Spell
Books
Each spellcaster has a spell book that shows what spells they
have access. The spell book is written to allow the character to commit spells
to memory, for casting at a time of the reader’s choosing. For NERO logistical
purposes, the “book” is a small card listing all the spells. Each spellcaster’s
individual book will have the spells that the caster does not know crossed off
the card. This card must be kept with a real spell book physical
representation.
If someone steals a spell book, they may keep the card but
must turn the book over to Logistics for return to the player (unless otherwise
stated by the player on the same page as the card). The out-of-game book is
personal property. Spell books must be a bound book; a sheet of paper is not
sufficient.
If you do not have a spell book with you when you study for
your new spells at the end of the day, then you will have to borrow someone
else’s or ask the respective Guild for the use of theirs. Be prepared to pay
game money for the use of the book!
Some Guilds allow their members free use of the Guild’s book
for studying, but guild membership and guild policy are handled in-game.
If your spellbook is lost or stolen, then you will probably
want to get it replaced. The inks used in the writing of such a tome will cost
a certain amount per level per spell that you are having copied into it. This
cost also applies to getting a new spell copied into your spellbook from
someone else’s book. You cannot get your spell(s) authorized until you have
paid the requisite game money. You must have the original you are going to make
the copy from, as well as the book you want the spell copied into.
You cannot cast spells from your spell book, nor may you copy
scrolls into your spell book. Spell books and scrolls are two independent types
of spell recording. A spell book is written to allow someone to memorize a
spell for casting at a time of the reader’s choosing. A scroll is written so
the reader may immediately cast the spell recorded on it.
Spell
Packets
Spell packets are constructed with bird seed and fabric. The
bird seed should be the small variety, with no large sunflower seeds or other
heavy or sharp items that could hurt. Some players keep their packets in a
pouch that has a residue of corn starch in it. A spell packet covered in corn
starch will leave a mark on the target.
Do not use replacements! Rice can get wet and turn into a
hardened ball, and many people are allergic to talcum powder. Rubber balls or
tightly packed rubber bands will be too hard. If you are caught using something
other than bird seed and your spell packets are coated in something other than
corn starch, you will have your packets and spell tags confiscated and will
lose your spells for the rest of the day.
The birdseed is placed in the center of the fabric, and the
fabric is gathered around it and taped together or sewn shut. If there is a
“tail,” it must not have sharp tape extending past the end of the tail, and no
metal or plastic tie wraps may be used. Packets should be loosely packed—tight
balls of birdseed can hurt!
The packet may be of any color except orange. (Orange packets
are used to represent alchemical gas globes.)
You may want to personalize your spell packets in some way by
using a distinctive cloth or writing on the packets. This is a good way to make
sure you can get your packets back after a battle without arguing with other
spellcasters about whose packets are whose.
You should never use so much material that the resulting
packet cannot fit into a 35mm film canister. Packets that are larger than that
will be confiscated by a marshal.
Spell packets are visible as an opaque colored aura of energy
only when held in the hand. In-game they are visible but they do not produce
any light. They are not in-game items and cannot be stolen, disarmed or
removed.
Example one: Rand the
fighter is walking down the road when he sees Irene the Healer coming towards
him. He notices that she has a handful of spell packets. In-game, he sees magic
energy floating around her fingertips and knows that she has “called up” the
powers within her to be ready to cast at a moment’s notice if needed. “Hey,
stop that!” says Rand. Irene frowns but puts the packets back in her pocket.
In-game, Rand has seen her turn off the magic energy. She can still reach into
her pocket and pull them out, but the extra time it will take her represents
the channeling of energy needed to cast the spell.
Example two: The foul and
evil liche Nogoodnik has captured our heroes and has placed them in a cell. He
sees the party’s mage with magic energy floating around her fingers. “If you
don’t call back that energy,” says the liche, “I will kill my captive.” The
mage grudgingly pulls the energy back (by putting the packets back in her pocket.)
The liche cannot take the packets away from the mage as they are not in-game.
You should not carry in your hand more spell packets than you
can actually cast (although you can have plenty extra in your pouches or
pockets). If you only have 3 spells, you cannot have a cauliflower hand with 42
spell packets between your fingers. You can carry packets to represent scrolls
or magic items that require a thrown packet but those items must be readily
available and not stashed away in a backpack.
