The Magics of Silver Meadows


Elves have two major types of magic, and all of their powers fall under one or the other.

TELEPATHIC POWERS

Animal Bonding -- This power is possessed by many elves in some degree, and allows them to develop an empathic bond with an animal of high-enough intelligence. This bond will allow the elf to communicate emotions and simple thoughts to the bondmate, and to bring thoughts out of the mind of the animal. The higher the animal's intellect, the more information that can be transferred from one mind to the other. No elf may have a bond with more than one animal at a time, of this depth and intimacy (they can have other pets but it's not the same). The bond is irrevocable for the lifetime of the animal, which is generally shorter than the elf's. Loss of the bond partner is a traumatic experience for either member of the bonding, though it rarely results in suicide. The elves are too pragmatic, and the animals too unintelligent, to pine away and die. The Wolfriders are more closely bonded to their wolves than any other elf could ever be to an animal, because of their common heritage, and have a unique form of Animal Bonding, called Wolf Bonding.

Animal Communion -- This is the power to link the mind of an animal with the mind of the user, so that they think as one, and the elf can know the animal's actions as soon as the animal itself does. The Communer can also choose to link the animal's mind to another elf or animal, such as a wolf- friend, so that they can work together better as a team. However, there is a drawback to having this ability. The Communer is so much more attuned to the minds of animals that they are usually very weak at being able to Send to their own kind. Only elves with mortal blood, such as Wolfriders, seem to be gifted with this power; which is understandable since only they can ever fully understand the mindset of an animal from the World of Two Moons. Prerequisite power = Animal Bonding.

Animal Mimicry -- This is the power to alter one's aura to appear, to any animal or group of animals, to be one of their kind. The Mimic is taken for whatever creature he or she wishes to be taken for; and is therefore accepted by that creature's kin, as long as it is a natural form on the World of Two Moons. This has an animal charm effect, which also works on elves with mortal blood, such as Wolfriders. When encountering an unfamiliar animal species, the Mimic must first study the movements and behavior of that animal before they can successfully use the Mimicry skill. Only elves with mortal blood, such as Wolfriders, seem to be gifted with this power. This is understandable, since only they can ever fully understand the mindset of an animal from the World of Two Moons. Prerequisite powers = Animal Bonding and Animal Communion.

Magic-Feeling -- Most elves are born with this power, but some are not. It is the ability to sense that a nearby object or place either has magical properties or has been created by magic, or was the site of great uses of magic. The Magic-Feeler's sense is especially strong if it is a type of magic that they are experienced with, or if they touch the affected object. Some elves can have a very well developed Magic-Feeling sense and are like a divining rod for magic. These elves will have a much greater range than most other elves in this ability.

Sending -- This is the ability to telepathically send and receive messages over a distance. The range and strength of sending to a familiar mind is greater than that to an unfamiliar mind. A Sender may send his message broadcast to all other senders within range, or privately to one individual. The latter type is called a "lock send". If the sender uses the unique frequency or "signature" of a specific recipient, no other elf is normally capable of listening in. However, some elves have, through much training, increased their sending range and ability. Such elves may be able to listen in on others' private sendings, assuming they know or guess that these secret conversations are taking place. Theoretically, any elf is capable of Sending, though in some cultures (like Sorrow's End) the power has totally atrophied, and anyone from one of those cultures would have to train very hard to relearn the innate ability. Lock Sending can be used for psychic combat and when it is, it is referred to as a "Combat of Wills". This is used especially much by the Wolfriders, like a wolf dominance fight, and elf protocol dictates that the loser of such a battle will generally accede to the winner's wishes in all matters pertaining to the initial conflict. Dependent powers = Deep Sense and Astral Projection.

Deep Sense -- This is the ability to read the thoughts and emotions of others, even while not sending. An elf with Deep Sense can see into the soul of another and tell their true motivations, even if the subject doesn't know them themselves. Sometimes they can even tell what abilities the other may possess, even before those skills make an appearance. In really rare cases, the Deep Senser may even be able to read the subject's soul name. Note: A player-character who wishes to have Deep Sense need not be blind. However, like any other sense, the loss of one could help another to become more sensitive. Prerequisite power = Sending.

