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Rule Book - Fables of Fenorra

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English so the victim will know what spell has been<br />

cast. In game, these words are understood by anyone,<br />

but have a “magical effect” associated with them that<br />

makes them different from normal speech. Even<br />

though you can speak the language, you cannot<br />

“fake” a spell incantation or otherwise bluff the<br />

casting <strong>of</strong> a spell. You also cannot bluff the start <strong>of</strong> a<br />

spell incantation. If you start the incantation, the spell<br />

is used.<br />

Spell casters expend the power to cast a spell as soon<br />

as the incantation has begun. You cannot start the<br />

incantation for a spell, change your mind, and then<br />

still have that spell. You must wait until the next reset<br />

to restudy and to cast the spell again.<br />

Spell Disruption:<br />

If a person takes body damage while casting a spell,<br />

the spell is disrupted. It does not work and is lost<br />

from memory. A spell can be disrupted by anything<br />

that deals body damage, including weapons, traps, or<br />

other spells. This is known as Disruption or Spell<br />

Disruption and is sometimes applicable to other types<br />

<strong>of</strong> attacks as noted in their descriptions.<br />

Touch-Casting<br />

Touch-casting is performed by holding a packet and<br />

placing it against the target you wish to affect. The<br />

obvious advantage to this is that there is no chance <strong>of</strong><br />

missing and wasting the effect. In such a case, the<br />

effect recipient may choose to “accept” the effect,<br />

thus letting it past their Spell Defenses such as Shield<br />

Magic or Elemental Shield. The recipient must be<br />

conscious to “accept” an effect without triggering<br />

the Spell Defenses. You may never “accept” a<br />

thrown effect. The decision to accept an effect<br />

through touch-casting is made immediately after the<br />

effect is cast. This is to prevent a caster from tricking<br />

an unsuspecting victim.<br />

The recipient <strong>of</strong> a touch-cast effect can always refuse<br />

the effect by saying “refused.” This will use up the<br />

effect, but have no effect whatsoever on the recipient.<br />

Whenever attempting to touch-cast, you must abide<br />

by all NERO safe conduct rules.<br />

Meditation<br />

Any character may Meditate to regain use <strong>of</strong> “times<br />

per day” or “expendable” skills that were blocked by<br />

the Return monster ability. To Meditate, the<br />

player must role-play deep concentration for 60<br />

seconds, during which time they may perform no<br />

other actions including speaking, moving, or the use<br />

<strong>of</strong> any in-game skills, items or abilities. At the end <strong>of</strong><br />

the meditation the character regains any skills or<br />

abilities lost to the effect “Return .” Only<br />

character skills and abilities may be regained by<br />

Meditating. (not Magic Items, Scrolls, Alchemy, etc.)<br />

A spell-casting character may also Meditate to regain<br />

spells that missed a legal target. At the end <strong>of</strong> the<br />

meditation, the character regains the use <strong>of</strong> any<br />

thrown spells that failed to hit a valid target, as well<br />

as all spells, skills and abilities lost to the Return<br />

effect.<br />

Spell casters should not use the Meditate ability to<br />

intentionally miss their targets in an attempt to cause<br />

confusion for the NPCs. “Decoy” spells that are<br />

intentionally thrown away from the target should not<br />

be regained by Meditate. In effect, you can only get<br />

your spells back from Meditate if you were actually<br />

attempting to hit your target and missed. Spells<br />

negated by defenses (ex. Dodge, Phase, and Resist)<br />

cannot be meditated back.<br />

Spell Defenses<br />

There are a few spells and effects that will defend the<br />

recipient from incoming spells or attacks. Each can<br />

protect against one spell or effect only. They are cast<br />

upon the recipient in advance and stay with the<br />

recipient until “activated” by the effect they are<br />

meant to prevent. The Spell Defenses are<br />

Displacement, Elemental Shield, Magic Armor,<br />

Poison Shield, Reflect Magic, and Shield Magic.<br />

In-game, you are always aware <strong>of</strong> what Spell<br />

Defenses are active on you. Once a Spell Defense is<br />

active, then it will affect the next applicable incoming<br />

effect, regardless <strong>of</strong> whether or not you would have<br />

been affected. It will then be used up.<br />

All Spell Defenses must be called correctly, for<br />

example “Reflect Magic” or “Phase,” to be effective<br />

and must be called within three seconds or are lost or<br />

not used respectively.<br />

Spell Durations<br />

Concentration<br />

This spell lasts as long as the caster maintains<br />

concentration. While concentrating, the caster<br />

cannot run or use any game skills.<br />

Indefinite<br />

The effects <strong>of</strong> this spell are permanent unless the<br />

victim receives the proper counter spell or the<br />

spell’s effect is used up (or the victim dies). The<br />

counter spell will be listed in the spell description.<br />

Line <strong>of</strong> Sight<br />

This spell lasts as long as the caster could see the<br />

victim from wherever the caster is located. It also<br />

lasts if the victim could see the caster.<br />

Basically, if you can draw a straight line between<br />

the caster and the victim without the line being<br />

obscured by any large, immovable obstacles, then<br />

the Line <strong>of</strong> Sight is still in effect. The caster<br />

closing their eyes or hiding behind someone else<br />

does not break Line <strong>of</strong> Sight. If the caster breaks<br />

Line <strong>of</strong> Sight by imposing a very large object such<br />

as a building or large tree between the caster and<br />

the victim for longer than 10 seconds, the spell is<br />

broken. If view <strong>of</strong> the character is resumed before<br />

the 10 seconds is up, then the spell continues.<br />

These spells will cease immediately if the caster<br />

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