical fires will never be extinguished. A fire based creature will receive around one point of damage per each level of the Fae.
The first one, the Fae may have a fire produce flashing and fiery burst that resemble fireworks filling 10 times greater the normal size of the original fire, which will last one round. The lights are capable of blinding anyone for 1-5 rounds who could have seen the light display or been within 120 feet of it.
The second one, The Fae may cause a thick, stream of smoke to arise from a fire source, creating a chocking cloud that will last one round per every level of the Fae. The smoke can fill a volume up to 100 times greater the size of the original flame, and will conform to the shape of the confined area from the floor up. This smoke does obscure vision beyond two feet.. |
| Slow | |
| A Fae is able to effect an area that is 90 yards plus 10 yards per level away from them to make the creatures (a creature per a level of Fae) within the 40 foot cubed distance move at half their normal rates. The Fae chooses the center and the layout design of the 40 foot cubed area. The duration of this is 3 rounds plus 1 round per each level of Fae. |
| Speak With Animals | |
| The Fae is able to speak to cold/warm blooded animal(s) which are not mindless and are within 30 feet of the Fae. The Fae may ask questions and receive answers from the creature(s). The value of the answer in which was received depends on how the animal is reacting, and normally thinks. In the end, the animal may be willing to do one favor or service for the Fae. This speech normally lasts 2 rounds per each level of the Fae.
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| Summon Insects | |
| The Fae is able to focus on a type of insect flying or crawling and a swarm ( types can be bees, hornets, wasps, biting ants, pinching beetles ext) and then summon them. A cloud of the flying (or a swarm of the crawling) will appear and gather at a close point of the Fae. This group of insects will attack any single creature the Fae points to that is within 30 yards of the Fae.
If the single creature that was the focus of the “attack” is able to evade them by jumping into a pool of water or sorts, the swarm can be sent to attack another victim with a one round delay. Crawling insects are able to move up to 10 feet per a round; flying insects can move up to 60 feet per a round. The Fae must concentrate to maintain this swarm, and it will dissipate if he/she moves or is disturbed. The duration of the swarm is one round per each level of the Fae. |
| Trip | |
| The Fae is able to place a little magic into an object (normally a vine, stick, rope, or other type of object) causing the object to rise slightly up from the ground or floor. The item was raised just enough to ‘trip’ some passerby or the person intended to trip, unless they were careful when crossing; however, the object has an 80 percent chance of not being detected. The object will remain as it is for one round per each level of the Fae no matter how many people fall over it in this time |
| Ventriloquism | |
| The Fae is able make his/her own voice, another person’s voice, or another sound seem to issue from some other places besides where it is truly coming from. For example, the Fae may speak, however, the words could sound like they were from the tree that is 10 yards away. The distance in which the Fae can have the sound appear to be from has to be within 10 yards per a level of the Fae, to a maximum of 90 yards. . The Fae may speak in any language that he/she knows, and may create any sound that he/she normally is able to create. The Duration in which the Fae may keep this act up is 4 rounds plus one round per each level of the Fae. |
The abilities here all came from the Advanced Dungeons and Dragon’s Player handbook. They are all wizard and priest spells which have been changed in content to take it away from the dice rolling, initiative rolling and so forth in order to have some common grounds for online, storytelling RPing. The basics have all been copyrighted to TSR. For further information on these abilities feel free to look at the PHB.
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