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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 spirits 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 casters 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, Dragons
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 casters 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 Marshals 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
casters 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) creatures 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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