The magic of Elfquest! Magic on the World of Two Moons The magic of 
Elfquest!
by Faywolf




NOTE:Since I first began distributing this list to other Elfquest fans on America Online, I have seen it on at least one other website. I have no problem with others using and even also distributing this list to fellow fans, so long as I, Faywolf, get credited with the compilation of the info, and especially for the *new talents* that I created! If you have this on one of your pages, then please see that I am credited for it, and I would also appreciate a link to my site. Thank you :)



The following material has been gathered from the Elfquest Roleplaying Game Sourcebooks, and from all the current Elfquest comics and books. There are also just a few added personal opinions and some new powers that I've developed. Hope this list comes in handy. :)

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. However, dolphins are much more intelligent than wolves (even the part-elf ones) and so the sea elves do have very deep bonds with them. {from Elfquest roleplaying game sourcebook}

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. {Preypacer, from the BoTC anthologies}

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. {Teir : He's a descendant of the Go-Backs, who are themselves descendants of the Wolfriders, and therefore mortal.}

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. {Suntop}

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, Hypnosis, Astral Projection, Mind-Snare, and Psychic Camoflage. {Strongbow}

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. {Suntoucher}

Hypnosis (Mind-Stun) -- This power allows the Hynotist to stun a victim into a state of no volition for a predetermined length of time. The victim will stand shocked, and be unable to defend himself. He will pay no attention to his surroundings, and can even be killed by another without reacting. Rayek uses this to hunt, an action that is seen as very wrong to the Wolfriders because it takes away the skill and courage of the hunt. Rayek's method does not allow for "Survivor of the fittest" and so it goes against the Way. Rayek, of course, does not see things the way the Wolfriders do and prefers to deal a painless death. A victim also becomes prone to suggestion, and Sending can be used to convince a victim of any intelligence to cooperate with the Sender. This is used by Savah and Rayek to tame Zwoots for the Sun Folk, and may have been used initially by the Blue Mountain elves to persuade their pet humans to work for them. As with any use of hynosis, the victim will do nothing obviously contrary to his deep-felt convictions and can be intellectually (or instinctively, as in the case of animals) convinced to go against his mental instructions, if good reason is present. Prerequisite power= Sending. {Rayek}

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. {Savah}

Mind-Snare -- This is the ability to mentally entrap someone, while they are in contact via Astral Projection. There is a battle of magic strength to determine which mind is stronger. If the astral traveller is strong enough, they are able to fight off the Mind-Snare and get away. If not, other Astral Projectors can reach the entrapped victim, at their own risk; but the victim cannot get away until the Mind-Snare user either does not maintain the Mind- Snare, or falls unconscious without using Sending (like "Battle of Wills ") to command the snared victim's essence to stay close to the attacker. While caught, the Astral Projector's body will lie comatose, and will begin to take damage as it begins to waste away. Prerequisite powers= Sending and Astral Projection. {Winnowill}

Shielding -- A Healer may, by touching a willing target, join forces with the subject to resist an attack via Sending, Anti-Healing, or any other hostile attack from magical powers. Prerequisite power= Healing. {Leetah}

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. {Finder, from the BoTC anthologies}

Psychic Camoflage -- This is the antithesis of the Finding power. An elf with this ability may choose not to be found, even if the searcher is using the Finding skill to locate them. If the searcher and subject are in telepathic communication (via Sending), then the searcher may have a general direction; but will not get an idea of range or be able to exactly locate the user, as is the norm. Prerequisite power= Finding. {NEW : my creation}

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. Dependent power= Weather Control. {from the BoTC anthologies}
>> 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.


