Attuned Magic
Each Faerie race has a naturally attuned type of magic that is always available to them. After metamorphosis that power is in its weakest and purest form, and with practice and growth a Faerie expands its scope and intensity. The kind never changes. Only the scale does.
| Race | Element | Nascent | Powerful |
|---|---|---|---|
| Gnome | Earth | Works stone like clay by hand | Shakes the earth, opens rifts, animates golems |
| Sylph | Air | Stirs breezes and small gusts | Summons storms, raises tornadoes |
| Undine | Water | Moves small water, swims at speed | Calls a deluge, commands rain, moves the water inside a body |
| Salamander | Fire | Makes and moves small flames | Firestorms, area heat, weapons of living fire |
| Spriggan | Shadow | Dims light, blurs an outline | Full illusion, unseen movement, convincing doubles |
| Dryad | Nature | Coaxes growth, speaks with plants | Moves thickets, hardens wood past stone |
| Wisp | Celestial | Makes and reads light | Bends light, reads a place's recent past |
| Leprechaun | Cold | Chills metal, holds a temperature | Freezes a waterfall mid-fall, sheathes a valley |
| Pooka | Music | Steadies or moves a listener | Enchants a room, unmakes a battle line |
| Cait Sith | Animals | Calms or calls a beast | Borrows senses, holds a larger creature still |
| Kitsune | Lightning | Draws sparks, reads the charge | Calls strikes, rides a storm front |
| High Sidhe | Arcane | A little of everything | A little of everything, at greater range |
Goblin attunements work identically and are listed on each race's page: iron, hearth, entropy, blight, nightmare, thorn, foolsfire, metal, and deep water. The court's position that these are lesser magics does not survive contact with a Redcap blade, which dampens glamour by proximity.