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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 3 Formal Magic Spells


Name:                        Arcane Armor

Target:                        Spirit

Duration:       5 days

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

Components:            P3, C1, E1, S1

 

This formal magic provides a 4 point suit of armor without a physical form which functions identically to normal physical armor except it cannot be breached and lose value.  When it is reduced to 0 it requires a minute of concentration to refit back to full value.  If multiple Arcane Armors of the same school are cast, they will provide protection in a pyramid fashion: an additional two castings will provide 8 points, an additional three castings (for a total of six) provide 12 points. The recipient is limited to the maximum armor for his or her profession and will receive no benefit from any additional points.  Arcane Armor cannot be used in conjunction with normal physical armor at all, or Arcane Armor of another school, the highest value will apply. This means that someone with Arcane Armor may not gain the points from wearing a suit of armor.  If two Arcane Armors are in effect on one person the Arcane Armor with the lower pyramid is effectively suppressed.

 

Arcane Armor in no way provides protection against a waylay, however, a coif or helmet may be worn without negating the Arcane Armor but conferring its protection to waylay.

 

The level of the pyramid (4 points=1, 8 points=2, 12 points=3) is the number of effects with regard to the 5-effect limit, rather than the number of castings.

 

Tags should be marked with the level of the pyramid (Arcane Armor Level 1, Arcane Armor Level 2, Arcane Armor Level 3) rather than the number of points, to allow for possible future changes to the number of points per level.

 


Name:                        Bane, Minor (scroll specific)

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:            P3, C2, D1, E1, V1

 

This formal magic provides single use protection that will reflect the listed effect.

 

This effect is described under Bane in the 7th edition NERO Rulebook on page 44.

 

The following Bane effects are allowed:

 

Binding (Earth or Celestial) – protects from Pin, Bind, Web, Confine

 

Chaos (Earth only) – protects from any effect that invokes “Chaos”.

 

Charm (Earth or Celestial) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm.

 

Command (Earth or Celestial) – protects from Awaken, Charm, Shun, Silence, and Sleep.

 

Curse (Earth only) – protects from any spell with the incant “I Curse You With” but no other curse effects such as gypsy curse or fae curse.

 

Earth (Earth only) – protects from any effect that invokes “Earth”.

 

Fire (Celestial only) – protects from any effect that causes Flame damage.

 

I Call Forth (Celestial only) – protects from any spell with the incant “I Call Forth”

 

Ice (Celestial only) – protects from any effect that causes Ice damage.

 

Lightning (Celestial only) – protects from any effect that causes Lightning damage.

 

Sleep (Earth or Celestial) – protects from any effect that causes Sleep.

 

Summoned Force (Earth or Celestial) – protects from Disarm, Shatter, Destroy and Enflame

 

<Spell Name> (Earth or Celestial) – protects from the specific spell (below 9th level), but not a gas which duplicates the spell’s effect


Name:                        Create High Horoscope

Target:                        Spirit

Duration:       One Vision

School:                       Celestial

Components:            P3, C1, E1, S1, T1

 

This formal magic will allow the target to have a prophetic or fact revealing vision of a general nature on a topic designated at the time of the casting.  Be forewarned that the contents of the vision will never reveal specific information and may even fail to reveal anything.

 

The caster and target must be able to see the night sky through the entire casting of this formal magic.  The quality of the vision is often aided if the caster and/or the target have the skill Craftsman (Astrologer).

 

At the end of the formal magic the target will go into a trance, and the vision will take place.  Any action taken against the target while they are in the trance may break the trance at the target’s option.  The duration of the vision is variable depending on how much is revealed on the given topic.  This formal magic can never be used to circumvent any other NERO rule.

 

Plot should be notified in advance of the casting of this formal magic so a proper vision may be supplied. Plot will take into account the Craftsman (Astrologer)  skill if possessed by the formal magic caster or the person on whom the formal magic is cast.  The information revealed by this formal magic is completely up to the plot committee.  This formal magic is meant for use in situations between PCs and NPCs and plot generated scenarios.  It will not be allowed to target one group of PCs by another group of PCs, in such cases no vision will be received regardless of the success of the formal magic.


Name:                        Create Formal Magic Platform

Target:                        Circle of Power of the corresponding school

Duration:       1 Year

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

Components:            P3, C2, S1, T2

 

This formal magic, when cast upon a Circle of Power made up entirely of circles of the appropriate school, will cause the Circle of Power to be extended beyond its normal (one hour) duration.  The circle will only be useful for casting other formal magic and will provide no protection whatsoever.  Anyone may enter or leave this type of circle freely.  This circle is of the “fish-tail” variety.

 

A marshal’s note must be included with the circle listing the expiration date for the circle.


