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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 5 Formal Magic Spells


Name:                        Channel Spell

Target:                        Weapon

Duration:       5 days

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

Components:            P5, C2, E2, S2, + P equivalent to the level of the spell being channeled

 

This formal magic will create a channel in the target for a particular spell of the appropriate school.  The effect will transfer that particular spell of the appropriate school from the wielder’s memory and deliver it as a Spellstrike through the target once per day.

 

Components equal to one additional point per level of the spell must be added to the components normally required for this formal magic. 

 

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

 

Channel cannot be used for 9th level spells or confining effects (Pin, Bind, Web, Confine, Imprison).

 

The proper call for a channeled spell is “Spellstrike <full spellname> <option>” (Option is for when the spells allows for a choice such as Wither Limb- i.e., right arm or Shatter-i.e., shield)

 

The full incant of the spell must be said and the spell to be channeled must come from the user’s memory.  Until the incant is complete this spell may be stopped by the caster taking body damage or by any other circumstance that will stop the casting of a normal spell.  The caster’s hand need not be empty but may only be holding the weapon that will channel the spell.  When the incant is complete the caster’s next action within five seconds must be to swing the weapon as per a normal weapon attack and deliver the spell with the call as described above. A spellstrike may not be accepted under a shield magic or reflect magic.

 


Name:                        Cloak (scroll specific)

Target:                        Item or Body

Duration:       5 days

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

Components:            P5, C2, D2, E1, V2

 

This formal magic will create a once per day protection that will stop a certain type of effect.

 

The item must be touched and the effect must be spoken aloud at the end of the formal magic.

 

This effect is described under Cloak in the 7th edition NERO Rulebook on page 44. The user of this formal magic touches the item and calls "Cloak vs. <effect>".

 

The following Cloak 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:                        Contact Ancient Dead

Target:                        Spirit

Duration:       Ten Minutes per formal magic level of the caster

School:                       Earth

Components:            P5, C1, S2, T1, V2

 

The Contact Ancient Dead formal magic provides a means to contact a spirit that did not survive resurrection.  The formal magic must be performed within ten years from the death of the spirit per Earth Formal Magic level of all the casters totaled it must also be performed at least five years after the final death of the target spirit.  Be forewarned that the spirit has the ultimate choice whether to return and may choose to ignore the casting of this formal magic causing it to automatically fail even if it should have succeeded.

 

Upon successful casting, the spirit will appear in the circle but is restricted to the confines of the Circle of Power in which the formal magic was cast.  If at any point the Circle of Power is destroyed, the spirit dissipates with it as well.  Note that the spirit will forget every detail of the last twenty-four hours before its death.  Similarly a spirit has no knowledge of any events since its death (except for castings of Spirit Farewell and Contact Ancient Dead).  Note that no other formal magic can be cast on the spirit during its return.

 

The Contact Ancient Dead formal magic will last for ten minutes per earth formal magic level of the primary formal magic caster or until the spirit chooses to leave.

 

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

 

If the person who plays the spirit which is the target of the formal magic is not present on site at the time of casting, this formal magic will automatically fail even if a success stone is pulled.

 

This formal magic is meant to summon plot guided NPCs to interact with the PCs in the furtherance of plot.  It is not meant to contact the spirits of PC; the spirit farewell formal magic is used for that purpose.

 

The plot committee should be informed prior to the casting of this formal magic so that the NPC summoned may be properly prepared.


Name:                        Damage Aura

Target:                        Weapon

Duration:       5 days

School:                       Celestial

Components:            P5, C2, D2, E2

 

This formal magic gives a +1 Damage Aura to a weapon.  If multiple Damage Auras are cast, they will provide additional damage in a pyramid fashion: an additional two castings will provide a +2 damage aura, and an additional three castings (for a total of six castings) will provide a +3 damage aura.  The Damage Aura can only be cast upon a weapon. 

 

No effect may make the damage bonus of a weapon greater than +3.

 

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

 



Name:                        Extend Formal Magic

Target:                        Batch of formal magic of the appropriate school

Duration:       1 year

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

Components:            P5, T4

 

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

 

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

 

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


Name:                        Interplanar Conduit (scroll specific)

Target:                        Body and Being with a Spirit (on the scroll-specified plane)

Duration:       5 minutes per level of Primary caster’s Celestial Formal Magic Ability, non-extendable.

