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Fables of FenorraFormal Magic SystemBased on the NERO® Formal Magic System© Version: August 1999Governing Rules Anyone who possesses the skill Eldritch Formal Magic or Fenorrian Formal Magic may cast from formal magic scrolls of the appropriate school. The caster(s), Formal Magic Components, Formal Magic Scroll(s), and the target of the formal magic must be within the circle of power (or platform) for the entire duration of the formal magic casting. No target may retain more than 5 different formal magic effects simultaneously. If a target already contains 5 formal magics, and a sixth casting is attempted, the casting will fail on that target. No Formal Magic may have a duration of longer than two years. Durations measured in game-days are considered to include the current game-day or portion thereof – thus an effect with a duration of one game-day will expire at the beginning of the next game-day, even if that is only one hour away.
Casting Time - The standard time to cast any formal magic is five minutes. However, if a formal magic is directly harmful to a PC the casting time is one hour. The hour casting time is automatic upon the desire of anyone in the Circle or the Marshal. 'Harmful' includes destroying a ward or circle, placing a formal magic circle around a ward, using a formal magic to escape PC pursuit, etc. If the formal magic is directly harmful to an NPC the casting time is determined by the appropriate representatives of the chapter and may vary between five minutes and one hour.
Game Day - The game day is defined as 6:00 PM to 5:59 PM the following day.
If any LCO components, scrolls, items, or spells are used to create magic item, the resulting item becomes LCO. – all Fables of Fenorra formal components are LCO.
A formal magic caster can not cast more than one formal magic spell at any given time.
Definition of Basic Terms.
The following is a definition of terms used throughout this document: Chapter – All references to the chapter refer to the chapter where these rules are being considered. Marshal – Throughout this document, the term Marshal will be used to refer to the Formal Magic Marshal. Some chapters require a separate certification process for becoming a Formal Magic Marshal. Caster – This term always refers to the Formal Magic Caster. This person is also known as the Primary Caster. Secondary Caster – This term refers to those Formal Magic Casters (other than the Primary Caster) who are participating in a batch. Casters – This term refers to the Primary and Secondary Casters. Levels – This always refers to the number of levels of Formal Magic possessed in the appropriate school. For instance, if a character is casting an Eldritch Formal Magic, then only count the number of levels of Eldritch Formal Magic he has purchased. Dark Territory – This term refers to a formal magic that might not succeed. The outcome is determined by the marshal using random means, usually the role of one ten sided die (1=success, 2-5=flaw, 6-9=fail, 10=backlash). The chosen means of random determination must be explained to the caster, and performed in the presence of the caster. “Pick a number” is never acceptable. The marshal must record the chosen means (and the exact result) in the Formal Magic Log. The chances of success are as follows: Success - 10% Flaw - 40% Failure - 40% Backlash - 10% Batch - A group of formal magic castings of the same school of magic are lumped together into a single “Batch” so long as there is a gap no longer than a 60 seconds between each casting attempted. If more than 60 seconds elapses between formal magic castings within a batch, then the batch of formal magic locks into the just completed state and is no longer considered a batch. The formal magic Glyph of Protection and Greater Ward can only be the first formal magic in a batch. If the caster has cast other formal magic within the same batch, all formal magic attempted by that caster within that batch will count in the same game day – the game day in which the batch is begun. Circle – This term refers to the Circle of Power used for the formal magic casting. This circle may not be extended past the normal (one hour) duration. Components – This term refers to the Formal Magic Components being used for this formal magic casting. Components come in various 'flavors': Power (P), Creation (C), Elemental (E), Void (V), Destruction (D), and Spirit (S). Each component has a value of 1, 2 or 4. Formal Magic costs are listed with the total value of each type of needed component. For example, P5 means any combination of Power components totaling a value of 5. One spell, Greater Extension, specifically requires a Power component of value 2 in addition to other components. Components must have a printed expiration date no longer than 1 year after the issue date. Scroll – This is the Formal Magic Scroll being used for this casting. Spell – This term always refers to a magic spell of the appropriate school, level one through level nine. Weapon – This refers to any item on the weapon production chart, including Bow or Crossbow, but not including Arrows or Bolts. Local Campaign Only (LCO) – This is a special Plot related item or effect that can only be used in the issuing campaign. To all other campaigns, the item does not exist for use in-game. Pyramid – This term is used to describe formal magic castings that accumulate power based upon multiple casting within a batch. The scrolls Damage Aura, Protection Aura, Arcane Armor, and Spell Store are examples of this type of formal magic. The first step requires only a single casting, the next step requires two additional castings (for a total of three castings). To go further, three additional castings are needed (for a total of six castings), with the last step involving four additional castings (total of ten castings). These types of formal magic can never go past ten castings (four steps), and some may be limited below that number. Each step counts as one effect with regard to the 5 formal magic effect limit. Transform – This term refers to a category of formal magic that only affects a spirit after it permanently dies. The formal magic does not activate until this time. Subsequent castings of any type of Transform always override the previous casting. Circle Of Power RequirementsAll formal magic castings must be performed within a Circle of Power (or Formal Platform). A Circle of Power is only available in Scroll form, and each scroll is a 1 use item. A Circle of Power cannot be rendered indestructible or extended in any way. A Circle of Power is a non-permeable field, that once is cast lasts 1 hour, or until the caster of the Circle cancels the spell, or enters death count. It is possible to rift into a Circle of Power, but not gate. Circle of Powers may be used together to make a bigger circle if need be. 1 Circle of Power casting will create a 10 foot diameter circle, 2 Circle of Power castings will create a 20 foot diameter