(Fatae: Italy; means Fairies)

Description:  Fairies are tiny creatures that either live together in troops known as Troop Fairies, or by themselves in the forest lands known as Solitary Fairies. They are magical little creatures, often-called the "Little People", standing no higher than a man's knee.  Do not let their size fool you for it can be changed at will by the magical power they use known as 'glamour' or fairy magic. Fairy Kingdoms hold a bit different social ranking than that of other races.  In every kingdom you will find that a Fairy Queen rules supreme, the King acts as more of an advisor too her.  Fairies of the Queen's kingdom will remain loyal too her at all times. Though most fairy Queens tend to be generous, carrying, and loving to her people.  Though fairies may look frail, and weak a unit of male fairy soldiers is a match for any invader.

Classification:  Natural

General Information:

-Fairies can be one of the following Specialties: Battle Mage, Conjurer, Elementalist, Forest Mage, Harper, Healer, Holy Priest, Illusionist, Sorcerer, Thief, Thought Master, Warlocks/Witches

-Fairies are very small and hard to Hit.  When fighting something over 4 feet in size Fairies get a +5 to their Hit Save.

-Fairies tend to be vegetarians, feasting on cheese, honey, milk, and so on.

-Fairies must always listen to their Queen if they are a Troop Fairy.

-Fairies are immune to sickness, and disease, both natural and magical.

-Fairies have a speed dice of 1 d25.

-Range weapons suffer a -8 when rolling to Hit a fairy.

-Fairies get a +1 to Hit Roll when using a Range Weapon.

-Fairies can only ride custom-made mounts.

Weaknesses:

-Fairies suffer double damage from cold-based spells, and attacks.

-Fairies suffer a -2 DE to all their attacks when fighting someone over double their own size.

-Fairies can only wear custom made armor built to fit their small frames, and use weapons custom made small for them.

Constant Abilities:

-Flight: Fairies can fly from birth with use of their magic glamour sprinkled over their wings.  When in flight they receive a +2 to HS.

-Change Size:  Fairies have the ability to change in size anywhere from 8 inches too 5'8 feet in height at will.

Gained Abilities:

-(1) Swift Wings: Use this to dodge out of harms way. Causes the opponent to re-roll a successful Hit. Used ONCE per battle.  Costs 2 PP.  DEFENSIVE

-(1) Lore of Illusions: Cast this upon yourself, or another character to change their appearance into another being by using an illusion for 1 turn.  Cost 2 PP to use.  EITHER

-(2) Fairy Dusting: Sprinkling this dust upon a character allows them to fly 1 d4 turns.  Person flying gains +2 HS during this time. Costs 5 PP.  EITHER

-(2) Floating Lights:  Three small baseball sized orbs spin about the Fairy glowing brightly with light to ward off creatures of darkness.  These lights will last 1 d3 minutes.  Creature's that fear light will stay away from the target while these magical orbs are in effect.  It a creature comes to close and hits one of the orbs it will be dealt 1 d8 DE.  Costs 5 PP.  DEFENSIVE

-(3) Luck of Lore: Cast this on a character to aid them in battle. This gives any character +5 to Hit Roll for this turn. Can be used only ONCE per battle. Cost 8 PP to use.  OFFENSIVE

-(3) Healing Glamour:  Sprinkle this dust upon a target to heal it 1 d8 LP.  Costs 8 PP.  DEFENSIVE

-(4) Flash Blinding:  From the Fairies hand a flash of magical light shoots out blinding target for this turn, causing them to re-roll a successful Hit.  Costs 10 PP.  DEFENSIVE

-(4) Shocking Dust: Creates an electrical cloud of dust that deal 2 d5 DE to any target.  Roll to Hit cut in half.  Costs 10 PP to use.  OFFENSIVE

-(5) Blazing Sparks:  Hot Sparks shoot out of the Fairies hands towards a target, dealing 1 d12 DE roll to Hit cut in half.  Costs 11 PP to use.  OFFENSIVE