Channel Sun -- This is the power to use one's own body as a prism, for the elemental power of sunlight to shine through and be directed and multiplied. It is a very powerful ability, and extremely draining on the elf using it. This skill probably cannot be harnessed by any normal elf, save a High One. Rayek showed this power once, but it was the combined souls and powers of all the Gliders that had "attached" themselves to Rayek, that caused it to surface; and he was not able to control it. {Rayek +}



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. Dependent powers= Flesh Shaping, Bone Shaping, Anti-healing, and Shielding. {Rain, Leetah, etc...}

Flesh-Shaping -- Like Healing, except that it changes the size and shape of the subject. However, this is a very painful process to endure so the Healer must heal the subject as they are shaping them. Prerequisite power= Healing. {Winnowill}

Bone-Shaping -- All Healers can shape bone, but not all Bone Shapers are Healers; especially among the Sea Elves. These elves have developed a special skill to shape the bones and shells of sea creatures, to be used as boats and tools for the elves, or Coral as a weapon of defense. Related power= Healing. {from Sea Elves roleplaying sourcebook}

Anti-Healing -- Healers can cause pain and damage to another, almost as easily as they can cure it. This is the antithesis of Healing. Any Healer can do this with practice, but most never would! Also, a Healer using Anti- Healing can, instead of causing damage, put the subject into a trance state and keep the trance in effect from a distance, using the Sending skill. Only a Healer using mind healing techniques, can bring the entranced subject back to awareness. Prerequisite power= Healing. {Winnowill, and later Leetah}

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. {Zarhan Fastfire, from the BoTC anthologies}

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.{Rayek and the Gliders}

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. {Goodtree and Redlance}

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. Dependent powers= Metal-Shaping and Gem-Shaping. {Ekuar, Mekda, and Osek}

Metal-Shaping -- Some Rock-Shapers can extract metal ore from the rock and shape it into weapons, tools, and the like. This power would only appear in areas where ore was plentiful. Prerequisite power= Rock-Shaping. These shapers would automatically have the skill: Metal Finding. {Gliders : That's how they made the Brightmetal weapons for the humans they traded with.}

Gem-Shaping -- A very few Rock-Shapers can extract gems and similar minerals from the rock, and shape it to fit their desire. This power would only appear in areas where these minerals were plentiful. Prerequisite power= Rock-Shaping. These shapers would automatically have the skill: Gem Finding. {NEW : my creation}

Shape-Change -- This extremely rare talent is found in whole, only among the High Ones. However, some sea-elf tribes have a modified version of this skill, whereby those gifted with the power are able to shape themselves into mer-elves and such, to more easily adapt to life in the water. {Timmain and some of the Wavedancers}

Weather Control -- An elf with this power can summon enough force of will to manipulate the weather patterns, and bring forth whatever type of weather the Controller desires. This is an extremely rare talent and takes great endurance to perform, especially if the weather patterns summoned are opposite of what is currently present. Also, too much altering of weather patterns can lead to a dangerous result in the near future, or cause instant turmoil in a neighboring area. Prerequisite power= Weather Sense.{NEW : my creation}

Water Control -- A very rare and popular power among the Sea Elves. Like Weather Control that can alter the currents of air; an elf with Water Control is able to manipulate and alter the flow of water currents, to get the best use from them. This can be used to help drive a boat with little or no wind, or as a defense against enemies. {Surge}

Luck Shield -- This power creates a forcefield that will protect the user, or another target, against any kinetic attack. This means that any physical damage that can be deflected, will be. {Zhantee}

Jinking -- This power allows the user to teleport (or "jink " in elven) to any other location that the Jinker is familiar with, or can visualize. {Jink}




RACIAL ABILITIES :



     >   TROLLS, like humans, have no real magic. They are grounded and physical, not spiritual beings in origin. However, they can breed with elves and, in rare cases, produce offspring. These hybrids, like all true hybrid species of Earth, are (most likely) sterile and cannot reproduce. But that does not mean that they can never inherit any elven magic. The types of magic most likely to surface in such a mixed breed are: Sending, Finding, Rock-Shaping (and any of it's derivatives), and perhaps Animal Bonding. Two-Edge himself may even have some magic trapped within his tortured and unstable mind.

     >   PRESERVERS are also very magical beings. They all possess a very high level of Finding and Homing Instinct, and perhaps even Magic Feeling, but that seems to be the extent of it.

     >   Remember that all ELVES, when coming into contact with a powerful source of magic, such as the palace of the High Ones (or even a small piece of it), will have their natural abilities and magic talents heightened and fine-tuned. Some powers that were not yet apparent could surface, as a result of such an event.


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