circle, and so on. These Circles must be cast at exactly the same time, and only 1 caster may cast from each Circle of Power Scroll. (i.e. more than 1 caster for a larger than single Circle.) Success versus FailureThe caster may cast a total number of levels of formal magic they possess in the appropriate school with automatic success in any one game day. A caster may cast an additional number of formal magic levels equal to the total levels of formal magic they possess in the appropriate school of magic in Dark Territory. A caster cannot even attempt to cast from a scroll that is higher level than the number of levels of Formal Magic skill he possesses in the appropriate school. Multiple Formal Magic Cast upon a Single TargetThe total level of formal magic cast upon a target in a single batch may be no greater than two times the total levels of the appropriate school of formal magic possessed by the Casters participating in the batch. From this upper limit subtract the total levels of formal magic each of the casters has primary-cast prior to the start of this batch the same game day. The primary caster of any individual formal magic within a batch must be designated just prior to the start of that formal magic and that caster must be in possession of the scroll at the start of the formal magic for which he is primary caster. All casters involved in a batch must be within the circle of power for all formal magic cast within that batch. If any caster drops out between formal magic castings in a batch, the total level of formal magic allowed within the batch is recalculated. If the total levels of formal magic already equals or exceeds the new limit then the batch terminates. No formal casters may be added to a batch once the batch begins. TargetsThe target of a formal magic must be declared at the beginning of a formal magic and may not be changed during the casting. If the target has a spirit the target will know immediately that it is the target of the formal magic. In the case of multiple targets, all such targets must be declared. Formal magic spells that target a spirit may be refused, with the exception of Destroy Mark and Obliterate. The Formal Marshal will inform the target that he is able to refuse this formal magic and the consequences thereof. This can be done anytime up to the end of the formal magic casting, prior to any die roll (if needed). Refusing a formal magic cast upon a spirit will cause the target to die and immediately leave to seek resurrection. This holds whether or not the target is conscious. PyramidsCasting a pyramid based formal magic upon an item with the same pyramid based formal magic already on it (from another batch) does not increase the original pyramid. In order to increase the size of a pyramid once cast, a new pyramid larger than the first must be cast, in which case the first pyramid immediately expires and the second pyramid takes effect. TransformAll Transform formal magic is considered dormant. The existence of a Transform is not revealed during an Identify. At the time of the target’s permanent death, the target becomes an NPC at the chapter where the transform was cast. Even after permanent death, certain Transforms can upgrade or weaken the creature as per this handbook. See the individual formal magic scrolls for details. After the permanent death of the target, the formal magic takes effect to permanently transform the target into the specified creature. This may take place immediately, or may take several weeks. The details are left to local NERO Plot. Once transformed into the creature, the Transform formal magic is complete. The newly transformed creature will have the currently-active spirit-affecting formal magics as they did before the transformation, except for the Transform itself. Effects exist which may for limited duration invoke the full transformation prior to permanent death. Circumstances which may temporarily invoke the transformation prior to permanent death are determined exclusively by the Plot/Staff of the NERO chapter the transformed being is in. In situations where the transformation takes place prior to the permanent death, the Transform is no longer dormant, and can be identified. The invocation of the transformation is in most cases not for use during situations where PCs and directly pitted against other PCs. The final determination of this is up to the local chapter. Only one Transform may be in effect on any spirit at any one time. A new Transform formal magic will replace an old one on a target spirit. Being an NPC means that the target is completely under the local chapter’s direction. There is certainly no guarantee that the local chapter will even let the NPC ever come into game. If local plot chooses to allow the NPC to come into game, there is also no guarantee that the local chapter will allow the character to pursue the goals from its normal lifetime. Creation and SummoningLocal Plot must be notified well before the casting of this type of formal magic. When the creature appears, a new card will be supplied, regardless of the statistics of the creature when it originally appeared. The caster may be required to supply an NPC to play the part of the creature or the local chapter may supply the NPC. This policy varies from chapter to chapter, please check in advance with the local chapter. The local chapter can always substitute a staff member or other NPC for some or all of the role-playing interaction with the creature. When this formal magic is performed, the marshal should consult the local guidelines for information on the attitudes and personality of the creature. The NPC playing the creature must abide by the personality requirements and directives given to them by the formal magic marshal. Failure to do so may result in the termination of the role and loss of the creature. Unintelligent creatures may only follow simple 25 word (or fewer) command phrases with a single condition and a single objective. For example, an acceptable command would be “Follow me and kill anyone who attacks me”, “Attack anyone who enters this room besides these six people”, “Attack anyone who enters the crypt and isn’t wearing this symbol”, or “Follow me and search every creature I kill”. Control of unintelligent creatures can never be passed to someone else. All commands are subject to approval of the local chapter. Special Rules for Pantherghast: A Pantherghast will be genocidal against one race. The Pantherghast will focus on the nearest living PC or NPC (other than the primary caster) as determined by the formal magic marshal as the race to be hunted. Pantherghasts seek the hunted race by their blood and thus by their body, not their spirit. Scroll SpecificA formal magic designated as scroll specific means that the scroll is limited to a single specific type of that formal magic, it is never all the possible choices on a single scroll. For example, the formal magic Cloak is scroll specific, the scroll will list the specific type of Cloak that