Soul of the Seasons
Faeries mark the passage of the seasons as do other creatures. But for these eternal folk, the seasons’ passage becomes a vital part of fae society—so much so that some faeries undergo physical changes that reflect the new season. When spring drives off winter, they turn bright green, flowers grow from their skin, and they become more playful and amorous. During the winter months, though, they grow moribund, dark, and sluggish.
Whether you are a faerie affected by the seasons or just feel a strong connection to nature, you learn magic that transforms you into a scion of one particular season. Summer or winter, autumn or spring, you change yourself to match whatever time of year you choose.
Level 3 Soul of the Seasons
Attributes: Increase two attributes by 1 each
Health: +4
Traditions: One
Spells: Two expert
Languages: Any one
Mysteries of the Seasons: Choose one talent from the Aeromancy, Cryomancy, Hydromancy, or Pyromancy traditions. You gain this talent. When you finish a rest, you can swap out this talent for a different one from these traditions.
Level 4 Soul of the Seasons
Health: +4
Spells: One expert
Spirit of the Seasons (Magical): When you cast a spell, you can use this talent to evoke one of the four seasons. The effect lasts for 1 minute but ends early if you become unconscious or use this talent again. The effect depends on the season you choose:
- Autumn: You take half damage from cold, and your attacks deal an extra 2d6 damage.
- Winter: You take no damage from cold. Ordinary water within 1 yard of you freezes solid. An enemy that ends its turn within 1 yard of you takes 1d6 damage from the cold.
- Spring: You take half damage from fire and increase your Speed by 2. If you are injured at the end of the round, you heal 1d6 damage.
- Summer: You take no damage from fire. You also emit bright light. Heat radiating from your body deals 1d6 damage to each enemy that ends its turn within 1 yard of you. You can use this talent a number of times equal to half your level. You can change the season with each use of the talent. You regain expended uses after you rest.
Level 6 Soul of the Seasons
Health: +4
Spells: One expert
Fury of the Seasons (Magical): While you are under the effects of your Spirit of the Seasons talent, some circumstance makes you difficult to see: falling leaves for autumn, snow for winter, flower blossoms for spring, and radiance for summer. In all cases, you impose 1 bane on rolls to attack you. In addition, you increase your Health by 10 and your Speed by 2.
Level 9 Soul of the Seasons
Health: +4
Spells: One master
Incarnation of the Seasons (Magical): While under the effects of your Spirit of the Seasons talent, you can use an action to become an incarnation of your season for 1 minute. The season you choose determines the effects:
- Autumn: Wind-whipped autumnal leaves fill a Size 10 space centered on you with partial obscurement. When you use this talent, and again at the start of each of your turns, every enemy in the area takes 2d6 damage and makes a Strength roll. On a failure, the enemy becomes slowed and weakened until the start of your next turn.
- Winter: Snow and ice scream around you to fill a Size 10 space centered on you with partial obscurement and cover the ground in challenging terrain. When you use this talent, and again at the start of each of your turns, every enemy in the area takes 2d6 damage and makes a Strength roll. On a failure, the enemy is held until the start of your next turn.
- Spring: A violent spring storm rages inside a Size 10 space centered on you, causing all spaces inside it to become challenging terrain. When you use this talent, and again at the start of each of your turns, every enemy in the area takes 2d6 damage and makes a Strength roll. On a failure, you move the enemy up to 5 yards, after which the enemy falls prone.
- Summer: Intolerable heat washes out from you in a Size 10 space centered on you. When you use this talent, and again at the start of each of your turns, every creature in the space other than you takes 1d6 damage, and every enemy in the space makes a Strength roll. On a failure, the enemy takes an extra 2d6 damage and becomes weakened until the start of your next turn.