Name:                        Create Stake of Woe

Target:                        None

Duration:       5 Days or One Killing Blow against a Vampire (whichever is first)

School:                       Earth

Components:            P3, C1, D1, S1, V1

 

This formal magic creates a temporary Stake of Woe that allows a Vampire to be killing blowed and take a death from the killing blow.  Be forewarned that while a single staking permanently kills most vampires, some very powerful vampires are rumored to be able to survive multiple stakings.  The Stake of Woe formed is Shatterable or Destroyable.  The Stake also gives the ability to deliver one packet delivered Arcane Solidify ever. 

 

The Stake Created by this Formal magic may not be extended in any manner.


Name:                        Dreamvision

Target:                        Spirit

Duration:       One Vision

School:                       Earth

Components:            P3, S2, T2

 

This formal magic allows the target to have a prophetic or fact revealing vision of a general nature on a topic designated at the time of the casting.  Be forewarned that the contents of the vision will never reveal specific information and may even fail to reveal anything.  At the end of the formal magic the target will go into a deep sleep (if not already asleep) during which the vision will take place as a dream.  Any action taken against the person may, at the person’s option, break the sleep interrupting the vision.

 

The duration of the vision is variable depending on how much is revealed on the given topic.  The target must able to fall asleep normally.

 

Plot should be notified in advance of the casting of this formal magic so a proper vision may be supplied.  The information revealed by this formal magic is completely up to the plot committee.  This formal magic is meant for use in situations between PCs and NPCs and plot generated scenarios.  It will not be allowed to target one group of PCs by another group of PCs, in such cases no vision will be received regardless of the success of the formal magic.


Name:                        Elemental Aura (scroll specific)

Target:                        Weapon

Duration:       5 Days

School:                       Celestial

Components:            P3, C2, E3

Approved Auras: Fire, Lightning, Ice, Stone

 

This formal magic causes a weapon to be sheathed with an Elemental Aura of a particular element.

 

If Cast upon a normal weapon the damage call will always be <element>.  If cast upon a silver weapon, the wielder has the choice of calling the <element> or the <element> silver, if the wielder swings <element> silver and the creature hit is immune to either <element> or silver than they take no damage.  If the weapon also has a damage aura or is being swung by something with innate damage aura, or is under the effect of an enchanted blade spell, the damage call must be magic <element>.

 

Multiple Elemental auras on one weapon will not work, and the last aura cast will replace any others.  Elemental Aura may only be cast on a weapon.


Name:                        Extend Enchantment

Target:                        Batch of Formal Magic of the appropriate school

Duration:       6 months

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

Components:            P3, T2

 

This formal magic increases the duration of any Formal Magic previously cast in the current batch to six months.

 

If successful, the batch immediately terminates at the completion of this formal magic.

 

Extend Enchantment does not count against the 5 Formal Magic limit on a target, since it simply modifies the duration of other magics.


Name:                        Greater Ward

Target:                        Ward

Duration:       30 Days

School:                       Celestial

Components:            P3, C2, S1, E1, + P1 per additional portal

 

This formal magic will extend the duration of one existing Ward to thirty days.  The Greater Ward is exactly like the Ward in all respects, except for the differences listed herein.

 

Each additional portal for the Ward will require the addition of a single power component to the components normally required for this formal magic.  Anyone within the Ward and during the entire casting of the formal magic will receive an Investiture to the Greater Ward.  Investiture in a Greater Ward allows the spirit to recognize subjects through the portal in a similar manner to a Permanent Circle of Power.  In addition anyone who possesses a Ward Key can recognize anyone in or out of the Greater Ward for as long as they solely hold the key.

 

If Destroy Magic is cast upon the Ward Key, the Greater Ward remains but the Ward Key is destroyed.

 

A marshal’s tag must describe the caster, the duration of the Greater Ward, and the Invested persons (IG and OOG names).

 

The Ward Key is considered a magic item and must have a tag, an identify will not reveal the location of the Greater Ward which it is for.  The Ward Lock and Key must be marked to identify that they are paired.


Name:                        Mend Golem

Target:                        Golem

Duration:       Instantaneous

School:                       Celestial

Components:            P3, C2, E2

 

This formal magic will heal a golem for ten points of damage for every level of celestial formal magic possessed by the caster.  Each secondary caster may add five points of healing per level of celestial formal magic they possess.  The healing may be split among multiple golems.  This formal magic will not heal a Golem that has reached zero body points, nor will it heal a golem that has received a killing blow. It will heal golems even if they may normally not be healed by any other means.

 



Name:                        Summon Lesser 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:            P3, C2, E2, S1

Approved Types:     (Celestial) Air, Earth, Fire, Water;  (Earth)

 

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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