it can be used to create, it may not be used to cast any type of Cloak. Flaw and Backlash EffectsFlaws and Backlashes are identifiable in a permanent celestial circle and in most cases lingering effects are removable by a Destroy Magic formal magic. During the Time of Formal CastingWhen a scroll specifies that an action must be taken during the “time of formal casting” (e.g., Enchant), then it may be done at any time during the casting of the formal magic. Materials ChecklistHere is a complete list of what is needed to begin a Formal Magic: •The Scroll. The caster is responsible for reading and understanding the scroll. •The Circle of Power Scroll •The Formal Magic Components. •The Caster. •The Secondary Casters (if any). •The target(s) of the formal magic. •The Marshal, who will need: •A white headband. •These rules, including the individual scroll descriptions. •Component Identification charts. •Formal Magic Log/Receipt Book. •Flaw & Backlash charts •A ten sided die. Finding a MarshalThe caster is responsible for locating the marshal. It is best to arrange a time in advance with a marshal. Many Marshals are players too, and there is no guarantee that a request for a marshal can be granted if it is 3:00 AM, especially if arrangements haven't been made in advance. The marshal must remain out of game for the entire duration of all formal magic castings. The marshal’s character cannot be present in any way, even as a mere onlooker. Marshal/Caster PreparationA) Identify the components to make sure they are correctly marked, if necessary. Insufficient components will result in the marshal stating "The Formal Magic does not begin". If this occurs, the components are not consumed. If the spell is part of a declared batch, the marshal will notify the player that the components are insufficient before the batch begins. (Inform the player later, during step C) B) Read the Formal Magic Scroll. Make sure that there is a complete understanding of the scroll, and follow any special instructions on the scroll. If the scroll is Unlimited and only usable once each day, verify on the back of the scroll (or the back of the tag) that the scroll hasn’t been used today. If the physical representation of the scroll varies from the current version, then the current version must be used. The only flaw allowed upon a formal magic scroll is “Flaw: this scroll cannot be copied”. Local Chapter Only scrolls may contain special instructions. During the Casting of the Formal Magic. C) In order to begin the formal magic, the Caster states "Beginning Formal Magic". Confidentially ask the Caster if they are waiving auto-success. Insufficient components will result in the marshal stating "The Formal Magic does not begin". If this occurs, the components are not consumed. D) The caster must declare the target(s) of the formal magic. The target, if a spirit, must be made aware of this by the marshal. E) The Caster(s) must indicate to any casual, secret, or imagined observers that they are performing a formal magic. This must be accomplished through various role-play methods, like constant movement or verbal action or a combination of both. The movement can be as simple as constant, circular hand motion or as complicated as broad movements or the hands and/or arms, dancing movements of the entire body, or stylized movements such as drawing of symbols or lighting candles or incense. Verbal action would include litany speech, question and reply, chanting, or recitation in a “magical language”. The caster may not engage in regular conversation. Any method chosen by the caster must make use of the components and the scroll. Poor performance on the role-playing aspect of the formal magic casting will cause the marshal to issue a warning. After receiving two such warnings, the third occurrence of poor performance will result in automatic failure of the formal magic. F) The formal magic automatically backlashes under the following conditions: i) Any caster suffers any body damage after Bless/Greater Bless or becomes unconscious. ii) If any caster cannot speak, move their hands, or see the formal magic scroll. iii) If any caster uses any other game skill other than those required by the formal magic scroll. iv) If any caster ceases casting the formal magic, voluntarily or involuntarily. v) If the Circle of Power ends before the formal magic casting is complete. vi) The formal magic components, formal magic scroll, or any target is damaged, destroyed, becomes unusable, or leaves the circle. Anything that leaves the circle is always affected by the backlash as if it were still inside the circle. If one of the targets is the Circle of Power itself, then it is always considered to be “inside” for purposes of this rule. G) If the formal magic casting is completed, allow the Caster to roll the die if required to do so and allow all casters to see the results. Each caster knows the results of the formal magic. Record the results in the Formal Magic Logbook. If the caster(s) wish to perform more formal magics, then the Marshal should not write any tags until it is convenient. All components should be collected at this time. All times-ever Scrolls should be collected at this time. All used components and scrolls must be turned in by the Marshal in an unusable state, along with the Formal Magic Logbook, however do not render them unusable if a Flaw has resulted until after the results of the flaw are fully determined and implemented (see below). Perform the following additional instructions: 1) Success - The formal magic completed properly, follow the instructions on the Scroll. 2) Flaw - The formal magic completed, but with skewed results. Turn to the "Flaw Table" and determine the results. If one of the results indicates that any of the components or the scroll is not consumed, then return the appropriate items and indicate the flaw caused these items to not be consumed in the formal magic log. 3) Failure - The formal magic was a complete failure, resulting in no magical effects. 