Astral Projection -- This power detaches one's essence from one's body. Once the user is out of the body, sending range is multiplied a hundredfold. This sending can be used to find another mind and to travel to it mentally. The chance of finding a familiar mind is just as likely as is finding a familiar mind while sending. The chance of finding an unfamiliar mind depends on whether that unfamiliar mind is thinking of the projector, and on the power of the other's mind. Sending can be used to communicate with a target mind, and the target of this communication will be able to see an astral image, a self without form, of the projector; though no one else present will be able to see it. Prerequisite power = Sending.

Finding (Dowsing) -- There is a general and less powerful version of Finding, where the Finder can picture something in his or her mind, that they have had some contact with, and locate it at any given moment. This object could be anything or anyone, but the Finder has to really focus or meditate, in order to get the image firmly in his or her mind first, and the range cannot be too great for it to be successful. Of course, the more familiar the person or object to the Finder, the better the chances of success. Another way to use Finding is to only possess the ability in a very specific sense. This means that the Finder can only ever find one type of object, such as fish, metal, gems, pure water, fruit, dreamberries, elves, trolls, deer, or anything else you can think of. This type is of greater strength than the general Finding and has an extended range. All elves have, to a small extent, the ability of Finding. It is of the specific type called Homing Instinct, and it is what allows many elves to feel where home is, and to always locate it. This is what led the Go-Backs to "go back" toward the palace of the High Ones, and it is very critical to traveling sea elves, as it can aid them in finding the way back to their home island. Related power = Homing Instinct.

Weather Sense (Stormseeing) -- Elves with this power can never be surprised by the weather. Stormseers are attuned to see, smell, taste, hear, or simply feel the minute changes in the weather patterns, and will know what the weather will be even before the local animal species do. This ability will work to predict fair weather, floods, storms, hurricanes and typhoons; and to a smaller extent natural disaters and other phenomena like earthquakes, volcanoes, tornados, and tidal waves.

>> NOTE: Rock-Shapers can also sometimes predict earthquakes and volcanoes, since those are anomalies which are deep- rooted in rock and earth. Plant-Shapers can sometimes predict floods and earthquakes because the message can be sent from one plant to another, along their root systems. In this way, the Plant-Shaper can be informed of events happening far away, which may be destined to travel in his or her direction.



TELEKINETIC POWERS

Healing -- This is a power possessed only by a few elves. Even on their previous world, not all "elves" had this ability. It can be found among all elven tribes and it is highly prized. Healers can heal any physical damage to another elf, through touch, and sometimes even mental damage. With some practice and effort, a healer may also be able to heal other species like animals, trolls, and humans.

Fire-Starting -- This power allows the user to cause flammable materials to ignite by force of mind alone, as in Pyrokinesis. Usually, only High Ones or some true elves can do this. It is a very rare talent. Fire-Starting is the essence of change; and most pools of bad magic were caused by failed attempts at it, such as the one that caused the creation of Madcoil.

Levitation (Gliding) -- This is classic telekinesis, the skill to lift an object or creature, including oneself or another elf, by force of mind. Some elves with this ability can levitate only objects of smaller weight than themselves, some can lift only themselves, and some can lift either. However, even Gliders can not truly "fly" or ride the air currents with this ability. This ability merely makes them lighter than before, and therefore deny gravity's pull. It takes great practice to be able to move in the air with any kind of speed and accuracy. This ability is rare and usually found only among the Gliders or High Ones, and sometimes other pure elves.

Plant-Shaping -- This power manipulates plants to shape them to the user's needs, and seems to be found among any elven community that lives among plants, and has the need for it. Plants can also be made to grow faster using this ability.

Rock-Shaping -- Just like Plant-Shaping, except that rocks cannot be made to grow, only change shape. Also only found among elves who live near rock, and have the need for it. A Rock-Shaper can detect anomalies in rock, such as a secret troll door in a tunnel wall.

Credit and thanks go to FayWolf for compiling the elfin magic information and making it available for Elfquest fans online. You can view her page, Magic on the World of Two Moons, here.



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