-(5) Lost Footage: Cast upon an opponent to make them slip on the floor losing this attack turn.  This can not be used if opponent is flying. Roll 1 d15 score higher than target's level to be successful.  Costs 11 PP to use.  DEFENSIVE

-(6) Cloud Vision:  Fairies may cast this spell upon a target to turn invisible too that target's sight of view.  This will last 3 minutes IRL time.  Fairies will get a +5 to Hit when fighting an opponent who is clouded.  You must roll 1 d15, and score higher than the target's level in order for this too work.  A target that is clouded can not AA you until it wears off.  Costs 12 PP.  DEFENSIVE

-(6) Love Lore:  Fairies are deceptive little creatures that use enchantments to toy with other's emotions.  Casting this spell successfully will cause the target to become charmed, and unable to deal harm unto you for this turn.  Roll 1 d15 score higher than your target's level.  Costs 12 PP.  DEFENSIVE

-(7)  Sphere Shield: A protective shield of solid magic surrounds the Fairy absorbing the effects from one attack for this turn.  It costs 13 PP.  DEFENSIVE

-(8) Confusion Glamour:  With this magical spell the Fairy uses the art of illusions to create a twin image of itself causing the opponent a 50% chance of either Hitting or Missing.  Opponent must roll 1 d100 scoring a 51+ to guess correctly, and then must roll to Hit as normal if Hit is needed for that attack.  Costs 14 PP.  DEFENSIVE

-(9) Stone Hold:  Cast this magical spell upon a target to freeze their muscles, and bones solid state, like stone for a few brief moments.  Target will lose this turn, and if trying to escape from opponent it will add a +5 to your speed dice roll.  Roll 1 d15 score higher than targets level to be successful.  Costs 15 PP.  EITHER

-(10) Entrancement: Cast upon a target to make them under your control for one turn. Can only be used on characters with lower PP then you. You can not make the character do physical damage to them self. Costs 16 PP to use.  OFFENSIVE

-(11) Dizziness:  Cast this upon your opponent or target to cause them too feel dizzy, and lightheaded.  This will only work on creatures of the living.  Target will suffer -5 to all rolls made for the next 2 turns Costs 17 PP.  DEFENSIVE

-(12) Escape: Cast this spell to add a +5 to your speed roll for this turn.  Costs 18 PP to use.  DEFENSIVE

-(Elder) Enhanced Speed:  Fairy Elders may add +5 to their Speed Rolls.

-(Elder) Fairy Wrath:  A Lightning bolt streaks forth from the Fairies hand into the target dealing 2 d7 DE.  Roll to Hit cut in half.  Costs 25 PP.

-(Elder) Supreme Enchantment: Fairy Queen use only, she may use this upon a fairy of lower level to put them under her total control until they complete a task set forth by the Fairy Queen.  If they fail to do the task they will be punished 100 PP.  Also Fairy Queens have the power to cancel out the power of other lower level fairies at will.

-(Elder) Sleep Enchantment:  With this powerful spell the Fairy elder can cast a sleep spell upon a target.  Roll 1 d15 score higher than that target's level to be successful.  Target will fall asleep for 1 d3 turns.  Costs 25 PP.  DEFENSIVE

Resurrection:

-Fairies are known for their immortality, due to their strong use of their powerful glamour magic.  If a Fairies LP reach zero, they may roll 1 d20, on the score of a 1, 5, 10, 15, or 20 they will come back to life with minus 500 PP, but at full strength. Each time they wish to roll to resurrect they must spend 500 PP.  There is no limit on the amount of times they can try, only their PP pool limits that.  Fairies can NOT be resurrected by anything but another Fairy, if their own magic fails them.

Special Death Procedure:

If a Fairy dies and has no glamour to resurrect and no other Fairies around to help, then they will remain dead in the physical form, but their spirits will live on.  They will transform into a Forest Spirit (See rules for Ghosts/Spirits for rules)