Elves are tall, slender, and human–like, with delicate beautiful features (by human standards) and pointed ears. Living longer than almost all other races, they tend to pursue all things as a science, being able to devote years to the most minor of skills. For this reason they are believed to hold knowledge lost to all other races, a knowledge that others hope they may one day share.
The Elves single attempt to use creation magic resulted in an astounding success. Forever after its use the Elven lands where broken into Inner Kingdom Lands and Outer Kingdom Lands. For game purposes, all player Elves come from Outer Kingdom lands. It is said among the Elves themselves that no Elf will leave the Inner Kingdom lands once having viewed their beauty and splendor.
The Elves have a great love of nature and of the world around them. They build their homes and cities in the trees, existing in harmony with the nature that is around them. They protect their land with a zealous fanaticism that is seldom seen in other races.
Wound Resistance 1d2 To kill adjustment 1d4 Wounds 20 Soul Points 80+5d10* Power 15–1d3* React 5+1d2* Luck 5 Spell Resistance 6 Relative Size 0.9 Walking Speed 3 Charging Speed 9 Running Speed 15 Broad Jump 3d6 * roll at character creation
May carry 10+1d2 very large items.
An Elf can grow to between four and a half to five and a half feet tall and will normally weigh between 120 to 150 pounds.
Spirit Light (innate spell)
Synergy Dice Roll N/A Range N/A Casting Restrictions May Cast 1 / Day.
When an Elf invokes this innate ability, he can convert his soul into a magical light that will exude from his skin, burning with the brightness of a torch for 3d10 combat rounds. This light has the same effect as direct sunlight if it should strike a living dead or an undead (i.e., it may destroy a vampire and will drive away all other types of living dead or undead).
Join Soul (innate spell)
Synergy Dice Roll N/A Range Special Casting Restrictions May Cast 1 / Day.
An Elf may link souls with another character (or creature). This may be done to reinforce another soul (i.e., strengthen it) but is not done lightly because of the potential cost to the Elf when contact is broken. The Elf must have a willing recipient in order for this spell to work.
To join souls the Elf must have physical contact with a live target (no gloves!). After the initial casting of the spell, the spell will remain in affect until the Elf ends it or the Elf and the target of the spell get too far apart (no more than 300 feet between them).
So long as the spell is in affect, you add the current soul points of the Elf casting the spell to the current soul points of the target of the spell together and use this figure when performing raise dead, resurrection or control checks (i.e. resurrection checks should one of the two die). Soul points lost through a raise dead or resurrection attempt are divided equally between the elf and the target of the spell (if it is an odd number then the last point does not come off either of the two).
When the spell comes to an end, both the Elf and the target of the spell get half the total available soul points. If the Elf casting the spell does not voluntarily bring it to an end, then both loose an additional 1d20 soul points. If this puts either the Elf or the target of the spell below zero soul points, then outright death is immediate (no rate of death roll). It is the shock of loosing the soul that kills the individual. Soul points lost through this roll do return with rest.
When the spell ends, neither the Elf nor the target can end up with more soul points than their normal maximum. Excess soul points are lost.
Soul points come back at the natural healing rate of the character (i.e., if the character regains 3 wounds per day spent in a safe haven, then he or she regains 3 soul points per day as well). Generally speaking, magic can be used to speed the bodies ability to heal, but very little can be done to speed the soul’s ability to heal.
An elf cannot join souls with something that is already dead. However, it is possible for the elf to join souls with a creature that does not have a soul. To do this is very dangerous, for it is possible for the target of the spell to permanently gain part of the Elves soul when contact is broken (5% chance). If this happens, then half of the Elf’s soul goes to the target of the spell when contact is broken. The creature gets a soul but no further connection or benefit from the Elf that cast the original spell. On the other hand, the Elf’s nights may well be spent sleepless as he receives images of what is being done by the new owner of his soul.