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Rule Book - Fables of Fenorra

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Remove Curse<br />

7 F P Instant<br />

This spell will cancel a Curse spell but will not<br />

restore any Body Points lost.<br />

Remove Physical Affliction<br />

6 F P Instant<br />

This spell will remove all currently active effects<br />

with “Physical” in the verbal from the target.<br />

Damage is not cured.<br />

Remove Weakness<br />

3 F P Instant<br />

This spell will remove all active Weakness effects on<br />

a creature.<br />

Repel<br />

2 ElEdF S Concentration<br />

This spell requires the caster to hit a target and hold<br />

the hand used to throw the packet palm out, facing<br />

the recipient. The victim and the target must then stay<br />

at least 10 feet apart while the spell is in effect.<br />

When the spell is first cast, the recipient must move<br />

10 feet away from the caster. After that, neither the<br />

recipient nor the caster may approach within 10 feet<br />

<strong>of</strong> each other; the caster cannot approach the<br />

recipient any easier than the recipient may approach<br />

the caster. Either could back away.<br />

If it is impossible for the recipient to move more than<br />

10 feet away from the caster because <strong>of</strong> physical<br />

obstructions when the spell is cast, the caster must<br />

first attempt to move 10 feet away from the recipient.<br />

The caster must hold out a hand, palm out, towards<br />

the recipient. That hand cannot be used for any other<br />

purpose.<br />

This spell is not a charm effect and cannot be resisted<br />

with the racial ability Resist Charm.<br />

Restore Limbs<br />

7 F P Instant<br />

This spell causes all <strong>of</strong> the target’s Withered limbs to<br />

become usable and restored.<br />

Savards Desecration<br />

4 F Indefinite<br />

The recipient is protected against all non-ranged<br />

attacks from living creatures. Ranged attacks (such as<br />

spells, missile weapons, and globes) can affect the<br />

recipient. This spell will remain in effect as long as<br />

the subject’s hands are crossed on their chest and<br />

they do not receive any body damage.<br />

If you are unsure if an attacker is living or not, you<br />

will be affected by them. You may not call a Hold or<br />

otherwise go out <strong>of</strong> game to ascertain their status.<br />

The character with a Desecrate active may use no<br />

game abilities except touch-casting on themselves.<br />

Attempting to pick up an item will disrupt the spell.<br />

Savards Sanctuary<br />

4 F Indefinite<br />

This spell will remain in effect as long as the<br />

subject’s hands are clasped overhead and they do not<br />

receive any body damage. The recipient is protected<br />

against all non-ranged attacks from undead creatures.<br />

Ranged attacks (such as spells, missile weapons, and<br />

globes) can affect the recipient.<br />

If you are unsure if an attacker is undead or not, you<br />

will be affected by them. You may not call a Hold or<br />

otherwise go out <strong>of</strong> game to ascertain their status.<br />

The character with a Sanctuary active may use no<br />

game abilities except touch-casting on themselves.<br />

Attempting to pick up an item will disrupt the spell.<br />

Shatter<br />

3 ElEd S Instant<br />

This spell may be cast upon any weapon or shield or<br />

any item up to a shield in size. It may also be cast at a<br />

creature, to affect such an item. This spell will not<br />

shatter a shield-like hole in something larger than a<br />

shield, nor will it have any effect on armor.<br />

The item affected is rendered completely useless.<br />

This spell will not work on an un-shatterable item or<br />

a magically protected item. Shattering an item that<br />

has other items within or fastened to it will destroy<br />

all <strong>of</strong> the items. This spell will shatter not only a<br />

shield but also any scrolls attached to the back.<br />

Shattering a box or door will set <strong>of</strong>f any traps present<br />

as well as the items within.<br />

After the item is shattered the prop for the item<br />

remains, but is unusable.<br />

Shield<br />

1 Ed S Indefinite<br />

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

These extra points are the first Armor Points lost due<br />

to damage.<br />

Shield Magic<br />

5 EdF PS Indefinite<br />

This spell will cancel the next spell cast at the<br />

recipient, including beneficial spells, after which it is<br />

used up. You must say “Shield Magic” immediately<br />

when this spell is used. Shield Magic will only work<br />

on spells delivered via packet, Glyph (See the Formal<br />

Magic section for more details), or Spell Strike.<br />

Shield Magic cannot be used in conjunction with a<br />

Reflect Magic. If you have a Shield Magic active, you<br />

may still “accept” spells that are touch-cast. You<br />

cannot “accept” thrown spells.<br />

Shun<br />

4 EdEl S 1 Hour<br />

This spell causes the victim to feel great discomfort<br />

around the caster. The victim will not attack the<br />

caster, and will immediately move at least 10 feet<br />

away from the caster and stay at least that far away<br />

while the spell is in effect. If the victim is within the<br />

10 feet when the spell is cast, the victim must move<br />

away, but never in a manner that will endanger the<br />

56

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