4) Backlash - The formal magic was a complete failure, and generated a very powerful magical side effect. Turn to the "Backlash Table" and determine the results and apply them as directed. After Casting the Formal MagicH) Make out any receipt that is applicable at this time, delay the receipt if the item is still within a batch. All components should be rendered useless at this time. Also, any Limited (times ever) formal magic scrolls should be marked accordingly or rendered useless at this time. Unlimited formal magic scrolls should have each use that results in Success or Flaw recorded on the back of the scroll, or with the scroll in some manner. Indicate the casting of this formal magic on the caster’s card, including the date, time completed, level and results. Indicate results in the log and indicate any results that need be entered on any character’s card at logistics. In accordance with the instructions on the Scroll, prepare a temporary tag and receipt for the players and a receipts for logistics, to represent the successfully cast formal magics properly. Take all expended components, expended Scrolls, and all other materials expended in the casting of the formal magics, and turn them in with the logistics half of the receipt. Inform the player(s) that a final tag will be delivered to them as soon as possible, but they must retain the receipt and trade it in for a permanent, laminated tag. All Magic Item and Magic Effect Tags must be printed and signed by an authorized member of staff. Any Magic Item/Effect Tag found which is not signed by a staff member is subject to confiscation pending a disciplinary investigation. Summary of Formal Magic SpellsLevel 1Name: Create Mark / Destroy Mark Target: Item or Spirit Duration: Create Mark: Two years; Destroy Mark: Instantaneous School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: Create Mark -P1, C1; Destroy Mark - P1, D1 This formal magic will create or destroy an indelible Mark of the appropriate school upon a spirit or an item. The creation of a Mark can take one of three forms: • Spirit Mark will always show itself on the surface of the spirit’s body. • Item Mark will always show itself on the surface of the item enchanted. • Mark of Ownership will always show itself on the surface of the body whose spirit possesses the item (it appears after one hour of possession, and disappears one hour after the item is no longer in possession). The Mark can be up to two colors chosen by the caster and a size between one and ten square inches at the choice of the caster, at any location upon the target chosen by the caster. A Mark may not be drawn over an existing Mark. Upon completion of Create Mark, the caster draws the Mark. Upon completion of Destroy Mark, one (non-hidden) mark of the appropriate school present on the target, if there are any, disappears immediately. If more than one mark is present on an item, the caster decides which one is destroyed. If more than one mark is present on a spirit, the target decides which one is destroyed. Note this is one scroll capable of being used as both Create Mark and Destroy Mark. Any deliberate attempts to violate the spirit of the Mark of Ownership effect by passing the item around quickly will be dealt with by the local chapter disciplinary committee. Name: EnchantType: Item or Body Duration: Until used, for a maximum of one year School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: C1, E1, + P equal to half the level of the spell rounded up This formal magic will place one magic spell of the appropriate school onto the target. The caster must state the word, "Declare" and then the spell must be cast from the caster’s memory at the end of the formal magic. An Enchant upon a body counts against the 5 formal magic limit of the spirit within the body. The possessor of the Item or the spirit inhabiting the Body is imbued with the ability to cast the spell, once, using the word "Activate" followed by the full incantation of the spell. For example, an item with a 20 Eldritch Flame Enchanted upon it may be used by touching the item and saying "Activate – With Eldritch Force, 20 magic Flame" and throwing a packet. A packet is required even if the item is activated upon the person possessing the item. Other than requiring the word "Activate" before the incantation, the use of an enchanted item follows all normal spell casting rules. The tag should be marked accordingly when the Enchant is cast. If completely expended, it should be rendered useless and turned into Logistics for return to the chapter of origin for tracking purposes. Name: Glyph of ProtectionTarget: One doorway Duration: 5 Days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P1, C1, E1, + This formal magic will create a visible marking on both sides of the target and place one battle magic spell of the appropriate school (or an Alarm effect) onto the target. The marking must be at least 6” x 6” and cannot be covered by any means. If a first, second, or third level spell, or the Alarm effect is used, add an additional point of Power. If a fourth, fifth, or sixth level spell is used, add two points of Power. If a seventh or eighth level spell is used, add three points of Power. Ninth level spells cannot be used. The following spells can be used in a Glyph of Protection: Bind, Cause Disease, Confine, Curse, Destroy Undead, 40 Eldritch Flame, 20 Eldritch Flame, Harm Undead, 15 Eldritch Ice, 35 Eldritch Ice, 10 Eldritch Lightning, 30 Eldritch Lightning, 5 Eldritch Stone, Paralyze, Pin, Repel, Shun, Silence, Sleep, Taint Blood, Trap Undead, Weakness, Web, Wither Limb. Any of the “Cause” or “Cure” wounds spells can also be used. The spell must be cast from the caster’s memory (or a message up to twenty words in length must be spoken) at the end of the formal magic. The caster draws the symbol and all creatures within the Circle of Power receive a link to the Glyph. Any person (with enough spirit to be affected by spells) who passes through the doorway must be invested to the Glyph of Protection or recognized by someone who is invested to the Glyph of Protection. Otherwise the Glyph will activate its selected effect. The Glyph instantaneously resets for each breaking of the plane throughout the duration of this formal magic. This means that multiple persons breaking the plane at the same time will each be affected as if they were breaking the plane in sequence. The effect of a Glyph of Protection may not be dodged or phased but may be resisted if applicable. Casting Detect Magic upon the Glyph will reveal that it is a magical glyph but it does not provide any other information. Casting Dispel Magic upon the doorway will deactivate the glyph allowing passage through the plane of the doorway. The Glyph will remain deactivated as long as the caster of the Dispel Magic maintains line of sight on it. Once the spell caster loses line of sight or is himself affected by Dispel Magic, the Glyph will reset and trigger the next time someone breaks the plane. A Dispel Magic cast upon the glyph will also break any line of sight effects currently active due to the Glyph of Protection. No matter what the effect of the Glyph of Protection no creature passing through the portal the glyph is upon may be healed by the functioning of the Glyph. Each portal may only have one Glyph of Protection upon it. Multiple Glyphs of Protection on a single structure must be at least five feet apart. A person may be invested in the Glyph of Protection by use of the Investiture formal magic of the school of magic to which the Glyph of Protection belongs. All Glyphs of Protection that duplicate a spell are as per the description in the 7th edition NERO rulebook. The Glyph itself is considered the caster of the spell. Any area with a Glyph of Protection must be marked to indicate a marshal is needed to enter it. A Marshal’s Note must accompany each Glyph of Protection, listing the type of glyph, the expiration date, and the invested members (IG and OOG names).
