demiurge1138
Inventor of Super-Toast
Good idea on the packages. That I like.
That seems best and is really along the lines of what you mentioned earlier, too.We could also have "packages" of spell-like abilities based upon the fey's theme, like deceiver, protector, and whatnot.
The Deceiver
Some faeries intentionally try to deceive those they encounter. The creatures habitually give poor directions, misleading information, and bad advice. Though they do so not out of real malice—to them, it is all a grand game—their deceptions sometimes have dire consequences for travelers in a land where a single wrong turn could prove fatal.
The Innocent
Though all seelie faeries exhibit a certain amount of childlike innocence (as evidenced in their literal interpretation of speech), some carry it to an extreme. They tag along, asking “why” eighteen times in a row, poking and prodding at unfamiliar objects and people, letting curiosity guide them until the beleaguered traveler is driven to distraction. Innocents tend to be very young faeries (only a couple centuries old).
The Helper
Some faeries make a genuine effort to aid travelers they encounter. Usually, this philanthropy comes as the result of a kindness shown them by the recipient or other travelers who came before. (For example, a faerie might help a Khinasi adventurer because a century ago another Khinasi did it a good turn.) The helper may reveal itself to the recipient, or offer aid secretly (for example, magically replenishing a party’s diminishing rations while they sleep). The attempt at aid is not always successful—faeries have been known to inadvertently make a situation worse instead of better—but the intentions are good. The assistance is generally limited to a single instance.
The Protector
Occasionally, a faerie chooses to serve as a protector to an individual or party. Perhaps the faerie believes itself to be in the individual ’s debt (if, for example, the traveler saved the creature’s life or outsmarted it somehow). Or perhaps the faerie seeks to aid the person’s mission. Regardless of motive, the faerie watches over its charge from a distance, rendering aid or fending o ff harm as the need arises. As in the case of helper faeries, recipients of a faerie’s protection may not even be aware of the attention or its source. But unlike helpers, protectors stick with their self-appointed charges until their protection is no longer needed (for example, the recipient leaves the Shadow World) or the obligation is fulfilled (for example, the faerie saves a life in exchange for its own being saved).
The Trickster
While all faeries delight in puzzles and games (particularly verbal contests of wit) some turn every encounter into an opportunity for amusement—at the travelers’ expense. Such a creature tries to trap the unwary into commitments they would rather not keep or actions they would be wise not to take. Some of the ploys in a trickster’s arsenal are downright menacing, while others are meant merely to amuse the faerie. Rumplestiltskin’s bargain is an example of a trickster’s plot. Because one never knows whether a faerie might be a trickster, the wise individual exercises caution while speaking with any faerie. It is easier to avoid entering a trickster’s power than to extricate oneself from it.
They can cast any priestly enchantment/charm spell of 1st or 2nd level, plus create water, entangle, faerie fire, light, protection from evil, purify food and drink, shillelagh; barkskin, goodberry, produce flame, speak with animals, warp wood; continual light, create food and water, pyrotechnics, seelie spell of forgetting, tree, water walk. They can cast five spells per day, and the seelie spell of forgetting an unlimited number of times.