Concentration. That's all you need to start feeling the sources of Ezervaju in your surroundings. You start concentrating, looking for something powerful (
1d20+4(Skilled Magic User)+2(Sense Magic)=18). It doesn't take long for you to start feeling something. A few hundred meters from your location, to the South.
It feels strange. You shiver for a second in excitement. Whatever it is, it is powerful. How is it that you haven't felt it before? You start moving in that direction. And after a few minutes, you get there.
Lying on the ground you see a giant wolf. They are quite common in the forest, and they are very agressive. Its body is completely burnt, as it is the grass surrounding it. Not far from the wolf, you see three people. Two boys and an old man. They are all wearing black robes, and the old man seems angry at the two young boys.
However, after a few seconds, the old man finally notices you.
"Who are you, young lady? Don't you know that spying on others is considered bad manners?"Health: Fine
Stamina: Fine
Average Strength
Average Endurance
Above Average Dextery
High Agility
Above Average Intellegence
High Power
Above Average Willpower
Above Average Perception
Leather Clothes
A bronze knife
Flying: Your wings allow you to fly a bit faster than you would run or walk, but it is more exhausting too.
Acute Senses: Your sense of sight is superior to that of a human.
Animal Empathy: Most animals, especially birds, feel you as one of their own. Felines are a notable exception
Animal Shape: Like any other Fey, you can switch from your humanoid form into an animal form. In this form your strengh, endurance, dextery and agility are increased, and you look like a giant member of your species (Giant raven in your case). You fly faster in this form, but you can't maintain for too long.
Talented Spellcaster
Skilled Magic User (This affects how well you can hide your own magic and feel that of others)
Skilled Scavenger
Skilled Ambusher
Competent Occultist
Competent Herbolist
Competent Animal Caretaker
Competent Animal Fighter (Only when you are in animal form)
Novice Tracker
Novice Knife User
Novice Swimmer
Novice Climber
Novice Jumper
Novice Runner
Novice Reader
Dabbling Wrestler
Spells that say on their description that can be easily maintained mean that they can be maintained for days or more, with a mere reduction to your recovery of energy. Spells that say they can be maintained mean that the reduction is greater. Spells that can be shortly maintained drain your energy bit by bit. Any other Spell is not possible to maintain, due to it having an effect that can't be maintained (like throwing a fireball). You can always spend more and more energy on a single spell to increase its effects. Maintained too many spells can mean that you don't get to recover ANY of your used energies or even be drained day by day of them.
Create Darkness: The caster creates a static zone covered by supernatural darkness. It can be easily maintained.
Instill Fear: The caster instills a strange supernatural fear on everyone around him in a small area. He can choose what is the origin of the fear.
Dark Sight: The caster can see in the darkness perfectly. It can be easily maintained.
Dark Shield: The caster creates a supernatural shield to repel attacks made of pure darkness. It can be maintained shortly.
Spring: The caster attracts all underground liquids in a certain area to point of his choice, creating a small spring. It can be easily maintained (necessary for water to keep coming out of the spring).
Create Cold: The caster can create ice using this spell. It can be easily maintained (necessary for the ice not to melt if temperatures are high enough).
Aquatic Capacity: The caster can designate a small group of people. These people can move underwater (or any other liquid) without restraint and can survive under high pressures and breath the oxygen in the liquid. It can be maintained.
Detect Minerals: The caster can detect a certain mineral (chosen when casting the spell) on a small area, having some idea of the quantity and distance from him/her.
Mineral Control: The caster can control minerals with his will. This cannot make rocks move, but it allows him to control golems or any other similar creature if they fail to resist the Spell. There's a limit to the number and power of the creatures controlled. The control can be easily maintained.
Increase Weight: The caster can increase the weight of an object or living being. It can be maintained.
Transmutate Mineral: The caster can temporary transform one mineral into another. This spell can be shortly maintained.
Firmness: The caster increases the endurance of an object or being, making it more resistant. This Spell can be easily maintained.
Stone Barrier: The caster creates a great wall of stone that he/she can use to defend against physical attacks (including fireballs and attacks of similar nature). It can be shortly maintained.
Natural Affinity: The caster changes his/her essence, making other creatures feel him/her as one of their own. It can be easily maintained.
Detect Essence: The caster can feel the kind of Essence a being has, being able to tell any elemental or similar bonds the creature or being may have.
Essence Comunication: The caster can communicate with any other creature that accepts communication using their minds. The communication is made using concepts and images, so they don't need to share a language. It can be easily maintained.
Natural Knowledge: The caster can examine the properties of a certain natural creature, getting data about it.
Healing: Quite self-explanatary. It cannot regenerate lost limbs or similar damage.
Soul Barrier: The caster creates an invisible barrier around him/her. The barrier blocks some kinds of magic, but cannot block any attakcs. It can be maintained.
Share Senses: The caster can share his/her senses with those of another person, as long as the other person is not against it and they are not too far away. It can be maintained.
Modify Essence: The caster can modify the Essence of a being. He/she could, for example, change the essence of a fire elemental so that it would be vulnerable to fire, making it lose most of its powers. It can be shortly maintained.
Soul Poison: The caster creates a special poison that has an effect on the soul of the objective. He/she can choose the effects, and by its nature, it is very difficult to treat. This Spell can be used to create antidotes too.
Analyze the Soul: The caster analyzes the soul of living being. The objective can try to resist the magic, but it is quite difficult. This gives information on spiritual potential and supernatural powers. If the caster knows the real name of the objective, it affects it automatically.
Acquire Natural Abilities: The caster can acquire the abilities, skills and attributes of different animals. The change always has cosmetic effects. It can be shortly maintained.
Revitalize: The caster can strengthen life in an area. Animals and plants will grow faster and stronger, and living beings will recover from their wounds faster. Lost limbs will be recovered if they can be found and put in contact with the wound. It can be shortly maintained.
The Gift:
-Superior Recovery: You recover your energies faster.
-Magical Nature: You have a larger than usual pool of energy to use your spells.
Metamagic Abilities:
-Sense Magic: You have it way easier to sense magic around you.
(I was posting this when the last suggestion was posted.)