ELF (can only progress to level 12) ----------------------------------- Elves represent the part of faerie-kind which has pushed farthest into the physical realms. They actually have a foot in both worlds at once, thus elves never really "die". They just fade back into the realm from which they came. Elves are highly chaotic and do not share the same concerns and worries as true mortals. They can be flighty at times and capricious, although they are often mirthful and love wine, song, and dance(which can entrance onlookers). They can also be quite dangerous if their meadows and groves are intruded upon or damaged. Most other races are a curiosity to them(or else completely boring depending on the mood of the elf at the time). Elves have a shining, delicate beauty that is almost magical. +3 to any seduction(or similar) rolls. 5 to 5 1/2 feet tall, 100-120 pounds. Elves live in forests and meadows, hills and mounds, or near the shores of lakes and seas. Occasionally they can be found in caves and grottos. They often have homes within giant trees or tree houses connected with bridges of rope and wood, and lit as if by a thousand fireflies. It is dangerous for mortals to wander into an elven area unwares as time does strange things in these places, often running much more slowly than in the "outside world". There are also rumors of hidden cities of unearthly beauty consisting of graceful spires, delicate arches, glistening pools, and ornate gazebos woven about with flowers and ivy). The structure of elven society is a mystery, and to outsiders there may appear to be no structure at all. However there is usually a 'king' and 'queen' who are given deference and decide on important matters (whatever might be considered 'important' to elves). Elves love to collect beautiful or interesting things from around the land. There will usually be a common area in any community where these items and trinkets are collected and displayed. Many artfully bound books and illum- inated scrolls may be found here. Some are no doubt very useful and highly prized, although visual appeal is usually more important to the elves than content. Elves are fond of hobbits and gnomes(although that doesn't stop them from pulling pranks and practical jokes on them). They admire the craftsmenship of dwarves but don't associate much with them. Humans they may find interesting or boring, ridiculous or dangerous. There are stories of humans and elves producing offspring and mortals resembling elves have apparently been seen from time to time. There are Dark Elves rumored to live deep under the ground. Their skin is pitch black and they are often portrayed as malevolent. Their cities are said to be illuminated by all manner of phosphorescent rocks and fungi. Sea Elves live in underwater castles of coral and can shapechange into dolphins. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Saves on B/X Elf Table. * Elves use no armor or shield. * Elves use swords, bows, spears, daggers, javelins, and throwing knives/darts of various types. * +2 to hit with bows. thrown blades, and javelins. Treat long range as medium. Can fire bows and throw knives/javelins on the run without penalty. * Double DEX Bonus for defense(they are quick!). * At 7th level, can sense invisible, astral, out of phase creatures and objects nearby and fight effectively blindfolded or in the dark. * Elves of 9th level or above can craft magic items if the required materials are at hand. * Languages: Begin with Elvish, Faerie, Common, Gnome, Ent, and the speech of mammals and birds and trees. Sea Elves know Dolphin Speech, Elven, and Common. * Elves are very farsighted(3X human vision) and can see on a dark night as if they were in bright moonlight. * On a roll to disbelieve an illusion, elves have either a +2 or a -2 bonus/ penalty to the roll (50% chance for either). Elves live in 2 worlds at once and the solidity of the perception of each varies. * Permanent Animal Friendship "Spell" in place(+6 to reaction rolls). And animals local to the area in which the Elf lives or frequents most will be of aid to the Elf in times of need. * Elves can mimic any humanoid/animal speech/sound they have ever heard. * Pick Pockets/palming as Thief of the same level. * Hear Noise on a 1-3(D6). * Find secret doors on 1-4 if searching and on a 1 if merely passing by. * Elves are surprised on a 1 and surprise others on a 1-4. Outdoors, elves can(usually) only be surprised by other elves. * Hide in Natural Surroundings/in plain sight(forests and meadows) on a 1-11(D12) * Elves are difficult to track outdoors. Only a ranger, druid, or another elf can do so. There is a base 1 in 6 chance with +1 for every 3 levels the tracker has above the elf he is tracking. * Light Step: Elves run very lightly over the ground. Treat difficult terrain as 2 types better. * Passive ability to Detect Pits and Snares(2 in 6 chance). And only 1 in 6 chance to spring pit traps and snares when passing over them (instead of the usual 1-2). * Elves can endure natural extremes of heat/cold without suffering ill effect. * Immune to ghoul paralysis and may "awaken" a paralyzed ally by touch. * Sleep spells have no effect on a roll of 1-11(D12). * Charm spells have no effect on a roll of 1-2(D6). * Elves know alchemy and herbalism. * Elves make wine, brandy and sweet spirits. * Elves can cast magical cantrips at any time. * SEA ELVES can polymorph into dolphins at will and live in underwater castles of colorful coral. * Elves sing often, and there songs create images and feelings in the mind of the listener according to the nature and subject matter of the song. At 4th level, these songs can influence and affect the listener in a magical way. For example: - Emotional influence - good cheer, sorrow, irritation, raise/lower morale, inspire, remove fear, aversion, attraction, etc - Simple suggestions - drowsiness/relaxed, fatigued/refreshed, friendship, go away, hand me the keys, etc. High INT/PSY creatures get a saving throw. - Chant(+1 to all allies' rolls/ -1 to enemies rolls) Magical songs can be sung/played at 4th level. One song per day. 2 songs at 8th level, 3 songs at 12th. * Elves cast spells just as mages do, but they choose their spells from the elf spells list. Elf magic is natural, coming from dreams, rain, birdsong, laughter, wind chimes, etc. They do not "study" spells. Elves often weave spells into song, poetry, or even paintings and sculpture. Each elf character will pick(or roll for) the spells he knows of each spell level. These cannot be changed and once the spell slots for that level are used no more spells can be learned. Elves can only know a total of 5 spells of each level(see spells below). ## PSY bonuses for spell points do not apply to Elves ELF SPELLS: Level 1 ------- detect magic read magic charm person hold portal sleep ventriloquism clw affect normal fires faerie fire purify food and water hold animal read/comprehend languages light sleep locate plant locate animal protection from evil mending featherfall message unseen servant spider climb dancing lights detect poison detect lie bless color spray hypnotic pattern Level 2 ------- chant detect invisible detect illusion detect life invisibility phantasmal forces neutralize poison produce flame hold person tongues levitate phantasmal force esp wizard lock reflecting pool knock detect evil locate animal magic mouth pyrotechnics mirror image audible glamour continual light command gaze reflection ultravision Level 3 ------- dispel magic enchant an item(temporary) water breathing lightning bolt csw protection from fire cure disease water breathing animal summoning hold monster pass plant charm plants locate object clairvoyance/clairaudience infravision ultravision slow haste protection from evil 10' r. protection from normal missiles growth of plant speak with plants gust of wind non-detection/mind blank shadow door Level 4 ------- remove curse confusion charm monster cure blindness protection from lightning speak with the dead Hallucinatory Forest/Terrain Control Temperature, 10' r hold plant wizard eye polymorph self polymorph other dimension door growth/animal weather summoning dimension door wall of fire wall of ice create food and water repulsion reverse gravity water walk flame walk magic font Level 5 ------- stone to flesh feeblemind transmute rock to mud conjure elemental fabricate transport via plants turn wood telekinesis lower water regenerate Level 6 -------- forbiddance move earth part water permanency raise dead truesight control weather heal legend lore drawmij's instant summons restoration finger of death(save vs death) * predict weather(at will - not a 'spell', but an ability)