Casting
Spells
To cast a spell, the caster must have a spell packet in hand.
The hand and arm with the spell packet in it must be “free” (Hands that are
holding something else, are broken, or are tied or bound either physically or
with a binding spell are not “free”). The caster must then correctly recite the
short phrase associated with the spell in a voice loud enough to be heard by
the intended target. Within two seconds after finishing the verbal, the caster
must then throw the packet and hit the target or the target’s direct
possessions, including cloaks, shields, weapons, pouches, or a carried creature
or other object.
The short phrase or “incantation” of the spell is spoken in
plain English so the victim will know what spell has been cast. In game, these
words are understood by anyone, but have a “magical effect” associated with
them that makes them different from normal speech. Even though you can speak
the language, you cannot “fake” a spell incantation or otherwise bluff the
casting of a spell. You also cannot as a bluff “start” the incantation to a
spell you do not have memorized.
Spellcasters lose the power to cast a spell as soon as the
incantation has begun. You cannot start the incantation for a spell, change
your mind, and then still have that spell. You must wait until the following
game-day to restudy and store the mystic power to cast the spell again.
If the caster takes any body damage from the start of the
incant until the packet is thrown, then the spell is ruined. An active Bless, Greater Bless, Shield or Greater Shield spell will protect the
caster, as will Magic Armor or a suit
of armor.
Touch-Casting
Touch-casting is performed by holding a packet and placing it
against the target you wish to affect. The obvious advantage to this is that
there is no chance of missing and wasting your spell.
In such a case, the spell recipient may choose to “accept”
the spell, thus letting it past their Spell Defenses such as Shield Magic or Reflect Magic. The recipient must be conscious to “accept” a spell
without triggering the Spell Defenses.
You may never “accept” a thrown spell. The decision to accept
a spell through touch-casting is made immediately after the spell is cast. This
is to prevent a caster from tricking an unsuspecting victim.
The recipient of a touch-cast spell can always refuse the
spell by saying “refused.” This will use up the spell, but have no effect
whatsoever on the recipient. Whenever attempting to touch-cast, you must abide
by all NERO safe conduct rules.
You may not touch-cast if both of your hands are bound in any
way, either physically or through binding effects such as Bind, Confine, Imprison, Paralyze or Web. You are allowed to touch-cast when your feet
are bound, or under a Pin effect,
since you have at least one hand free enough to perform the casting. This
includes touch-casting on yourself.
For example, Truxton is hit
with a Bind spell. He has a Release spell in memory but he cannot cast it (or
even touch-cast it) so he’s just plain stuck.
Touch casting can only be used for spells and cannot be
performed with gasses or special abilities that use packets, unless the special
ability includes a complete incant of a spell. For example, most monster
abilities, like 10 Elemental Fire, can never be touch-cast.
Schools
of Magic
Whenever your character begins learning magic, either
celestial or earth, you must select which of the two is your primary school of
magic. The other will be the secondary, costing more to buy. There is nothing
preventing you from learning both earth and celestial magic but a separate
spell pyramid must be built for each school.
Spell
Rules
Identical spells may not be stacked. No person may have a
second copy of the same spell actively affecting him or her unless the spell
description states otherwise. For instance, you may have a total of three of
the following spells in any combination: Endow, Delayed Endow, Flame Blade, and Enchanted
Blade.
If you are hit with a second effect that isn’t stackable, the
call is “got it”. Calling “No effect” in this situation is incorrect. This definition is extended to include all
identically named NERO game effects, not just spells. Identical effects are not stackable, unless noted in the effect’s
description.
Spell defenses carry over from adventure to adventure. A
fighter who still has a Greater Shield
spell on him at the end of a NERO adventure weekend will still have that spell
at the beginning of the next weekend or module (if he has not lost his tags
between events!). This rule applies only to spells that are “indefinite” in
duration. There can be no Wards or Wizard Locks active when the game
starts.
In-game, Spell Defenses are visible as a flash when they go
off. It is obvious to anyone looking at you that you were protected from an
attacking spell. You must state what the defense is at the time by saying “Reflect Magic” or “Shield Magic” for example, thus informing all observers that the
spell was unsuccessful. Saying “flash” or “no effect” is not allowed. (Spells
such as Bless and Shield which merely add hit points do
not have to be so announced.)
