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.

victim or cause direct harm to them. In other words,<br />

they cannot be made to jump <strong>of</strong>f a cliff or walk<br />

towards a magical rift or do any other action<br />

which would cause harm (much like a Charm spell<br />

cannot force the victim to take self-destructive<br />

actions). This spell does not create a 10 foot magical<br />

circle around the caster which is effective only upon<br />

the victim; if the victim has to come closer than ten<br />

feet in order to get away (say for example, to pass<br />

close to the caster in order to get to an exit), then that<br />

is permissible. While within that 10 foot area<br />

however, the victim can take no in-game actions<br />

against the caster. If the caster attacks the target, the<br />

Shun ends immediately.<br />

This spell is a type <strong>of</strong> charm and can be resisted with<br />

the racial ability Resist Charm, and it can be cured<br />

with an Awaken spell or Dispel Magic spell. Stronger<br />

charms such as Vampire Charm or Enslavement will<br />

override its effects.<br />

Silence<br />

5 ElF 5 Minutes<br />

The victim <strong>of</strong> this spell cannot talk and cannot cast<br />

any spell. The victim must still call out the damage<br />

points his or her weapons do if combat ensues while<br />

the spell is in effect, as well as any out-<strong>of</strong>-game<br />

“trigger” phrases such as “Reflect Magic” or<br />

“Parry.” The silence can be removed by either<br />

Awaken or Dispel Magic. This is not a charm spell<br />

and thus it cannot be resisted by those with the Resist<br />

Charm ability.<br />

Sleep<br />

6 ElEdF PS 5 Minutes<br />

Sleep causes the target to instantly fall into a deep<br />

sleep. The target will not awaken for 5 minutes<br />

unless someone shakes them vigorously while<br />

shouting for them to wake. It takes one minute <strong>of</strong><br />

shaking and shouting to wake a person this way. An<br />

Awaken or Dispel Magic spell will wake the victim<br />

immediately. This spell will not work on some<br />

creatures without a metabolism, such as undead<br />

creatures, golems, or some giant insects. It can be<br />

resisted by creatures with a Resist Sleep ability.<br />

Stabilize<br />

2 El Instant<br />

When cast the target <strong>of</strong> this spell is stabilized as if the<br />

First Aid skill had been successfully used upon them.<br />

For this to work the target must have been able to be<br />

affected by the skill first aid.<br />

Stabilize by Voice<br />

8 El Instant<br />

This spell incant is cast in a very loud voice. All who<br />

can hear the incant, if they are in their bleed out<br />

count, instantly come to 0 hit points and will wake up<br />

at 1 hit point in one minute. Since this is an elemental<br />

spell, it works on all metabolism types. The spell<br />

incant is as per incanting rules with the added phrase<br />

“all within the sound <strong>of</strong> my voice” at the beginning.<br />

Taint Blood<br />

5 F Indefinite<br />

This spell will introduce impurities into the victim’s<br />

blood. The victim is left extremely weak, and unable<br />

to fight or move faster than normal walking speed.<br />

The victim becomes unable to use any game skills.<br />

This spell might not function against creatures with<br />

no metabolism. This spell can be removed by a<br />

Purify Blood spell or a Dispel Magic spell.<br />

Toughen<br />

3 El Instant<br />

This spell instantly refits Natural armor to its full<br />

value.<br />

Trap Undead<br />

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

This spell will act upon a lesser undead as a Pin spell,<br />

but the undead may not rip free. This spell will not<br />

affect a living target, although it will remove a living<br />

person’s Shield Magic or Reflect Magic.<br />

Turn Undead<br />

2 F 1 Hour<br />

This spell will affect lesser undead creatures, causing<br />

them to leave the area <strong>of</strong> combat immediately by<br />

attempting to break Line <strong>of</strong> Sight. A Dispel or Free<br />

Undead will rid the creature <strong>of</strong> this spell, allowing it<br />

to return. Greater undead are not affected by this<br />

spell in the same manner. This spell will not affect a<br />

living target, although it will remove any creature’s<br />

Shield Magic or Reflect Magic.<br />

Unparalyze<br />

8 F P Instant<br />

This spell will free the subject from all paralyzing<br />

effects.<br />

Ward<br />

9 Ed 5 Days<br />

This spell magically seals a single room or an entire<br />

building. The object affected must be an actual<br />

unmovable structure such as a building, a tent, or an<br />

unmovable wagon.<br />

No effect, person or object may pass through the<br />

Ward unless as described below.<br />

Anyone within the Ward during the entire casting <strong>of</strong><br />

the spell will receive an Investiture to the Ward. The<br />

names <strong>of</strong> the people Invested must be written in the<br />

room’s marshal notes.<br />

Investiture in a Ward allows you to enter and leave<br />

the warded area at will as well as allow others to<br />

enter and leave by saying “The Ward recognizes<br />

you”.<br />

The building must be visibly marked to indicate the<br />

presence <strong>of</strong> Ward by placing a large “W” on the<br />

door.<br />

This spell takes five minutes to cast during which<br />

time the caster rests his hand upon the primary portal.<br />

Anyone inside a structure that is being warded will be<br />

57

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

Saved successfully!

Ooh no, something went wrong!