Fairy Scion

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ClassesScionFairy

This page or section is incomplete, and will eventually be expanded with more information.


Fairy is one of several possible progenitors you can inherit as a scion.

Your progenitor affects which spells you can learn as a scion. Your progenitor grants features when you first inherit it at 1st level, then grants more features at 2nd, 3rd, 6th, 8th, 11th, 15th, and 20th levels. See Scion#Fairy for an integrated list that combines fairy features with those of the base scion class.


Fairy Affinity

As a fairy scion, you have an affinity for fairy creatures. Your affinity affects several of your class features you may gain at later levels, including Intuition.

Fairy Proficiencies

Your progenitor's power instills your mind and body with supernatural talents that feel natural, granting you several proficiencies.

You gain proficiency with boomerangs and one musical instrument of your choice.

You become proficient in any two skills of your choice from Acrobatics, Animal Handling, Medicine, Nature, Performance, and Stealth.

You can read, write, and speak the Deku language. If you already knew this language, you can instead learn one other language of your choice.

Fairy Defense

Your body shimmers with a thin veil of force that thwarts attacks, akin to armor. Your AC cannot be lower than 10 + your Dexterity modifier + your Charisma modifier. You can add a shield's bonus to this AC.

Fairy Senses

At 2nd level, you gain an innate understanding of the creatures around you, not unlike a fairy of navigation. You have advantage on any Intelligence check made to identify a creature's capabilities.

You also learn the light cantrip, and it does not count against your cantrips known. If you already know this cantrip, you can instead learn another cantrip of your choice from the Fairy Scion Spell List. When you cast light, its duration becomes "until dispelled."

Great Fairy of Healing

Fairies are exceptionally effective healers, and this begins to show in your capabilities at 3rd level. Whenever dice are rolled to determine the heart points regained from a scion spell you've cast, the roll is maximized. The creature regains the maximum heart points possible from the dice and you need not roll. This effect also applies to any scion spell you cast that grants temporary heart points.

Fairy Fountain

At 3rd level, those resting near you recover rapidly from their injuries. Whenever you or a creature within 60 feet of you finishes a short rest and expends Heart Container to regain heart points, the number rolled for each Heart Container cannot be lower than your Charisma modifier. Example: If a creature rolls a 1d8 for its Heart Container and lands a 2, but your Charisma modifier is +3, the roll is treated as a 3.

Altered Body

By 7th level, your body has undergone deep physiological changes. You become immune to harmful magic effects which only affect humanoids, such as the paralyze spell. You are affected by beneficial magic effects which only affect fairies, fey, or celestials.

If you choose, your appearance becomes significantly more fairy-like from now on: hair of pastel colors, movements that shimmer or glow, smooth and pristine skin, graceful movements, or even fairy wings, among other possibilities. These changes cannot be so drastic you become unrecognizable, nor so powerful your statistics change.

Whether you gain wings or not, from now on you have a fly speed of 40 feet. If you already have a fly speed, or otherwise gain one (such as from the fly spell), that speed increases by 20 feet.

Self-Regeneration

At 7th level, you learn to draw out latent magical energy to heal yourself. When you cast any scion spell, you regain heart points equal to the number of magic points you expended. If you are already at full heart points, the excess is gained as temporary heart points. As normal, temporary heart points doesn't combine—any larger amount simply replaces a lesser amount.

Radiant Surge

At 10th level, you learn to exert your healing capabilities into a powerful weapon. If you would restore heart points to a creature with a scion spell you've cast, you can instead cause that spell to deal harm. If you do so, the creature must make a Charisma saving throw against your spell save DC. On a failed save, a creature takes damage equal to the heart points the spell would otherwise restore to the creature if it was humanoid. On a successful save, the creature takes half as much damage if it is undead or a fiend, and no damage if it is another creature type.

If a spell you've cast restores heart points to several creatures at once (such as lotus of life), you must choose for the spell to harm or heal—it cannot heal some creatures while damaging others. If a spell causes heart points to regained multiple times (such as great fairy's grace), a creature makes a separate saving throw for each time it would be affected, but you must decide whether the spell harms or heals when you first cast it.

Great Fairy of Magic

At 15th level, your healing magic reaches even greater pinnacles. You gain two benefits:

  • Overflowing Life. If you cast an instantaneous scion spell that restores one creature to its maximum heart points, you can redirect any excessive heart point regeneration to another creature in range of the spell. Example: If you cast life to restore 15 heart points to a creature that is only missing 10 heart points, you can redirect 5 heart points of healing to another creature you can touch.
  • Magical Rest. Whenever you or a creature benefiting from your Invigorating Rest expends a Heart Container to regain heart points, that creature may also regain 1 magic point if that Heart Container isn't otherwise used to restore magic points.

Royal Fairy

Your legacy as a fairy take shape in one of the following features, which you choose upon reaching 20th level:

  • Boundless Magic. You learn to overpower your scion spells past your magic limit. You can overpower your scion spells to 15 magic points (or 10th level), so long as you have magic points to spare.
  • Eternal Life. You learn mass heal, true resurrection, and eternal youth as if they were scion spells. You can cast these spells regardless of your magic limit. These spells cannot be used with your Radiant Surge feature.
  • Great Fairy's Gift. When you cast a scion spell with a duration of at least 1 minute that doesn't restore heart points, you can increase its duration to "concentration, until dispelled."

Fairy Scion Spell List

The following spells are available to all fairy scions.


Cantrips (0-point)

Aegis A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Blades of Grass Your transform up to two blades of grass into daggers or sickles.
Dancing Lights Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Deku Pirouette Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Luminous Lure A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Power Beam You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Rushing Wave A wave of water crashes into a creature to cause damage and push it away.
Sacred Flame Flame-like radiance descends on a creature that you can see within range.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sparkle For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Jump A creature's jump distance is tripled until the spell ends.
Petal Glide You are hurled 30 feet into the air, then glide for up to 1 minute.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Brink Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Courage For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Entangle Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
Fairy Familiar Conjure a friendly, tiny fairy to help and assist you indefinitely.
Fairy Fire Surround creatures and objects with pastel lights, granting advantage on attack rolls targeting them.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Snaring Strike Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Darkvision A creature you touch gains darkvision for 8 hours.
Fairy You briefly transform into a fairy of navigation.
Great Fairy's Grace Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hearty A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Lotus of Life You take a minute to restore more than 2d10 heart points to up to six different creatures.
Mercy Your reaction brings back to life a creature that has just died.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.


4-point

Control Beast You attempt to control a beast to do your bidding for up to 1 minute.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Magic Touch Your touch restores magic points or stamina points to another creature.
Restoring Winds Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Whip Winds For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.


5-point

Bestowed Magic You send your magic to any creature you can see or name, granting it one of several small boons.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Haste A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Life Resonance For 1 minute, each turn you can use your bonus action to restore 10 heart points to a creature within 30 feet of you.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.


6-point

Blinding Radiance You emit a bright flash, damaging and blinding nearby creatures.
Death Ward
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Freedom of Movement A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Mipha's Healing Rain For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
Polymorph Transform a creature in range into a beast for up to 1 hour.


7-point

Antilife Shell For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Great Fairy Fountain You magically enhance a spring to provide healing to any who enter it.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.