Bind, Confine, Imprison, Paralyze, Pin, and Web are all visible to any viewer while
they are in effect, so long as they take the time to observe them (they must
ask the affected player). The spells Wall
of Force, Wizard’s Lock, Ward, and Circle of Power are also visible, provided that the physical
representation (rope, building or otherwise) can be seen and the viewer takes
the time to observe them.
You cannot call a Hold to determine whether any visible
effects are present. The amount of time it takes to ask if your character sees
the effect is the amount of time it took your character to notice the effect.
The spellcaster is not immune to his or her own spells, nor
can they automatically dispel or deactivate their own spells, unless
specifically noted in a spell’s description.
Example one: Ki’Riuna the
mage casts a Web spell at Grumpy the
goblin. She then questions him while he is standing there webbed. She cannot at
the end of her questioning say “I hereby cancel the spell.” She must cast a Dispel
Magic or Release spell or must leave the area as required by the spell.
Example two: Ki’Riuna has no
spell defenses left after a fierce battle with undead. She finally sees the
evil necromancer who has been leading the undead and she throws a Web spell at him. However, the necromancer has
a Reflect Magic spell active which
“bounces back” the Web spell to
Ki’Riuna. Even though the Web was her
own spell, she is still affected by it, so she becomes webbed. Since a Web spell will remain in effect as long as the
caster is within “line of sight,” Ki’Riuna will remain webbed unless someone
else gives her a Release spell, or
until she becomes unconscious.
Eldritch
Power
Many of the spells call upon an energy called eldritch power.
This is a type of energy that only affects beings that are alive or animated.
If you cast a Flame
Bolt spell at someone and miss and hit a tree, the tree will not catch on fire.
Nor can you use an Ice Bolt spell to
keep your ice cream cold. These spells can only affect creatures that are alive
or animated.
Healers
vs. Undead
In the battle against the foul undead, the healer has a very
powerful weapon. Undead creatures are the reverse of living beings, and so are
affected by healing spells in a reversed manner. Any curing spell cast upon an
undead will instead do damage to them equal to double the amount of healing.
Any damage-causing necromantic spell will heal the undead for double effect.
Thus a Cure Light
Wounds spell will do 4 points of damage against an undead, and a Cause Wounds spell will heal the undead
for 8 points.
Reversible
Spells
Many earth magic spells are reversible (for example, Cure Disease and Cause Disease). These spells do not have to be learned or
“memorized” separately. In fact, there is no way to separate the two spells. If
you know the spell Cure Wounds, you
automatically also know Cause Wounds.
You cannot “forget” how to cast necromantic spells or otherwise claim to only
know one side of a reversible spell.
You can decide at the moment of casting which spell effect
you will use (with the proper incantation, of course).
The reverse of many healing spells are necromantic,
identifiable by the word “chaos” in their incant. Beware however, that in-game
laws might exist against necromancy; if you are discovered casting necromantic
spells such as Create Undead, you’d
better be ready to face the in-game consequences.
Necromancy
Is necromancy evil? Not every person on Tyrra thinks so—in
fact, it is perfectly legal in some places. However, necromancy is illegal in
most parts of the world because many people believe it draws upon the decaying
and dying aspects of the earth and thus prevents the earth from acting
“naturally.”
The most accepted in-game explanation is this: Imagine the
planet going through its seasons normally from year to year. Healing spells “go
with the flow” of this cycle and do not disrupt the orderly process of living
and dying that are part of this orderly system. Necromancy “goes against the
flow” of this cycle by tapping into the chaotic forces that are not part of
this system. Creating undead, for example, requires that a spirit behave in
ways that are contrary to the orderly flow of the cycle.
This in-game “theory” has been used in the past to explain
large numbers of undead randomly appearing (“The chaos in this area is so
strong that the cycle is being completely disrupted!”) as well as aberrant
weather (“This cold wave this time of year can only be explained by too much
necromancy being cast in the area!”)
Of course, there are many scholars who believe that this
theory is a load of goblin dung and that bad weather and undead rising are all
part of the normal cycle. It is up to you to decide as your character how you
feel about the issue.
Assume for game purposes that there are many learned
treatises on both sides and that people have been arguing the point for many
hundreds of years.