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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