Calls and Effects

 

 

 

Other In Character Calls.

Beguile.
This is a very powerful charm that requires time to take full effect. Beguile is an innate power of beings such as vampires but it can also be duplicated by some powerful ritual magic's. In order to beguile a target, you must engage them in conversation for five minutes. At the end of this time they are beguiled and will gladly offer their lives to aid you. The strength of the beguile is such that a target will allow their beguiler to kill them without offering any resistance. They will also lay down their lives to defend the creature that has beguiled them. This sacrifice or protection extends only to the creature who has performed the beguile, not any allies the creature may have. This effect will not force the target to perform any other action they are strongly opposed to, even if the beguiler wishes it. The target of a beguile will happily die to defend or feed his new master but cannot be forced to kill someone else for that same master. A Beguile will last until dawn the next morning (6 a.m.).

Charms.
Several spells and special calls are known collectively as charms. At this time, these are befriend, enthral and beguile. These are powers by which a person's attitude to another can be changed for a period of time. Beings that are immune to mind affecting powers or charms can resist all such effects (including any future additions to the list of charms). Any spells or powers that are added to the list of charms will be detailed in the appropriate issue of Rune.

Freeze.
Call: 'freeze'
This special call will freeze the target's body unless they are specifically immune to cold or cold based effects (not paralysis). The target is immediately frozen solid for ten minutes and may make no in character movement until the effect wears off. If you are frozen in an area or position that may be dangerous or uncomfortable out of character, you may move to a nearby safe position or change your stance. A character under the effect of freeze is cold to the touch and, if checked, will radiate a slightly magical aura.

The spell freeze may be cast from a distance but item delivering the special call must make contact with the target's body or armour to affect them. A shatter spell or a single blow from a weapon inflicting flame damage can remove the effects of freeze. Blows struck while this effect is active inflict their normal damage and the target can be wounded, but will not bleed. Blows that take the target's head or torso to -1 will still cause the target to enter their grace period. Limb locations reduced to -1 will not deteriorate whilst the character is frozen; bleeding resumes as soon as the freeze ends. Since the target has become frozen in magical ice, any poisons affecting them are suspended at the instant the spell is cast and will resume their duration as soon as the freeze ends.

All healing power or incantor cures will work on a being under the effects of freeze, but potions, salves and other such items cannot be administered. All other rules for death and dying apply as normal. Any form of normal fire or heat will not affect the freeze, but could cause harm to the target.

Mass Fear.
If your rank is equal to or less than the number shouted and you are within ten feet of the being casting this effect, you must panic and flee from the caster for ten seconds.

Psionic.
Call: 'psionic <name of spell or ability>'
Psionic spells and abilities have the same effect as normal spells and abilities from the spell or occupational skill lists, but psionic effects can not be blocked by countermagic. Targets of psionic effects do not automatically know that they are under the effect of a spell or ability. Psionic spells and abilities do not require a full vocal although either the spell effect must be called to alert the target or a marshal or referee must be used to inform the target of the psionic attack.
Characters immune to magic are still effected by psionics unless otherwise stated. Psionics can be used to replicate spells only never incantations or channelling.

Rally.
Call: 'rally'
If under the effect of fear, you may run towards the character using this call rather than fleeing the caster of the fear, provided that this is in the same general direction. Once you reach the character using rally, you must stop and remain within five feet of them for five seconds. During this time you may act as normal, but if you move away from the rallying character within five seconds, the effects of the fear resume. After five seconds you are no longer affected by the fear.

Retribution.
Call: 'retribution'
Every time the user of this effect takes a wound (not armour damage) from a melee weapon, the wielder of the weapon receives a similar wound, no matter what their protections. The user of the effect is not protected in any way and must take a wound in order to use this effect. The wound suffered by the wielder of the weapon will affect the same location that hit on the person using retribution. Only one hit is inflicted and no damage effects or damage types are reflected. For example, if a character using retribution is hit by a weapon inflicting crush, the character will take a crush hit but their attacker will take one hit of damage. The only creatures that will not be affected by retribution are those immune to everything but artefact damage.

Terror.
Call: 'terror rank<x>'
If the caster of this effect points at you and your rank is equal to or less than the number shouted, you are frozen in terror for ten seconds. You can take no in character actions during this period. After ten seconds, the terror turns to fear and you will flee the caster for a further ten seconds.

Some other special calls may be used at Lorien Trust events. Any calls not listed above will be detailed in the appropriate issue of Rune or will only be used by monsters accompanied by a referee who will be able to explain the call.

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Campaign Setting
Character Creation
Spells and effects
Magic and Rituals
Rank and Experience
Combat
 
     
Calls & effects
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