03.04.2013 Views

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Spell Descriptions<br />

The information after the spell’s name includes the<br />

spell’s level, what school <strong>of</strong> magic, whether it can be<br />

made into a Potion or Scroll, and its duration.<br />

Awaken<br />

4 EdElF PS Instant<br />

This spell awakens the recipient from a Waylay, any<br />

sleep effect, and the charm effects Charm, Shun,<br />

Silence, Fear, and Vampire Charm. It does not in any<br />

way affect Enslavement.<br />

Banish<br />

9 EdF Instant<br />

This spell sends any extra planar creature from<br />

<strong>Fenorra</strong> to its plane <strong>of</strong> origin and will keep the<br />

creature on its own home plane for 24 Fenorrian<br />

hours. All items carried by the creature will be left<br />

behind unless Spirit Linked. This spell cannot be<br />

used to return to <strong>Fenorra</strong> from another plane.<br />

Bind<br />

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

This spell snares the victim’s arms, binding them<br />

straight to its sides. The victim may talk freely, but<br />

may not use any game skills requiring use <strong>of</strong> the<br />

arms, including using a weapon or shield, casting a<br />

spell, or activating a gas globe. The victim may walk,<br />

run, or leave the combat area as desired. This spell<br />

does not prevent the victim from being searched or<br />

being given a Killing Blow, although a moving<br />

victim is unlikely to allow either action.<br />

Bolt <strong>of</strong> Darkness<br />

3 EdElF Instant<br />

This spell nullifies light spells and alchemical light.<br />

Breath <strong>of</strong> Life<br />

9 El Instant<br />

This spell must be cast within five minutes <strong>of</strong> a<br />

creature’s death. It restores the creature to its total<br />

Body Points and the creature is not forced to<br />

resurrect.<br />

This spell will not normally affect a living target or<br />

an undead creature, although it will remove a living<br />

person or undead creature’s Shield Magic or Reflect<br />

Magic.<br />

Bless<br />

1 F P Indefinite<br />

This spell gives the recipient five extra Body Points.<br />

These points are the first Body Points lost to damage.<br />

This spell cannot be used to revive an unconscious<br />

person or harm an undead.<br />

Cause Disease<br />

3 F P Indefinite<br />

This spell will infect the recipient with a debilitating<br />

disease. The infection is not contagious, but makes<br />

the target unable to run.<br />

The spell Purify Blood will not cure someone under<br />

the effects <strong>of</strong> this spell. This spell might not be<br />

effective against creatures with no metabolism.<br />

Cause Wounds<br />

1-9 F P Instant<br />

This spell will deal 5-45 points <strong>of</strong> body damage<br />

(increments <strong>of</strong> 5 per level) to the target. It does not<br />

affect armor. It will cure 5 Body Points <strong>of</strong> damage on<br />

an undead creature.<br />

Charm<br />

7 EdElF 5 minutes<br />

This spell makes the victim view the caster as his or<br />

her best friend in the whole world. While this spell is<br />

in effect, no amount <strong>of</strong> logic or role-playing will<br />

convince the victim that he or she has been Charmed.<br />

An attack on the victim by the caster’s party will not<br />

immediately break the spell, but if the caster cannot<br />

come up with a good reason why he or she is not<br />

helping to defend the victim, then that will. If the<br />

caster attacks the victim, then the spell is broken<br />

immediately.<br />

A victim <strong>of</strong> this spell will not do anything completely<br />

against his or her own nature (such as attack his or<br />

her own party) unless a very good reason can be<br />

given by the caster. The spell does not turn the victim<br />

into a mindless robot blindly following orders, but it<br />

does require the victim to stay by the side <strong>of</strong> the new<br />

“friend” and listen to his or her “suggestions.” (Note<br />

that this assumes that they both speak the same<br />

language. You cannot obey a “suggestion” that you<br />

don’t understand.)<br />

This spell only works on creatures that have a mind<br />

as defined by the game. Several creatures (such as<br />

lesser undead, golems, or some giant insects) do not<br />

have a mind that can be affected by this spell.<br />

After the spell’s duration expires, the victim<br />

remembers everything that happened except the<br />

actual casting <strong>of</strong> the Charm spell. Depending upon<br />

the circumstances, the victim might sometimes<br />

realize that he or she had been charmed. If a victim is<br />

hit with multiple Charm spell or Charm effect, the<br />

most recent one will take precedence if there is a<br />

conflict. This does not necessarily negate the first<br />

Charm effect.<br />

Note that this spell is not strong enough to override<br />

Control Undead, Enslavement or Vampire Charm.<br />

Circle <strong>of</strong> Power<br />

9 EdF 10 minutes<br />

This spell allows the caster to inscribe a circle for<br />

protection. Before casting the spell, a visible physical<br />

representation <strong>of</strong> the circle must be drawn in the dirt<br />

or represented by something physical (chalk, string,<br />

etc). A shield may not be used as the physical<br />

49

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!