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[Formal Magic Intro]
[FM Casting Rules]
[FM Scrolls]
[FM Components]
[FM Casting Flaws]
[FM Spells Level 1]
[FM Spells Level 2]
[FM Spells Level 3]
[FM Spells Level 4]
[FM Spells Level 5]
[FM Spells Level 6]
[FM Spells Level 7]
[FM Spells Level 8]
[FM Spells Level 9]

Level 1 Formal Magic Spells

 


Name:                        Create Mark / Destroy Mark

Target:                        Item or Spirit

Duration:       Create Mark: Two years; Destroy Mark: Instantaneous

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            Create Mark -P1, C1; Destroy Mark - P1, D1

 

This formal magic will create or destroy an indelible Mark of the appropriate school upon a spirit or an item.

 

The creation of a Mark can take one of three forms:

*   Spirit Mark will always show itself on the surface of the spirit’s body.

*    Item Mark will always show itself on the surface of the item enchanted. 

*   Mark of Ownership will always show itself on the surface of the body whose spirit possesses the item (it appears after one hour of possession, and disappears one hour after the item is no longer in possession).

 

The Mark can be up to two colors chosen by the caster and a size between one and ten square inches at the choice of the caster, at any location upon the target chosen by the caster. A Mark may not be drawn over an existing Mark.

 

Upon completion of Create Mark, the caster draws the Mark.  Upon completion of Destroy Mark, one (non-hidden) mark of the appropriate school present on the target, if there are any, disappears immediately.  If more than one mark is present on an item, the caster decides which one is destroyed.  If more than one mark is present on a spirit, the target decides which one is destroyed.

 

Note this is one scroll capable of being used as both Create Mark and Destroy Mark.

 

Any deliberate attempts to violate the spirit of the Mark of Ownership effect by passing the item around quickly will be dealt with by the local chapter disciplinary committee.


Name:                        Enchant

Target:                        Item or Body

Duration:       Until used, for a maximum of one year

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            C1, E1, + P equal to half the level of the spell rounded up

 

This formal magic will place one magic spell of the appropriate school onto the target.

 

The caster must state the words, "I imbue this target with the spell" and then the spell must be cast from the caster’s memory at the end of the formal magic.

 

An Enchant upon a body counts against the 5 formal magic limit of the spirit within the body.

 

The possessor of the Item or the spirit inhabiting the Body is imbued with the ability to cast the spell, once, using the word "Activate" followed by the full incantation of the spell.  For example, an item with a Flame Bolt Enchanted upon it may be used by touching the item and saying "Activate - I call forth a Flame Bolt" and throwing a packet.  A packet is required even if the item is activated upon the person possessing the item.  Other than requiring the word "Activate" before the incantation, the use of an enchanted item follows all normal spell casting rules.

 

The tag should be marked accordingly when the Enchant is cast.  If completely expended, it should be rendered useless and turned into Logistics for return to the chapter of origin for tracking purposes.

 



Name:                        Glyph of Protection

Target:                        One doorway

Duration:       5 Days

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P1, C1, E1, + <designated by the type of glyph>

 

This formal magic will create a visible marking on both sides of the target and place one battle magic spell of the appropriate school (or an Alarm effect) onto the target.  The marking must be at least 6” x 6” and cannot be covered by any means. 

 

If a first, second, or third level spell, or the Alarm effect is used, add an additional point of Power.  If a fourth, fifth, or sixth level spell is used, add two points of Power.  If a seventh or eighth level spell is used, add three points of Power.  Ninth level spells cannot be used.

 

The following spells can be used in a Glyph of Protection: Bind, Cause Disease, Confine, Curse, Destroy Undead, Dragon’s Breath, Flame Bolt, Harm Undead, Ice Bolt, Ice Storm, Lightning Bolt, Lightning Storm, Magic Missile, Paralyze, Pin, Repel, Shun, Silence, Sleep, Taint Blood, Trap Undead, Weakness, Web, Wither Limb.  Any of the “Cause” or “Cure” wounds spells can also be used.

 

The spell must be cast from the caster’s memory (or a message up to twenty words in length must be spoken) at the end of the formal magic.  The caster draws the symbol and all creatures within the Circle of Power receive a link to the Glyph.

 

Any person (with enough spirit to be affected by spells) who passes through the doorway must be invested to the Glyph of Protection or recognized by someone who is invested to the Glyph of Protection.  Otherwise the Glyph will activate its selected effect.  The Glyph instantaneously resets for each breaking of the plane throughout the duration of this formal magic.  This means that multiple persons breaking the plane at the same time will each be affected as if they were breaking the plane in sequence. The effect of a Glyph of Protection may not be dodged or phased but may be resisted if applicable.

 

Casting Detect Magic upon the Glyph will reveal that it is a magical glyph but it does not provide any other information.  Casting Dispel Magic upon the doorway will deactivate the glyph allowing passage through the plane of the doorway.  The Glyph will remain deactivated as long as the caster of the Dispel Magic maintains line of sight on it.  Once the spell caster loses line of sight or is himself affected by Dispel Magic, the Glyph will reset and trigger the next time someone breaks the plane.  A Dispel Magic cast upon the glyph will also break any line of sight effects currently active due to the Glyph of Protection.

 

No matter what the effect of the Glyph of Protection no creature passing through the portal the glyph is upon may be healed by the functioning of the Glyph. 

