Keyblader Apprentice Quest (Kingdom Hearts: Birth By Sleep)

[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.


[x][Magic] Fire: You summon a small group of flames that surround you, doing damage to nearby enemies.
[x][Magic] Blizzard: You blast the enemy with a gust of cold air.
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once. - Fire
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once. - Aero

Shrink and Tiny Might is pretty good. Also immunity to bullshit.
 
Fairy Biology Traits and Skills. Choose 6.
[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Glamor: You can reactively produce a bright flash of light, temporarily stunning enemies and doing a minor burst of light damage.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
Tiny strength along with some other tricks.
Magic Traits and Spells. Choose 4.
[x][Magic] Fire: You summon a small group of flames that surround you, doing damage to nearby enemies.
[x][Magic] Spell Endurance 1: The duration of spells that last for a set period of time, such as Aero, is slightly increased.
[x][Magic] Ricochet 1: When you cast Note to make an attack, the Musical Note will bounce a second time before disappearing if it misses.
[x][Magic] Raise Mana: Raises your Mana stat by one rank.
Endurance for the songs plus a new fire spell
 
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[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.

[X][Magic] Ricochet 1
[X][Magic] Ricochet 2
[X][Magic] Rapid Shot 1
[X][Magic] Improved Magic (Note)
 
[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.

[x][Magic] Ricochet 1: When you cast Note to make an attack, the Musical Note will bounce a second time before disappearing if it misses.
[x][Magic] Ricochet 2: When you cast Note to make an attack, it will bounce several times before disappearing if it misses.
[x][Magic] Rapid Shot 1: When shooting a magical projectile that requires no charge time, you automatically fire off a second attack for free.
[x][Magic] Raise Mana: Raises your Mana stat by one rank.
 
[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.


[x][Magic] Fire: You summon a small group of flames that surround you, doing damage to nearby enemies.
[x][Magic] Blizzard: You blast the enemy with a gust of cold air.
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once. - Fire
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once. - Aero
 
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x][Fairy] Fey Names: During combat you have a small chance of regaining some health whenever someone speaks your name.
[x][Fairy] Fey Names 2: During combat you have a moderate chance of regaining some health whenever someone speaks your name. Requires Fey Names.
[x][Fairy] Fey Names 3: During combat you have a high chance of regaining some health whenever someone speaks your name. Requires Fey Names 2.
[x][Fairy] Fey Names 4: During combat you always regain some health whenever someone speaks your name or thinks of you. Requires Fey Names 3.
[x][Magic] Mana Saver 3: You have become much more efficient with your spells reducing the cost of all available spells.
[x][Magic] Spell Endurance 1: The duration of spellsthat last for a set period of time, such as Aero, is slightly increased.
[x][Magic] Rapid Shot 1: When shooting a magical projectile that requires no charge time, you automatically fire off a second attack for free.
[x][Magic] Raise Mana: Raises your Mana stat by one rank.

Tiny Might plus Wings is kind of broken. It makes us very mobile and hard to hit, without debuffing us at all. Add in the self healing from Fey Names, and we can become an extremely hard to kill support.

Of course, we won't always have a team to help us. Fortunately, we already have a solid offensive option; Note. I don't think that there are many things in KH that resist Sound damage, so that makes it more viable then other elements. Pick up Mana Saver, Rapid Shot, and Raise Mana will allow us to become a tiny flying magic machine-gun. Anyone here play Warframe? Because this set up basicly let's us be a Titania in consent Razerwing mode. Spell Endurance is to make our buff and debuff last longer, since we're still a support build, just a support who is strangely capable of soloing fights.
 
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.
[x][Fairy] Fey Names: During combat you have a small chance of regaining some health whenever someone speaks your name.
[x][Fairy] Fey Names 2: During combat you have a moderate chance of regaining some health whenever someone speaks your name. Requires Fey Names.
[x][Fairy] Fey Names 3: During combat you have a high chance of regaining some health whenever someone speaks your name. Requires Fey Names 2.
[x][Fairy] Fey Names 4: During combat you always regain some health whenever someone speaks your name or thinks of you. Requires Fey Names 3.

[x][Magic] Rapid Shot 1: When shooting a magical projectile that requires no charge time, you automatically fire off a second attack for free.
[x][Magic] Spell Endurance 1: The duration of spells that last for a set period of time, such as Aero, is slightly increased.
[x][Magic] Ricochet 1: When you cast Note to make an attack, the Musical Note will bounce a second time before disappearing if it misses.
[x][Magic] Ricochet 2: When you cast Note to make an attack, it will bounce several times before disappearing if it misses.
 
Fairy Biology:
[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x] Glamor: You can reactively produce a bright flash of light, temporarily stunning enemies and doing a minor burst of light damage.

Magic Traits:
[x][Magic] Raise Mana: Raises your Mana stat by one rank.
[x][Magic] Ricochet 1: When you cast Note to make an attack, the Musical Note will bounce a second time before disappearing if it misses.
[x][Magic] Rapid Shot 1: When shooting a magical projectile that requires no charge time, you automatically fire off a second attack for free.
[x] Improve Spell: (Note)
 
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[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.