Name: Spirit Farewell Target: None Duration: Ten Minutes per formal magic level of the caster or duration of Circle or until the spirit chooses to leave, whichever is first. School: Fenorrian Components: P1, C1, S1, V1 This formal magic provides a final farewell to a spirit that did not survive resurrection. When the formal magic begins, the caster must state the name of a creature that has permanently died. If possible, a personal possession, someone close to the deceased during its life, or even a written work describing the deceased, should also be present in the circle, although it is not required. The formal magic must be performed within one month from the death of the spirit per level of formal magic possessed by the caster(s). The spirit must be willing to return and may choose to ignore the casting of this formal magic if desired. This formal magic can be cast more than once for a given creature so long as it is within the specified time limit. Upon successful casting, the spirit will appear in the circle (use a three count), but once the spirit is summoned, the circle may be put down and the spirit may roam the land. However the spirit may not effect the world around it, as the world may not effect it. The spirit will forget every detail of the last hour before its death. Similarly, a spirit has no knowledge of any events since its death (except for other visits via Spirit Recall). Note that no other formal magic can be cast on the spirit during its return. The duration of this formal magic may not be extended by any means. Before the formal magic begins the proper NPC or PC who used to play the part should be present. If the proper player is not present on site at the time of casting, this formal magic will automatically fail. If the spirit named has not permanently died, this formal magic will automatically fail. At the discretion of the local chapter, a different NPC can be substituted if the proper one is not available. Also at their discretion, “events” may be substituted for “months” to compensate for long times between events. At the conclusion of the formal magic casting, the casters will be aware if the spirit chose to ignore the casting. The recalled spirit may not use any game skills. It appears as it did in life, but is non-corporeal.
Level 2Name: Cloak, Minor (scroll specific) Target: Item or Body Duration: Until Used, for a maximum of one year School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P2, C1, D1, E1, V1 This formal magic provides single use protection that will stop the listed effect. The user of this formal magic touches the item and calls "Cloak” The following Cloak effects are allowed: Binding (Fenorrian or Eldritch) – protects from Pin, Bind, Web, Confine Chaos (Fenorrian only) – protects from any effect that invokes “Chaos”. Charm (Fenorrian or Eldritch) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm. Command (Fenorrian or Eldritch) – protects from Awaken, Charm, Shun, Silence, and Sleep. Curse (Fenorrian only) – protects from any spell with the incant “I Curse You With” but no other curse effects. Earth (Fenorrian only) – protects from any effect that invokes “Earth”. Fire (Eldritch only) – protects from any effect that causes Flame damage. Eldritch Damage (Eldritch only) – protects from any spell with an eldritch damage effect. Ice (Eldritch only) – protects from any effect that causes Ice damage. Lightning (Eldritch only) – protects from any effect that causes Lightning damage. Sleep (Fenorrian or Eldritch) – protects from any effect that causes Sleep. Summoned Force (Fenorrian or Eldritch) – protects from Disarm, Shatter, Destroy and Enflame Name: Create Minor Undead (scroll specific) Target: Permanently dead body(s) School: Fenorrian Duration: The Undead creatures created will last until destroyed, but the caster's control will only last 5 Days. Components: P2, C2, E1, V1 Approved Types: Skeleton, Zombie The number of Undead creatures created is equal to the Formal magic levels of the formal magic caster. In addition to the components, this formal magic requires one silver piece per undead created which will be incorporated into the body of the undead whole and is retrievable when the undead is destroyed. On occasion the silver will be destroyed and irretrievable. Name: Create Limited Formal Magic Scroll Target: Formal Magic Scroll other than this one Duration: Until Used, for a maximum of one year School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P2, C1, E1, + components equivalent to the base casting cost of the scroll being copied not including the power and not required to include rare components. This formal magic will create an exact copy of any other Formal Magic scroll of the appropriate school. The new Formal Magic Scroll will be created at the end of the formal magic casting. The new scroll will be of the type Limited, regardless of the target scroll’s original type. The new scroll will be limited to a number of uses equal to 1/3 the number of levels (round up in all cases) of the appropriate school of formal magic possessed by the caster, to a maximum of fifteen. The caster may voluntarily choose to make the new scroll contain the words “Flaw: This scroll cannot be copied”. These words will also appear on the new scroll if any flaw changes the new scroll in any way. Name: Delve History Target: Item Duration: Instantaneous School: Eldritch Components: P2, C1, S1, T1 This formal magic will reveal to the caster specific information regarding the history of the item that is the target of the formal magic. Be forewarned that no information may be revealed for items that are mundane in their history or blocked by forces beyond the ken of formal magic. The information revealed by this formal magic is completely up to the plot committee. Plot should be notified in advance of the casting of this formal magic so a proper history may be supplied. In general, no information will be revealed if the item involves another PC. Name: Destroy Magic, Lesser Target: Item, Spirit, Glyph of Protection, Circle of Power, Wall of Force, or Ward Duration: Instantaneous School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P2, D1, V1 This formal magic will bring to a conclusion all existing magic of the appropriate school, both Formal Magic and Battle Magic, on the target. The caster must touch the target with a spell packet during the entire casting of the formal magic. This formal magic may only be cast from within a Circle of Power that does not expire within one hour. If cast upon a spirit, then all magic present on the body is also affected, although items carried are not affected. In this case, all formal magic, including Spirit Link(s), is affected. While each Spirit Link is gone forever, other magic upon any applicable item is unaffected. If cast upon an item, then all magic present on the item, including Spirit Link, is affected. Spirit Link is gone forever, other magic present upon the spirit is unaffected. Name: Magic Aura Target: Weapon Duration: 5 days School: Eldritch Components: P2, C1, D1, E1 This formal magic will create a magical Damage Aura on a weapon. However, no additional bonus is added to the damage call of the weapon. If this formal magic is cast upon a weapon with a Damage Aura already present, there is no additional effect. Name: Render Indestructible Target: Item Duration: 5 days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P2, C2, E2, T1 This formal magic will render the target Indestructible, and prevents an item from being affected by normal destructive means, such as Shatter and Destroy spells or normal physical damage including traps. This formal magic may only be cast upon a weapon, shield, armor, pouch, door, or any other item up to a normal door in size. If cast upon a suit of armor, the armor will never breach but may still be reduced to zero points via normal combat damage. Various effects may still destroy an indestructible item. The onus of ability to do so is on the NPC or PC who is performing the destruction. Proper documentation of the ability to destroy an indestructible item will allow destruction of said item even though this formal magic renders it indestructible to normal IG means.