 

Each portal may only have one Glyph of Protection upon it.  Multiple Glyphs of Protection on a single structure must be at least five feet apart.

 

A person may be invested in the Glyph of Protection by use of the Investiture formal magic of the school of magic to which the Glyph of Protection belongs.

 

All Glyphs of Protection that duplicate a spell are as per the description in the 8th edition NERO rulebook.  The Glyph itself is considered the caster of the spell.  Any area with a Glyph of Protection must be marked to indicate a marshal is needed to enter it.

 

A Marshal’s Note must accompany each Glyph of Protection, listing the type of glyph, the expiration date, and the invested members (IG and OOG names).

 



Name:                        Identify

Target:                        One or more Items, Bodies or Spirits

Duration:       Instantaneous

School:                       Celestial

Components:            P1, C1, E1

 

This formal magic will allow a caster to perform a Celestial Identify upon a number of targets equal to the number of levels of Celestial Formal Magic he possesses.

 

At the completion of the formal magic, the Identify is performed on the named items by touching them in a sequential order of the caster’s choosing.

 

Identify follows the rules for identify as stated in the 8th edition NERO rulebook on page 44 under the topic Permanent Circles of Power


Name:                        Investiture / Divestiture

Target:                        Spirit and a Circle of Power, Glyph of Protection or Greater Ward

Duration:       For the duration of the second target

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            Invest - P1, C1, S1, T1; Divest - P1, D1, S1, V1

 

This formal magic will create or destroy a link between two targets.  If used as Investiture, this formal magic creates a link between the two targets.  If used as Divestiture, this formal magic destroys one of the links, if any exist, between the two targets.

 

The caster must already have an Investiture that links him to the second target.

 

The school of this scroll must be the same as the school of the second target.

 

Note this is one scroll usable as both Invest and Divest.

 

Investiture follows the rules as specified in the 8th edition NERO rules on page 44 under the topic of Permanent Circles of Power


Name:                        Planar Asylum (scroll specific)

Target:                        Body(s)

Duration:       5 Days may not be extended

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P1, C1, E1, +1 P per additional person in the Asylum

Approved Planes: Air, Earth, Fire, Water

 

This formal magic will allow the targets to survive on the scroll-specified plane even though its natural environment might be fatal to the targets.  This formal magic does not confer any special resistance to attacks similar to the nature of the plane (i.e. Planar Asylum - Elemental Plane of Fire does not grant immunity to flame based attacks).

 

This formal magic may protect one person per level of formal magic ability, in the appropriate school, of the caster.

 

If a target of a Planar Asylum resurrects they lose all protection of the Asylum since it resides in the body, not the spirit.


Name:                        Spirit Farewell

Target:                        None

Duration:       Ten Minutes per formal magic level of the caster or duration of Circle or until the spirit chooses to leave, whichever is first.

School:                       Earth

Components:            P1, C1, S1, V1

 

This formal magic provides a final farewell to a spirit that did not survive resurrection.

 

When the formal magic begins, the caster must state the name of a creature that has permanently died.  If possible, a personal possession, someone close to the deceased during its life, or even a written work describing the deceased, should also be present in the circle, although it is not required.  The formal magic must be performed within one month from the death of the spirit per level of formal magic possessed by the caster(s).  The spirit must be willing to return and may choose to ignore the casting of this formal magic if desired.  This formal magic can be cast more than once for a given creature so long as it is within the specified time limit.

 

Upon successful casting, the spirit will appear in the circle (use a three count), but is restricted to the confines of the Circle of Power used for the formal magic.  The spirit will forget every detail of the last hour before its death.  Similarly, a spirit has no knowledge of any events since its death (except for other visits via Spirit Recall). Note that no other formal magic can be cast on the spirit during its return.

 

The duration of this formal magic may not be extended by any means.

 

Before the formal magic begins the proper NPC or PC who used to play the part should be present.  If the proper player is not present on site at the time of casting, this formal magic will automatically fail.  If the spirit named has not permanently died, this formal magic will automatically fail.  At the discretion of the local chapter, a different NPC can be substituted if the proper one is not available.  Also at their discretion, “events” may be substituted for “months” to compensate for long times between events.

 

At the conclusion of the formal magic casting, the casters will be aware if the spirit chose to ignore the casting.

 

The recalled spirit may not use any game skills.  It appears as it did in life, but is non-corporeal.

 



Name:                        Summon Basic Extra-Planar Creature  (scroll specific)

Target:                        None

Duration:       5 Days or until banished or killed

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P1, C1, E1, S1

Approved Types:     (Celestial) Air, Earth, Fire, Water;  (Earth) Earth Hound of the Dead

 

This formal magic will summon one intelligent creature from its native plane.  This formal magic does not provide the caster any control over the creature.  Depending on the personality and history of the summoned creature, the formal magic caster could be immediately attacked at the end of the formal magic.

 

If the true name of a specific creature is stated during the summoning, that particular creature will feel the call and may choose to appear.  If this method is used, the creature will know the identity of the formal magic caster regardless of whether or not they choose to be summoned.  If the named creature chooses not to appear, then the caster may state another (different) creature’s name.  If the second creature named chooses to ignore the call, a third name may be stated, and so on.  If all named creatures choose to ignore the call, or no such names are even known or tried, then a completely random creature will appear.  (The true name of a creature will probably not work outside of the chapter where it was learned.  This is left to local chapter plot discretion.)

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