|
Level 7 Formal Magic Spells
Name: Change Race
Target: Spirit
Duration: Instantaneous
School: Earth
Components: P7,
C1, E2, S3, V1 (all Unrestricted)
This formal magic changes the target from the current race
to a different race, chosen by the caster.
The new race must be from the list of allowable PC races in the current
version of the NERO rules. The target
will be immediately aware of the race chosen by the caster when this formal
magic begins. It will not change the
basic appearance of the target, except for the specific racial
alterations. Therefore, the target is
still recognizable to any who would recognize the target, if the target hadn’t
changed race.
Any Racial Skills pertaining to
the previous race of the person are lost, but the build is kept and turned into
“Free Build”. The target retains any
non-racial skills that are more difficult for the new race to learn, and they
must pay the higher cost. If the target
does not have enough free build to retain these skills, the target may “forget”
these skills in any order it chooses until it has enough free build to cover
any increased costs.
If the new race cannot be the same profession as the
previous race, then this formal magic will fail.
Local Chapters may have other races approved for PC play for
which this scroll may exist. Transfer between chapters of a non-standard race
may need special arrangements.
All components and scrolls used in the casting of this
formal magic MUST be of unrestricted transfer.
Name: Create Greater Golem (scroll specific)
Target: A
simple animal, or a Spirit and Body
School: Celestial
Duration: Until
destroyed, or 5 days after the first command is executed.
Components: P7,
C5, E5, S3, V3
Approved Golems: None
This formal magic creates a golem of the type specified by
the scroll.
Name: Summon Greater 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: P7,
C3, E3, S3
Approved Types: (Celestial)
Air, Earth, Fire, Water; (Earth) Greater
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.)
Name: Transform to Greater Creature (scroll specific)
Target: Spirit
Duration: 2 years
School: Celestial
or Earth (scroll must be marked as one or the other)
Components: P7,
C3, E4, S4, T1 (Unrestricted only)
Approved Creatures: None
This formal magic will transform the target into a specific
Greater Creature upon the permanent death of the target.
[Addition, August 3, 1999] Effects exist which may for
limited duration invoke the full transformation prior to permanent death. See
the description in the Casting Rules.
Name: Vengeance
Target: Spirit
Duration: Until
all charges used or one year, whichever comes first
School: Celestial
or Earth (scroll must be marked as one or the other)
Components: P7,
C1, D2, E3, S2
This formal magic causes a retributive strike of pure
magical damage equal to ten points per level of formal magic ability possessed by
the caster in the appropriate school to any being inflicting a killing blow
upon the bearer of this formal magic.
This damage occurs after the killing blow and is not avoidable in any
manner. This formal magic has a number
of charges equal to one third the number of levels of formal magic ability
possessed by the primary caster in the appropriate school, rounded down.
|