School:                       Celestial

Components:            P5, C2, S3, V1, and an additional P1 for each additional person in the communication

Approved Planes: Air, Earth, Fire, Water

 

This formal magic will allow two-way communication between a target body (which can be the caster) and a being with a spirit on the scroll-specified plane.

 

The caster or target must either personally know the being to be communicated with or have knowledge of its true name or communing name.  The being communicated with may refuse contact and may cut off the communication at any point.  The caster or target of the formal magic may also terminate communications at any point.

 

Communication will be verbal only and the communication from the other plane may be heard by all of the casters and the target.  Only the being to be communicated with may hear the communication from the plane of casting.  Anyone within hearing distance may hear the half of the conversation on their plane.

 

This formal magic may not be used to communicate with someone on the same plane as the caster.  If the caster, the target, or the being to be communicated with leaves the plane they were on when the formal magic began the formal magic will terminate.  If the being to be communicated with is not on the scroll-specified plane the formal magic will fail.  If the caster or target leaves the Circle of Power, or the circle goes down, the formal magic will terminate.

 

Plot must be notified at least 1 hour in advance of the casting of this formal magic.  This formal magic may not be used to communicate with PC’s who are not actually present at the event at which the formal magic is cast.  Communication with a PC from another chapter who is on another plane due to actions outside of this chapter must be approved in advance with the staff/plot committee of the other chapter.

 



Name:                        Protection Aura

Target:                        Body

Duration:       5 days

School:                       Earth

Components:            P5, C2, D1, E1, V2 (Unrestricted components only)

 

This formal magic will provide a Protection Aura 2.  If multiple Protection Auras are cast, they will provide protection in a pyramid fashion.  An additional two castings will provide a Protection Aura 3, an additional three castings (for a total of six castings) will provide a 4 Protection Aura, and so on.

 

Any damage up to the value of the Protection Aura will be decreased to one point of damage.  (For example, a weapon blow of 2 against a single protection aura will be reduced to 1 point of damage but a blow of 3 will do a full 3 points.)  Protection Aura falls outside all armor and protectives except Magic Armor.

 

Protection Aura is not cumulative with other Protection Auras nor is it cumulative with the monster ability Threshold.

 

The requirements for neck protection against the waylay skill apply before the damage is reduced by the Protection Aura.  Thus, a "2 waylay" will work against someone with a leather coif and a single Protection Aura.  The person will fall unconscious, and will take one point of damage - the damage was reduced by the Protection Aura, but the blow was successful.  See page 37 of the NERO 7th edition rulebook.

 

Protection Aura does not provide any protection from Carrier Attacks. For example, a carrier attack of "2 Poison" against a single Protection Aura will do 1 point of damage, and if the person is taking body damage, the person is affected by the Poison effect.  See page 81 of the NERO 7th edition rulebook.

 

All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.

 

The level of the pyramid (Protection Aura 2=1, Protection Aura 3=2, Protection Aura 4=3, and so on) is the number of effects with regard to the 5-effect limit, rather than the number of castings.

 

 



Name:                        Spirit Forge

Target:                        Spirit

Duration:       Instantaneous

School:                       Earth

Components:            P5, C1, S2, V1 (Unrestricted components only)

 

This formal magic tears the target spirit apart and forges it anew. The spirit forgets its previous profession and all skills but may choose a new profession and relearn skills immediately.

 

Spirit Forge is instantaneous and irrevocable.

 

The player may immediately reenter their character with identical experience and any changes to the class and skills in the character database.  The formal magic marshal must enter the date of the Spirit Forge in the Formal Magic logbook for entry into the character database at the earliest convenience.   Deaths taken from this formal magic may NEVER be bought back with goblin stamps in any chapter.  All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.

 

The process of Spirit Forge (from any source) may weaken the spirit. If the process of Spirit Forge is performed upon the same spirit more than once within a year it will be weakened each time by a number of deaths equal to the number of times it has spirit forged other than the first.  For this reason the date of each Spirit Forge effect must be listed on the player’s character card. 

For example, this is listed on Lum’s character card

October 12 1999, Spirit Forge (first ever)

October 13 1999, Spirit Forge (one death)

October 11 2000, Spirit Forge (two deaths)

October 13 2000, Spirit Forge (one death)

October 13 2001, Spirit Forge (no death)

 

All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.

 


Name:                        Summon Major 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:            P5, C2, E2, S2

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

 

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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