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.