Name: Whispering Wind Target: Spirit Duration: One Message School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P2, E1, S1, V1 This formal magic causes a message to be delivered on the wind to anyone who meets the following conditions: that person has a spirit; the caster has met them; they are not permanently dead; and presently on this plane of existence. The wind will carry the message to the recipient where only he will be able to hear it. The recipient may choose to ignore any Whispering Wind that comes to him. The recipient will be aware of the identity of the message sender. The message is limited to five words plus one word per level of formal magic ability possessed by the caster. The time for the message to be delivered varies. Certain effects and fluctuations of magic may prevent the message from being delivered. The marshal is responsible for delivering the message or finding an NPC to deliver the message. The message will take as long to deliver as it takes for the formal magic marshal or the designated NPC to find the recipient. If the recipient is not on site the message delivery will obviously be delayed. The time allowed for delivery of the message is 2 hours or the formal magic will fail, this time limit is extendable by the plot committee. This formal magic may not be used for communication between chapters without prior agreement between the staff/plot committees of both chapters. If communication between chapters is attempted, the player may be responsible for obtaining such agreements.
Level 3Name: Arcane Armor Target: Spirit Duration: 5 days School: Eldritch or Fenorrian (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: Eldritch or Fenorrian (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. The following Bane effects are allowed: Binding (Fenorrian or Eldritch) – protects from Pin, Bind, Web, Confine Chaos (Fenorrian only) – protects from any effect that invokes “Chaos”. Charm (Fenorrian or Eldritch) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm. Command (Fenorrian or Eldritch) – protects from Awaken, Charm, Shun, Silence, and Sleep. Curse (Fenorrian 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 (Fenorrian only) – protects from any effect that invokes “Earth”. Fire (Eldritch only) – protects from any effect that causes Flame damage. I Call Forth (Eldritch only) – protects from any spell with the incant “I Call Forth” Ice (Eldritch only) – protects from any effect that causes Ice damage. Lightning (Eldritch only) – protects from any effect that causes Lightning damage. Sleep (Fenorrian or Eldritch) – protects from any effect that causes Sleep. Summoned Force (Fenorrian or Eldritch) – protects from Disarm, Shatter, Destroy and Enflame
Name: Create High Horoscope Target: Spirit Duration: One Vision School: Eldritch 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 Astrology 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: Eldritch or Fenorrian (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: Fenorrian 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: Fenorrian 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: Extend Enchantment Target: Batch of Formal Magic of the appropriate school Duration: 6 months School: Eldritch or Fenorrian (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: Eldritch 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.
Level 4
Name: Create Base Undead (scroll specific) Target: Permanently dead body(s) School: Fenorrian Duration: The Undead creatures created will last until destroyed, but the caster's control will only last 5 Days. Components: P4, C3, E2, V1 Approved Types: None The number of Undead creatures created is equal to one half the Formal magic levels of the formal magic caster rounded down. In addition to the components, this formal magic requires three silver pieces per undead created which will be incorporated into the body of the undead whole and is retrievable when the undead is destroyed. On occasion the silver will be destroyed and irretrievable.
Name: Create Unlimited Formal Magic Scroll Target: Unlimited Formal Magic Scroll other than this one Duration: 2 Years or 1 year (see below) School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P4, C2, E2, T2 + components equivalent to the base casting cost of the scroll being copied not including the power and not required to include rare components. This formal magic will create an exact copy of any other Unlimited Formal Magic scroll of the appropriate school. The new Formal Magic Scroll will be created at the end of the formal magic casting. The new scroll will be of the type Unlimited. The caster may voluntarily choose to make the new scroll contain the words “Flaw: This scroll cannot be copied”. These words will also appear on the new scroll if any flaw changes the new scroll in any way. The caster must choose to have the scroll last only one year, in which case the scroll may be used any number of times each day, or to have the scroll last two years, in which case the scroll may only be used once each day. The number of times that the scroll may be used per day must be noted on the scroll.
Name: DelimitTarget: Item Duration: 5 Days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P4, C1, S3 This formal magic Delimits the use of an item based on race, profession, gender, ability to perform a skill, or general experience. Only those who match the Delimitations upon the item may use the item. The caster decides what the Delimitation put on the item is at the time of casting, the options are: Only usable by a male, Only usable by a female, Only usable by a (fighter, rogue, scholar, templar), only usable by someone with the skill If there is more than one Delimit on an item they both take effect, for example an item only usable by elves or dwarves, not an “elf-dwarf”. This formal magic may be used to allow use of an item limited in use by formal magic flaw.
