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Rule Book - Fables of Fenorra

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epresentation, including attaching a circle to the<br />

shield or marking a circle on it in any way. If any<br />

object not in the possession <strong>of</strong> a character (such as a<br />

table or chair) would obstruct the circle going up then<br />

the spell will fail and be wasted. Any character not<br />

fully within the circle representation when the spell is<br />

cast is ejected and must move to outside the<br />

boundary. The representation is in-game. The caster<br />

must be fully within the completed circle before<br />

casting. The circle may be a maximum <strong>of</strong> 6 feet in<br />

radius and must be in the shape <strong>of</strong> a circle. No effect,<br />

person or object may pass across the circle while it is<br />

active.<br />

The Circle will last for 10 minutes, though it may be<br />

dropped by the caster at any time if he or she touches<br />

the circle and states “Circle down.” The statement<br />

“Circle down” is out-<strong>of</strong>-game, although any<br />

observers who hear the statement are aware that the<br />

Circle was dropped, and they might know who<br />

dropped it.<br />

The Circle will also go down if the caster leaves the<br />

Circle (via spirit walk, gate, rift, etc.) or dies (needing<br />

a Life spell). The Circle is not affected by Dispel<br />

Magic.<br />

Circle <strong>of</strong> Power and Ward effects may not overlap in<br />

any way, though they may be concentric.<br />

Confine<br />

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

This spell snares the arms <strong>of</strong> its victim, binding them<br />

straight to its sides, and immobilizes the victim<br />

completely from the neck down making them<br />

helpless. The victim may talk freely, but may not use<br />

any game skills requiring use <strong>of</strong> the arms, including<br />

using a weapon or shield, casting a spell, or<br />

activating a globe. The victim may not walk, run, or<br />

be moved in any way. Any item the victim is holding<br />

cannot be dropped. However, since the effect allows<br />

the victim to be searched, anyone else can choose to<br />

physically remove a hand-held item from the victim<br />

by simply “searching” them. Even a victim with<br />

Superhuman Strength cannot prevent himself from<br />

being “searched” in this manner.<br />

This spell does not prevent the victim from being<br />

given a Killing Blow.<br />

Continual Light<br />

3 ElEdF 5 Days<br />

This is used to cast a five day light on a building.<br />

This casting has the ability to be “turned on and <strong>of</strong>f”<br />

(light switch) by anyone once it is cast. To remove<br />

the spell from a building, a Dispel Magic spell may<br />

be cast. Unless torch representations are used for<br />

light in a building, this spell must be used and listed<br />

on that building’s marshal notes.<br />

Control Undead<br />

2 F 5 Minutes<br />

This spell allows the caster to control one lesser<br />

undead for 5 minutes. Tasks may not involve any<br />

sentient thought higher than an animal: “Guard this”<br />

is fine, but “Count all the leaves on that tree”<br />

requires sentience and will not work. The most recent<br />

Control Undead effect takes precedent, if there is a<br />

conflict. This spell will not affect a living target,<br />

although it will remove a living person’s Shield<br />

Magic or Reflect Magic. This effect is stronger than<br />

Charm, Shun, Dominate or Fear. The most recent<br />

Control Undead, Vampire Charm or Enslavement<br />

effect will take precedent if there is a conflict.<br />

Courage<br />

2 F Instant<br />

This spell will remove the effect fear from the target.<br />

Create Undead<br />

7 F 1 Hour<br />

This spell only works on a corpse that has not<br />

previously been animated, and will pull the<br />

character’s spirit back to reanimate its former body.<br />

The resulting zombie will then follow the caster’s<br />

commands as if a Control Undead spell had been cast<br />

upon it. Note that this spell must be cast within the<br />

five minute period between a character’s death and<br />

the point where the spirit heads to the Earth Circle for<br />

resurrection.<br />

This spell transforms the individual into a mindless<br />

berserker who will fight at their normal speed until<br />

reduced to no hit points or until ordered to stop by the<br />

caster. The creature’s visual appearance does not<br />

change.<br />

While created as an undead the five minute count<br />

until resurrection is suspended.<br />

If the zombie is reduced to zero Body Points or takes<br />

effect from a Dispel Magic, then the spell ends and<br />

the resurrection count resumes where it left <strong>of</strong>f. The<br />

spirit will remember nothing <strong>of</strong> the time spent as a<br />

zombie.<br />

The zombie created will have the maximum body<br />

points the victim had in life, as well as any armor that<br />

is left on the corpse. The new zombie is immune to<br />

all alchemical substances and the spells Calm, Calm<br />

Animal, Charm, Charm Animal, Death, Life,<br />

Paralyze, Shun, Shun Animal, Sleep and Taint Blood.<br />

It will be affected by all undead affecting spells such<br />

as Trap Undead and Sanctuary. The zombie can use<br />

no skills other than base weapon skills: no Critical<br />

Attacks, no spells, no Waylays. It will do damage<br />

based on its weapons only. It cannot cast spells nor<br />

converse. The zombie is healed by numerical spells<br />

with “Chaos” in the incant and is damaged by<br />

numerical spells with “<strong>Fenorra</strong>” in the incant.<br />

Cure Disease<br />

3 F P Instant<br />

This spell will cure a character infected with a<br />

disease.<br />

Cure Wounds<br />

1-9 F P Instant<br />

This spell will restore up to 5-45 points <strong>of</strong> body<br />

damage (increments <strong>of</strong> 5 per level) but never more<br />

50

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