@undead frog We already have Mana Saver 3 and Blizzard:
Spells:
...
Blizzard: You blast the enemy with a gust of cold air.
Traits:
...
Mana Saver 3: You have become extremely efficient with your spells, giving you the ability to cast several more before you get tired.

[x][Magic] Gravity You create a wave of gravity that temporary stuns enemies doing minor damage in the process.
[x][Magic] Raise Mana: Raises your Mana stat by one rank.
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once.
-[X] Cure -> Cura
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once.
-[X] Thunder -> Thundara
 
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[x][Fairy] Shrink: You gain the power to both shrink yourself as well as knowledge of the Shrink spell, letting you temporarily weaken enemies physical abilities.
[x][Fairy] Tiny Might: While shrunk, you are considered just as durable and strong as you had been when at your full size. Crushing attacks that would not have worked on you at your full size are rendered ineffective. Requires Shrink.
[x] Glamor: You can reactively produce a bright flash of light, temporarily stunning enemies and doing a minor burst of light damage.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey intuition: You've mastered your Fey connection with illusion magic. Spells and skills that make use of illusions are rendered completely ineffective against you. Requires Fey Sight.

[x][Magic] Mana Saver 4: You have become much more efficient with your spells reducing the cost of all available spells.
[x][Magic] Gravity You create a wave of gravity that temporary stuns enemies doing minor damage in the process.
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once.
-[X] Cure -> Cura
[x] Improve Spell: You improve an existing elemental spell by one level, causing spell like Fire to become Fira, this option can be taken more than once.
-[X] Thunder -> Thundara
 
[x][Fairy] Fey Resistance: Your fey nature gives you a certain affinity for magic. You gain a minor resistance to all magical attacks.
[x] Glamor: You can reactively produce a bright flash of light, temporarily stunning enemies and doing a minor burst of light damage.
[x] Doppelganger: You create an illusionary doppelganger of yourself that's capable of casting the Note Spell.
[x][Fairy] Fey Sight: Your Fey sight helps you see through illusions. Rolls to pierce illusions can be re-rolled with the higher of the 2 being taken.
[x][Fairy] Fey Names: During combat you have a small chance of regaining some health whenever someone speaks your name.
[x][Fairy] Fey Names 2: During combat you have a moderate chance of regaining some health whenever someone speaks your name. Requires Fey Names.

[x][Magic] Rapid Shot 1: When shooting a magical projectile that requires no charge time, you automatically fire off a second attack for free.
[x][Magic] Ricochet 1: When you cast Note to make an attack, the Musical Note will bounce a second time before disappearing if it misses.
[x][Magic] Ricochet 2: When you cast Note to make an attack, it will bounce several times before disappearing if it misses.
[x][Magic] Raise Mana: Raises your Mana stat by one rank.
 
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Final Timeskip Part 2
Ok everyone here's the next set of skills for you guys to choose from.

Songs and Song Skills. Choose 2.

[x][Song] Song of Transportation - Duration: Changes the Song of Transportation into a steady song that allows you to teleport short distances at will for 30 seconds, letting you cast other spells while it is active.
[x][Song] Song of Transportation - Range: Upgrades the Max range of the Song of Transportation, allowing you to cover much greater distances with it.
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x] [Song] Some of Transportation - Ritual: Lets you cast the Song of Transportation as a ritual, allowing you to cross between worlds with enough time.

[x][Song] Song of Might: A Song that remains active for a around 10 minutes and makes your attacks more powerful for the duration.
[x] Song of Might Defense: The Song of Might now also increased the defense of yourself and your allies.
[x] Song of Might - Healing: The Song of Might now grants yourself and allies minor regeneration.

[x] Song of Bombardment: A powerful Song that fills the air with Notes that home in on enemies.
[x] Song of Bombardment - Peirce: Notes created by the Song of Bombardment ignore magical resistance.
[x] Song of Bombardment - Slow: Enemies are slowed down while the Song of Bombardment is active.
[x] Song ob Bombardment - Interception: Notes conjured by the Song of Bombardment intercept enemy projectiles, acting as a shield for you and your allies.

[x][Song] Song of Storms- Frequency: Doubles the amount of Lighting Bolts that you can call down while playing the Song of Storms.
[x][Song] Song of Storms- Rain: While the Song of Storms is active, enemy fire magic is slightly weakened.
[x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.

Physical Skills and Traits. Choose 2.

[x][Physical] Raise Strength: Raises your Strength by one rank.

[x][Physical] Raise Speed: Raises your Speed by one rank.

[x][Physical] Raise Endurance: Raises your Endurance by one rank.

[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
Adhoc vote count started by undead frog on Jun 1, 2018 at 9:07 PM, finished with 20 posts and 14 votes.

