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Rule Book - Fables of Fenorra

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The correct verbal to activate is “Resonate 20<br />

Physical Healing”<br />

Magnetite<br />

This crystal grants the user a Physical shield. This is<br />

a “dumb” shield which will block the first Physical<br />

effect to strike the character. To signify that the<br />

shield was used one must call “Physical Shield” upon<br />

its usage.<br />

The correct verbal to activate is “Resonate Physical<br />

Shield”<br />

Malachite<br />

This crystal affects the target with a Physical Vertigo<br />

as per the poison.<br />

The correct verbal to activate is “Resonate Physical<br />

Vertigo”<br />

Medium Celestine<br />

This crystal affects the target with 10 Physical<br />

Damage.<br />

The correct verbal to activate is “Resonate 10<br />

Physical”<br />

Medium Hematite<br />

This crystal affects the target with 10 Physical<br />

Healing. This healing will heal the target no matter<br />

the metabolism <strong>of</strong> the recipient.<br />

The correct verbal to activate is “Resonate 10<br />

Physical Healing”<br />

Moonstone<br />

This crystal affects the target with a Physical Awaken<br />

as per the spell.<br />

The correct verbal to activate is “Resonate Physical<br />

Awaken”<br />

Opal<br />

This crystal grants the user the ability to absorb the<br />

next damaging spell that would otherwise affect<br />

them. In order to show that the absorb has been<br />

expended the user must state “Absorb” Once the<br />

spell is absorbed the user takes no damage and gains<br />

a pool equivalent to the amount and type damage that<br />

hit them. For example if the crystomancer is hit with<br />

30 point elemental fire spell the crystomancer would<br />

call “absorb” and gain a 30 point elemental fire pool<br />

until next reset.<br />

The correct verbal to activate is “Resonate Physical<br />

Absorb”<br />

Prasiolite<br />

This crystal affects the target with a Physical Repel.<br />

The correct verbal to activate is “Resonate Physical<br />

Repel”<br />

Quartz<br />

This crystal allows the caster to store a single spell<br />

from any school <strong>of</strong> magic within it. To “charge” the<br />

crystal the desired spell must be touch cast into the<br />

crystal and then the crystomancer must state<br />

“Physical Spell Store”. The spell will remain stored<br />

in the crystal for 3 days. In order for the spell to be<br />

cast out <strong>of</strong> the crystal the caster must state “activate”,<br />

and state the full incant <strong>of</strong> the spell being cast” if the<br />

spell is not discharged before 72 hours is up the<br />

crystal is considered used and must be discarded. If<br />

the spell stored is used before the 72 hour expiration<br />

the crystal become inert and can be discarded.<br />

Small Celestine<br />

This crystal affects the target with 5 Physical<br />

Damage.<br />

The correct verbal to activate is “Resonate 5<br />

Physical”<br />

Small Hematite<br />

This crystal affects the target with 5 Physical<br />

Healing. This healing will heal the target no matter<br />

the metabolism <strong>of</strong> the recipient.<br />

The correct verbal to activate is “Resonate 5 Physical<br />

Healing”<br />

Smokey Quartz<br />

This crystal affects the user with a Physical<br />

Displacement as per the spell.<br />

The correct verbal to activate is “Resonate Physical<br />

Displacement”<br />

Sunstone<br />

This crystal affects the target with a Physical Everday<br />

effect as per the blood magic.<br />

The correct verbal to activate is “Resonate Physical<br />

Everday”<br />

Tiger's Paw<br />

This crystal grants the caster one non-retractable<br />

longsword-sized claw that they may use for one hour.<br />

The claw does a base damage <strong>of</strong> five dagger blows<br />

and the damage may not be increased by skill. This<br />

claw takes no special skill to wield and may only be<br />

used in the caster’s primary hand. It may not be used<br />

in conjunction with any other long weapon. Once<br />

activated the claw may not be switched between<br />

hands. Only one activation <strong>of</strong> this effect may be<br />

active at one time. Any new casting will replace the<br />

previous one. The caster must have and use a red<br />

claw phys rep as the claw created by this effect.<br />

The correct verbal to activate is “Resonate Physical<br />

Claw”.<br />

Master Crystomancy<br />

Once purchased a character receives an additional<br />

production point per level purchased <strong>of</strong> the<br />

Crystomancy skill. This skill grants the Master<br />

Crystomancer the ability to bring out the true<br />

essences <strong>of</strong> crystals, enhancing their powers and<br />

allowing them to be implanted in weapons and armor<br />

already prepared for the task. Also, the master<br />

Crystomancer can create amulets for people to wear<br />

that <strong>of</strong>fer their own benefits. Due to conflicting<br />

77

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