Name: Spell Store Target: Item or Body Duration: 5 days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P4, C2, E1 This formal magic will create a rechargeable Battle Magic spell slot of the appropriate school in the target. The first casting will allow storage of a first, second or third level Battle Magic spell from someone’s memory only. Each additional casting in a pyramid fashion will allow up to three additional levels for the spell slot. Thus after an additional two castings, up to six spell levels may be stored within the target. After an additional three castings (for a total of six) up to nine levels may be stored within the target. Once charged, anyone in possession of the item or the person into which the Spell Store was cast may cast the spells stored within as if they were casting from a magic item. The spells stored can be of any combination of levels up to the maximum spell levels allowed by the formal magic performed. Thus a sixth level spell store item or person could hold a sixth level spell or six first level spells. To charge the item or person it must be touched by the individual casting the spells with which it is charged, upon casting the spell into the item or person, the possessor of the item or the person must announce “Absorbed”. A Spell Store item or person may not intercept a thrown spell and absorb it in any circumstances. A spellstore item always discharges at the end of an event. The spells within do not remain from event to event and may not transfer between chapters. The level of the pyramid (1-3 spell level=1, 4-6 spell levels=2, 7-9 spell levels=3) is the number of effects with regard to the 5-effect limit, rather than the number of castings.
Level 5
Name: Channel Spell Target: Weapon Duration: 5 days School: Eldritch or Fenorrian (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 word, "Declare" 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 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: Eldritch or Fenorrian (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. The following Cloak effects are allowed: Binding (Fenorrian or Eldritch) – protects from Pin, Bind, Web, Confine Chaos (Fenorrian only) – protects from any effect that invokes “Chaos”. Charm (Fenorrian or Eldritch) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm. Command (Fenorrian or Eldritch) – protects from Awaken, Charm, Shun, Silence, and Sleep. Curse (Fenorrian only) – protects from any spell with the incant “I Curse You With” but no other curse effects. Earth (Fenorrian only) – protects from any effect that invokes “Earth”. Fire (Eldritch only) – protects from any effect that causes Flame damage. I Call Forth (Eldritch only) – protects from any spell with the incant “I Call Forth” Ice (Eldritch only) – protects from any effect that causes Ice damage. Lightning (Eldritch only) – protects from any effect that causes Lightning damage. Sleep (Fenorrian or Eldritch) – protects from any effect that causes Sleep. Summoned Force (Fenorrian or Eldritch) – protects from Disarm, Shatter, Destroy and Enflame
Name: Contact Ancient Dead Target: Spirit Duration: Ten Minutes per formal magic level of the caster School: Fenorrian 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, then may leave an venture the world. However, the spirit cannot run, cannot effect anything around him, and cannot be affected by anything around him (unless otherwise stated by staff) 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: Eldritch 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: Eldritch or Fenorrian (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: Protection Aura Target: Body Duration: 5 days School: Fenorrian 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. In addition, if the Carrier Attack involves extra damage should the attack get through to body, that extra damage is not reduced. For example, a carrier attack of "2 Poison 4" against a single Protection Aura will do 5 points (the '2' is reduced to 1, and the 4 is unaffected). 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: Fenorrian 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 Areanea’s character card October 12 2005, Spirit Forge (first ever) October 13 2005, Spirit Forge (one death) October 11 2006, Spirit Forge (two deaths) October 13 2006, Spirit Forge (one death) October 13 2007, Spirit Forge (no death)
Level 6
Name: Bane (scroll specific) Target: Item or Body Duration: 5 days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P6, C2, D2, E1, V3 This formal magic will create a once per day protection that will reflect a certain type of effect. The item must be touched and the effect must be spoken aloud at the end of the formal magic. The following Bane effects are allowed: Binding (Fenorrian or Eldritch) – protects from Pin, Bind, Web, Confine Chaos (Fenorrian only) – protects from any effect that invokes “Chaos”. Charm (Fenorrian or Eldritch) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm. Command (Fenorrian or Eldritch) – protects from Awaken, Charm, Shun, Silence, and Sleep. Curse (Fenorrian only) – protects from any spell with the incant “I Curse You With” but no other curse effects. Earth (Fenorrian only) – protects from any effect that invokes “Earth”. Fire (Eldritch only) – protects from any effect that causes Flame damage. I Call Forth (Eldritch only) – protects from any spell with the incant “I Call Forth” Ice (Eldritch only) – protects from any effect that causes Ice damage. Lightning (Eldritch only) – protects from any effect that causes Lightning damage. Sleep (Fenorrian or Eldritch) – protects from any effect that causes Sleep. Summoned Force (Fenorrian or Eldritch) – protects from Disarm, Shatter, Destroy and Enflame
Name: Create Major Undead (scroll specific) Target: Permanently dead body(s) School: Fenorrian Duration: The Undead creatures created will last until destroyed, but the caster's control will only last 5 Days. Components: P6, C4, E2, V2 Approved Types: None The number of Undead creatures created is equal to one third the Formal magic levels of the formal magic caster rounded up. In addition to the components, this formal magic requires ten silver pieces or one gold piece per undead created which will be incorporated into the body of the undead whole and is retrievable when the undead is destroyed. On occasion the silver or gold will be destroyed and irretrievable.
Name: Expanded Enchantment Target: Item or Body Duration: 5 days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P6, C3, E3, + P equivalent to level of the spell being expanded This formal magic will place one battle magic spell of the appropriate school onto the target. The caster must state the word, "Declare" and then the spell must be cast from the caster’s memory at the end of the formal magic. An Expanded Enchantment upon a body counts against the 5 formal magic limit of the spirit within the body. The possessor of the Item or the spirit inhabiting the Body is imbued with the ability to cast the spell, once per day, using the word "Activate" followed by the full incantation of the spell. For example, an item with a Flame Bolt Expanded Enchantment upon it may be used by touching the item and saying "Activate - I call forth a Flame Bolt" and throwing a packet. A packet is required even if the item is activated upon the person possessing the item. Other than requiring the word "Activate" before the incantation, the use of an Expanded Enchantment item follows all normal spell casting rules.
