Sleepless: Elves do not sleep, and are thus immune to sleep spells. They must enter a state of reverie each night for at least 3 hours, lest they suffer similar penalties to a human who does not sleep.
Keen Senses: +2 to Perception. All elves can sense magic (similar to Detect Magic without the ability to concentrate); elves with magical ability gain +2 to checks to detect or identify magic.
Aura: All elves have an aura, a sort of natural capacitor for magical energy. An aura can store up to 2 extra Mana per character rank, or may be able to use the aura for other purposes; see subrace for details.
Subraces
High Elf
A high elf's aura is charged by exposure to natural sunlight. One hour in direct sunlight (or four hours in indirect light) fully charges her aura.
Grace: at-will, std, touch, expends Aura; touched subject is healed, removing up to 5 Wound Points per rank, curing 1 disease or poison per rank, or healing 100% heavy damage per rank. Subject cannot receive grace more than once per 24 hours.
Wood Elf
A wood elf's aura is charged by exposure to a natural, undeveloped environment. In such an environment, her aura charges in two hours.
Manifest: at-will, free, emanation 5; winds blow, the earth trembles, and the earth responds to your call. An aura of menace distresses your foes, causing a -2/rank morale penalty to all checks. Reduces stored Mana by 1 per 5 rounds.
Forest Friends: at-will, swift, expends Aura; you an animal, plant, or elemental servant appropriate to the environment. TBD
Dark Elf
A dark elf's aura is charged by exposure to darkness; at night, or indoors, her aura charges in 4 hours; on a moonless night, or in a cavern, it charges in only one hour.
Veil: with a charged aura, a dark elf can create a veil, wrapping the ambient darkness around her, gaining +10 to Stealth while in darkness or dimness. Alternatively, lacking cover of darkness, a dark elf may become invisible, costing 1 of the Aura's mana per round (broken upon attacking).
Absorb Magic: a dark elf may attempt to absorb any targeted spell into her aura. To do so, she must ready a swift action (or use Action Points), and must be aware of the incoming spell. If the conditions are met, her aura gains Mana equal to the cost of the spell; if this pushes her aura beyond maximum, she must pass a Willpower check, DC 10 + 5 per extra point, or else she fails to absorb the effect, gaining no Mana, and the spell takes effect. Otherwise, the spell has no effect. Excess mana in her Aura bleeds off at a rate of 1 per minute.