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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