Fey Powers

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While rarer, some fey do manifest psionic powers over more ordinary arcane ones. These fey have developed a similar connection to nature using psionics that their magic-using fey brethren achieve using Fey Spells. Presented here are several powers which are available only to true fey or creatures of fey blood. A non-fey wilder can learn any of these powers normally as a power known as long as he or she has the prerequisite number of Fey Heritage feats (as indicated in each spell's entry). A true fey, on the other hand, can learn any of these powers without meeting the feat prerequisite. A Child of the Seelie Court can learn these powers as bonus powers known through her Fey Knowledge class feature, though she must still meet the prerequisites (or be a true fey).


Contents

Call of the Wild, Psionic

Psychoportation

Level: Wilder 5

Display: Auditory

Manifesting Time: 24 hours

Range: 0 ft

Effect: One animal follower

Duration: Permanent (D)

Saving Throw: None

Power Resistance: No

Power Points: 9

As the Call of the Wild spell, except as noted here. PP spent to manifest this power remain spent for as long as the power remains active.

Special: Only a fey or a creature with at least four Fey Heritage feats may learn or manifest this power.


Defenders of the Wild

Metacreativity

Level: Wilder 1

Display: Mental

Manifesting Time: 1 round

Range: Close (25 ft + 5 ft/2 levels)

Effect: One or more summoned creatures, no two of which can be more than 30 ft apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: None

Power Points: 1

As summon monster I, except as noted here, and you choose a creature off of the defenders of the wild list. The creature selected must have a power level less than or equal to 1.

Augment: You can augment this power in one of two ways:

  • For each additional power point, the summoned creature's power level may be 1 higher than before, allowing you to select more powerful creatures to summon.
  • For each 2 additional power points, you may select and summon an additional creature of equal or lower power level from the first.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.

Nature's Defenders
CreaturePower Level
Monkey1
Hawk1
Wolf1
Shark, Large*2
Cheetah3
Hippogriff4
Lion5
Giant Eagle6
Bear, Brown7
Unicorn8
Tiger9
Crocodile, Giant10
Girallon11
Dragonne12
Dire Bear13
Dire Tiger14
Squid, Giant*15
Roc16
Thrym Hound [MM5]17
Unicorn, Celestial Charger18
Steelwing [MM5]19
Battlebriar [MM3]20

* Aquatic environments only


Earthly Fortune

Clairsentience

Level: Wilder 2

Display: Auditory

Manifesting Time: 1 standard action

Range: Touch

Target: One willing creature

Duration: 10 minutes/level (D)

Saving Throw: None

Spell Resistance: None

Power Points: 3

Target creature gains one temporary luck reroll [CS], which last for the duration of the power. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.

Augment: You can augment this power in one of two ways:

  • For each 2 additional power points, the creature gains another temporary luck reroll for the duration of the power.
  • If you spend 4 additional power points, you may manifest this power as a swift action.

Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or manifest this power.


Link to Nature

Clairsentience

Level: Wilder 1

Display: Auditory

Manifesting Time: 1 minute

Range: Personal

Target: You

Duration: 24 hours (D)

Power Points: 1

You draw a bond with the natural world, allowing you to speak with elements of nature. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your manifester level.

Augment: You can augment this power in one of the following three ways:

  • If you spend 2 additional power points, you can use Wild Empathy to influence magical beasts without taking the -4 penalty.
  • If you spend 1 additional power point, you gain the effects of speak with animals for the duration of this power.
  • If you spend 2 additional power points, you gain the effects of speak with plants for the duration of this power.

Special: Only a fey or a creature with the Fey Heritage feat may learn or manifest this power.


Shape of the Beast

Psychometabolism

Level: Wilder 2

Display: Olfactory

Manifesting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 min/level

Power Points: 3

You take on the shape of a defender of nature. Upon manifesting this power, you transform into the predator form of a 3rd level shapeshifter druid [PHB2, 40]. For the duration of this power, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this power as a swift action.

Augment: You can augment this power in one of three ways:

  • For every additional power point you spend, you may treat your effective druid level as 1 higher. If this would open up new forms to shapeshift into, you may select that form instead of predator form upon manifesting, and you become that form for the duration of this power.
  • If you spend 2 additional power points, you gain the ability to switch freely between forms for the duration of this power. As a swift action, you can switch into a different form that your effective druid level would allow, or switch back into your regular form (letting you manifest powers again) without dismissing this power.
  • If you spend 3 additional power points, the duration of this power becomes 1 hour/level.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.


Speak to the Land

Clairsentience

Level: Wilder 4

Display: None

Manifesting Time: 10 minutes

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 7

As the commune with nature spell, except as noted here.

Augment: You can augment this power in one of two ways:

  • For each 2 additional power points, you learn an additional fact from this power.
  • If you spend 2 additional power points, you can manifest this power as a standard action. In that case, this power incurs an experience cost of 100 XP.

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


Unearthly Grace, Psionic

Psychometabolism [Light]

Level: Wilder 6

Display: Visual

Manifesting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Power Points: 11

As the Unearthly Grace spell, except as noted here.

Special: Only a fey or a creature with at least five Fey Heritage feats may learn or manifest this power.


Vitality's Hold

Psychometabolism

Level: Wilder 4

Display: Mental

Manifesting Time: 10 minutes

Range: Personal

Target: You

Duration: 24 hours (D)

Power Points: 7

You fill your hands with the essence of nature and life. For the duration of the power, you gain a pool of healing equal to 7 multiplied by your Charisma bonus. While the power lasts, you may heal wounds with a touch, restoring any amount of hit points up to your manifester level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the power ends. This healing has no effect on undead or non-living creatures.

Augment: You can augment this power in one of two ways:

  • For every additional power point you spend, your pool of healing increases by an amount equal to your Charisma bonus.
  • If you spend 3 additional power points, you gain the ability to heal ability damage as well as hit point damage. Each point of ability damage healed this way costs 5 points from your pool of healing. Whenever you touch a creature to heal them via this power, you can choose to heal ability or hit point damage in any combination, as long as the total amount of points spent from your healing pool does not exceed your manifester level.

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


Wings of the Pixie

Psychometabolism [Air]

Level: Wilder 3

Display: Olfactory

Manifesting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 hour/level (D)

Power Points: 5

A pair of insect-like wings, usually akin to those of a butterfly, sprout from your back. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.

Augment: You can augment this power in one of three ways:

  • For each additional power point, the fly speed granted by this power improves by 5 ft.
  • If you spend 2 additional power points, the fly speed granted by this power has perfect maneuverability.
  • If you spend 2 additional power points, you may fly while wearing heavy armor or carrying a heavy load (at the same speed as that of medium armor/load). You still cannot fly via this power if carrying greater than heavy load.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.

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