Name: Spirit Link Target: Spirit and Item Duration: 5 days School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P6, C3, E2, S3 This formal magic creates a link between the targets. The targets must both be in physical contact with the caster during the entire casting of the formal magic. The item must be considered a possession of the target spirit, and must be movable by that spirit when in their normal body. While the item is linked, it cannot be separated from the person until the duration of the Spirit Link expires or the person's spirit suffers a final death. While the spirit is separated from the body, the item is intangible and invisible and will reform at the place of the spirit's resurrection. If the spirit's resurrection fails, the item is reformed with the dead body and the item is then in the possession and spirit linked to the next person to pick it up as a possession, if that person has a spirit. If that person is at the limit of the formal magics on their spirit they will realize that the item attempted to spirit link to them and failed.
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.
Name: Vengeance Target: Spirit Duration: Until all charges used or one year, whichever comes first School: Eldritch or Fenorrian (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.
Level 8
Name: Destroy Magic, Greater Target: Item, Spirit, Glyph of Protection Duration: Instantaneous School: Eldritch or Fenorrian (scroll mP8, D4, V4 must be marked as one or the other) Components: Circle of Power, Wall of Force, or Ward This formal magic will bring to a conclusion all existing magic of the appropriate school, both Formal Magic and Battle Magic, on the target. The caster must touch the target with a spell packet during the entire casting of the formal magic. If the target is a Ward, Greater Ward, or Circle of Power, the target must be adjacent to the circle, and the circle from which the formal magic is being cast cannot be a protective circle – the caster must reach out of the circle to touch the target. If cast upon a spirit, then all magic present on the body is also affected, although items carried are not affected. In this case, all formal magic, including Spirit Link, is affected. While a Spirit Link is gone forever, other magic upon any applicable item is unaffected. If cast upon an item, then all magic present on the item, including Spirit Link, is affected. While that particular Spirit Link is gone forever, other magic present upon the spirit is unaffected.
Name: Obliterate Target: Spirit Duration: Instantaneous School: Fenorrian Components: P8, D4, S4, V4 (All Unrestricted) Once this formal magic has begun, the spirit is unable to leave the Circle of Power until the formal magic is complete. The spirit’s death bag is modified by this formal magic to have been weakened by two deaths. In addition, this formal magic causes a third death. Upon resurrection, the spirit must pull from death’s bag only once, with the spirit having been weakened by this formal magic by a total of three deaths. The target may not refuse this formal magic. Casting of this formal magic is always considered in Dark Territory. After the Formal Magic is complete, the victim is still able to receive a Life spell for the next five minutes, and only one spell is necessary to restore the creature to one body point. If a Life spell is received, the creature is not forced to resurrect at all, and takes no deaths as a result of the Obliterate. All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.
Name: Spirit Walk Target: Spirit(s) Duration: Indeterminate School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P8, C1, S2, V2, + P equivalent to the total number of people Spirit Walking This formal magic causes the targets and their possessions to travel to a pre-determined location. It does not provide for inter planar travel. This formal magic may allow travel for any number of willing targets up to one half the total levels of the casters of the formal magic (in the appropriate school). The caster designates a person as the primary target of the formal magic - that person must know the destination by having seen it himself or herself, prior to the casting of this formal magic. The destination of the Spirit Walk must be declared at the start of the formal magic. Upon completion of the formal magic, all targets will go Out of Game and walk to the destination. All targets walk at the pace of the slowest target. They may pass through a Ward, Greater Ward or Wizard Lock. If the destination is inaccessible or does not exist when they arrive, the targets may resurrect and all non-spirit-linked items are lost. Upon entering the destination, the targets and their possessions immediately begin to reform within ten slow seconds and are tangible enough to be affected by attacks. The sounds of the ten-count (spoken in a normal speaking voice), as well as the sounds associated with the people getting into the destination (opening doors, etc.), represent the noise of the flux of their arrival. The targets reform at the edge of the circle, just inside.
Name: Transform to High Creature (scroll specific) Target: Spirit Duration: 2 years School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P8, C4, E5, S5, T3 (Unrestricted only) Approved Creatures: None This formal magic will transform the target into a specific High Creature upon the permanent death of the target. The target must currently have a Transform to Greater Creature formal magic present upon its spirit. The previous formal magic, if indeed present, must be of the same type of creature as the one being attempted. If either of these conditions is untrue, this formal magic will fail. All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.
Name: Greater Extension Target: Batch of formal magic of the appropriate school Duration: 2 Years School: Eldritch or Fenorrian (scroll must be marked as one or the other) Components: P9 (including at least one P2 or P4), C2, T4 This formal magic increases the duration of any Formal Magic previously cast in the current batch to two years. If successful, the batch immediately terminates at the completion of this formal magic. Greater Extension does not count against the 5 Formal Magic limit on a target, since it simply modifies the duration of other magics.
Name: Planar Gate (scroll specific) Target: None Duration: 10 Minutes per level of Eldritch Formal magic of the casters, not extendable. School: Eldritch Components: P9, C4, E2, S2, V4 Approved Planes: Fenorra This formal magic will cause a 10’ x 10’ gate to open between the area cast upon and a familiar area on the same plan |