  • [x][Physical] Raise Speed: Raises your Speed by one rank.
    [x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
    [x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
    [x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.
    [x][Physical] Raise Endurance: Raises your Endurance by one rank.
    [x][Song] Song of Storms- Frequency: Doubles the amount of Lighting Bolts that you can call down while playing the Song of Storms.
    [x][Song] Song of Transportation - Duration: Changes the Song of Transportation into a steady song that allows you to teleport short distances at will for 30 seconds, letting you cast other spells while it is active.
    [x] Song of Bombardment - Peirce: Notes created by the Song of Bombardment ignore magical resistance.
    [x] Song of Bombardment: A powerful Song that fills the air with Notes that home in on enemies.
    [x] [Song] Some of Transportation - Ritual: Lets you cast the Song of Transportation as a ritual, allowing you to cross between worlds with enough time.
    [x] Add Tail: You add a tail to your fox form. This lets you increase your fox form's size, giving you a proportional bonus to strengthen/endurance and adds an extra projectile to every projectile spell you cast while in fox form. This can be taken more than once. Do note however that even with the increased strength and size you will always be physically weaker than in your base form with an equivalent stat, and you cannot cast songs or take advantage of flight while in Fox form.
    [x] Extra protection against Darkness.
    [x] Extra protection against the Elements.
    [x] Extra protection against physical damage.
    [x] Tail Swipe: Makes your tail strong enough to block Keyblades and lets you use it as a short ranged weapon.
    [x] Fire Breath: Lets you and any illusionary copies you create produce a stream of Fairy Flame from your mouths.
    [x] Illusion Split: When you create an illusionary copy, the number of copies that appear is based on your number of tails.
    [x] Inferno: Your produce a small sun of Fairy Fire and launch it at enemies, requires 9 tails to use.
    [x] Song of Bombardment: A powerful Song that fills the air with Notes that home in on enemies.
    [x] Flame Charge: You light yourself on fire and charge into the enemy, doing both physical and fire damage.
    [x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
    [x][Physical] Raise Speed: Raises your Speed by one rank.
    [x] Song of Bombardment - Peirce: Notes created by the Song of Bombardment ignore magical resistance.
    [x][Song] Song of Transportation - Range: Upgrades the Max range of the Song of Transportation, allowing you to cover much greater distances with it.
    [x][Physical] Raise Strength: Raises your Strength by one rank.
    [x] Song of Might - Healing: The Song of Might now grants yourself and allies minor regeneration.
    [x][Song] Song of Might: A Song that remains active for a around 10 minutes and makes your attacks more powerful for the duration.
    [x] A wind shield that defends against all projectiles but reduces the damage by less.
 
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x][Song] Song of Storms- Frequency: Doubles the amount of Lighting Bolts that you can call down while playing the Song of Storms.

[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
 
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x][Song] Song of Storms- Frequency: Doubles the amount of Lighting Bolts that you can call down while playing the Song of Storms.

[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
 
[x][Song] Song of Transportation - Range: Upgrades the Max range of the Song of Transportation, allowing you to cover much greater distances with it.
[x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.

[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
 
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.

[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Raise Endurance: Raises your Endurance by one rank.
 
[x][Song] Song of Transportation - Duration: Changes the Song of Transportation into a steady song that allows you to teleport short distances at will for 30 seconds, letting you cast other spells while it is active.
[x] [Song] Some of Transportation - Ritual: Lets you cast the Song of Transportation as a ritual, allowing you to cross between worlds with enough time.

We've already shortened the Song of Transportation's casting time once, no need to do it again in a hurry. With these, we both make it more useful in battle and gain the ability to travel the Worlds in a way that can't be traced and is probably faster than a Keyblade Glider unless our destination is really close by.

[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.

Even more speed and the ability to survive a nasty hit. Always useful.
 
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.


[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.

We want it short enough to combat cast. Its not yet.
 
[x][Song] Song of Transportation - Time 2: Further shortens the time it takes you to cast the Song of Transportation, making it somewhat viable for use in combat.
[x][Song] Song of Storms- Wind: After the initial casting of the Song of Storms, you and all allies gain the effects of an Aero spell.


[x][Physical] Raise Speed: Raises your Speed by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.
 
[x][Song] Song of Transportation - Duration: Changes the Song of Transportation into a steady song that allows you to teleport short distances at will for 30 seconds, letting you cast other spells while it is active.
[x][Song] Some of Transportation - Ritual: Lets you cast the Song of Transportation as a ritual, allowing you to cross between worlds with enough time.

I know that we're going to be getting our armor and stuff, but this will be useful both as a backup & for taking others between worlds

[x][Physical] Raise Endurance: Raises your Endurance by one rank.
[x][Physical] Second Wind: Lets you stay up even for attacks that would have knocked you out... though you won't be able to take any more attacks than that unless you heal.

We're currently rather squishy, this will fix that.

And before you say that fairies have to be squishy: I'd like to draw your attention to the fact that a fairy is one of the main antagonists for the series.
 
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