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Rule Book - Fables of Fenorra

Rule Book - Fables of Fenorra

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any combination <strong>of</strong> Power components totaling a<br />

value <strong>of</strong> 5. One spell, Greater Extension, specifically<br />

requires a Power component <strong>of</strong> value 2 or 4 in<br />

addition to other components. Components expire no<br />

longer than 2 years after the issue date. If there is no<br />

printed expiration date then the expiration date is<br />

assumed to be one year.<br />

Magic Items<br />

Magic items can be found or made through the<br />

NERO Formal Magic System©. Most give the wearer<br />

the ability to utilize a spell and some items grant the<br />

wearer effects from the Formal Magic system.<br />

Until you have an item Identified, you will not have<br />

the tag for the item and thus will not be able to use it,<br />

even if you are already aware <strong>of</strong> the item’s power.<br />

You must proceed to the Spirit Tree or monster camp<br />

to receive the tag. If you are given the item and are<br />

told in-game what the item’s powers are and how it is<br />

used, you may use the item but must go to the Spirit<br />

Tree or monster camp immediately thereafter to get<br />

the tag. Make sure that any player that gives you a<br />

Magic Item phys-rep also gives you the Magic Item<br />

Tag.<br />

Activating Magic Items<br />

Spells from a magic item act just like a regular spell.<br />

They provide the character, no matter what class or<br />

level, the ability to use that spell. The correct process<br />

to activate an item is to use the phrase “Activate”<br />

followed by the spell incant. For Example:<br />

“Activate With Mystic Force I Bind You”.<br />

In addition, all the normal rules for casting apply.<br />

You must have your hand free, have a packet, be<br />

conscious, etc. So you cannot activate an item when<br />

in a Web, unconscious, dead, or when tied up.<br />

Activating an item IS NOT a Game Ability, so you<br />

CAN use an item when you cannot otherwise use a<br />

Game Ability or Skill, such as when under the effects<br />

<strong>of</strong> a Taint Blood spell.<br />

The following Formal Magic Spells will not cease to<br />

work on a magic item when it goes from active to<br />

inactive: Render Indestructible, Extend Formal<br />

Magic, Greater Extension, Spirit Link, Spirit Lock,<br />

and Delimit.<br />

Magic Item Slots<br />

A player may have 5 Magic items active on their<br />

person at a time.<br />

If a character has more items on them than the<br />

allowed limit they must have a clearly delineated<br />

method to separate the active and inactive magic<br />

items tags. In order to switch between an active and<br />

inactive item at least one minute must be spent while<br />

you physically switch your tags between active and<br />

inactive. You may only make one switch at a time. If<br />

you lose possession <strong>of</strong> a magic item tag that item<br />

becomes inactive for you. During this time you may<br />

use no game skills. Characters must be conscious<br />

with at least one hand free to switch items between<br />

active and inactive states.<br />

Any item can still be used while inactive, but only<br />

with the benefit <strong>of</strong> the effects listed above.<br />

Spirit as Magic Item<br />

For only the purposes <strong>of</strong> Magic Item Slots, a<br />

character’s Spirit counts as a single magic item that<br />

can be made active as a whole. Only the following<br />

formal magic spells count for the purposes <strong>of</strong> this<br />

“item:” Enchant, Cloak (Minor), Bane (Minor), Spell<br />

Store, Protection Aura, Cloak, Bane, Expanded<br />

Enchantment, Spirit Link, Spirit Lock.<br />

All other Spirit targeting formal magic spells fall<br />

outside <strong>of</strong> the Magic Item Slot rules. Please note that<br />

Spirit Link and Spirit Lock do not cease to work on an<br />

item that has been made inactive.<br />

A PC is always aware <strong>of</strong> all formal magic spells on<br />

their spirit, including, school, specific type, and<br />

duration as applicable.<br />

Casting <strong>Rule</strong>s<br />

Anyone who possesses the skill Eldritch Formal<br />

Magic or Fenorrian Formal Magic may cast from<br />

formal magic scrolls <strong>of</strong> the appropriate school.<br />

Formal Magic Scrolls are Indestructible unless<br />

Flawed otherwise.<br />

No Formal Magic may have a duration <strong>of</strong> longer than<br />

two years.<br />

Casting Time<br />

The standard time to cast any formal magic is five<br />

minutes. However, if a formal magic is directly<br />

harmful to a PC the casting time is one hour, though<br />

the PC may opt to allow the normal five minute<br />

casting time if they inform the marshal at beginning<br />

<strong>of</strong> the formal. This option does not apply to the<br />

Obliterate formal magic or formal magic that does<br />

not target the PC’s personal items or spirit. The<br />

decision to choose this option is wholly out <strong>of</strong> game<br />

and is not subject to any in game coercion, review, or<br />

planning.<br />

The hour casting time is automatic upon the desire <strong>of</strong><br />

anyone in the Circle or the Marshal. ‘Harmful’<br />

includes destroying a ward or circle, placing a formal<br />

magic circle around a ward, using a formal magic to<br />

escape PC pursuit, etc.) If the formal magic is<br />

directly harmful to an NPC the casting time is<br />

determined by the game staff and may vary between<br />

five minutes and one hour.<br />

Game Day<br />

The game day is defined as 6:00 PM to 5:59 PM the<br />

following day.<br />

Durations measured in game-days are considered to<br />

include the current game-day or portion there<strong>of</strong> –<br />

thus an effect with a duration <strong>of</strong> one game-day will<br />

expire at the beginning <strong>of</strong> the next game-day, even if<br />

that is only one hour away.<br />

Target Effect Limits<br />

No target may retain more than 5 different formal<br />

magic effects simultaneously. If a target already<br />

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