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Chapter 12: Spells<br />

Fatal Fable<br />

Level: 8<br />

Magic Points: 64<br />

Discipline: Fire<br />

Range: Special<br />

Area: Special<br />

Duration: Permanent<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell causes the telling of<br />

a fable to deteriorate the LP of the lead character<br />

in the fable, wherever they are, provided<br />

they are still alive. A fable is a story of<br />

supernatural or marvelous events and is intended<br />

to enforce a useful truth or precept.<br />

Fables are usually fictitious. The minimum<br />

requirement for a fable is that it must take at<br />

least 3 minutes to tell it. During the telling<br />

of the fable, the lead character of the fable<br />

loses LP in proportion to the telling of it.<br />

If the target creature is reduced to 1 LP, then<br />

a Health check at TH 26 must be passed to<br />

remain at 1 LP. If failed, then they may<br />

progress to 0 LP and die. If the fable is<br />

completed, then the lead character will have<br />

0 LP, which normally constitutes death.<br />

570<br />

Favor and Victory Charm<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Water<br />

Range: None<br />

Area: 1 character<br />

Duration: While worn<br />

Reference: PGM VII. 186-90.<br />

Chant: None<br />

Ingredients: A blood-eating gecko found among<br />

tombs<br />

Ritual: Take the ingredient and grasp its right front<br />

foot and cut it off with a reed, allowing the<br />

gecko to return to its own hole alive. Fasten<br />

the foot of the creature to the fold of your<br />

garment and wear it.<br />

Description: This charm grants + 2 to all attack<br />

rolls and skills related to combat while worn<br />

around the neck. Otherwise, the charm may<br />

bestow + 2 to situations in which the Aedile<br />

deems “favor” to be relevant.

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