NERO
Formal Magic System
Characters who have learned a ninth level spell can learn Formal Magic. Once a character has
reached this point, they often give themselves the title of “Wizard.” Some
Wizards add a personal bit to this title so that the entire title might be
“Wizard of Earth Magics” or “Wizard of Might and Power” or “Wizard of Life
Healing.” It is up to your character to decide how pretentious to make his or
her title or even whether to use one at all. Some refuse to use the title at
all, and others use “Sorcerer,” “Warlock,” or some other title. Most people
don’t bother Wizards about their titles; After all, it really isn’t a good idea
to have a spellcaster who can cast Formal Magic mad at you.
Formal magics are used to perform grand magics such as making
magic items and weapons. Some items can be made only by Celestial Formal Magic
and some only by Earth Formal Magic. One of your character’s primary ongoing
quests might be to search for the Formal Magic Scrolls and Formal Magic Components
needed to create Magic items. You could pay one of the Guilds to use your
formal Magic Components and/or Formal magic Scrolls to make a Magic Item for
you or cast the Formal Magic Spell yourself when you are powerful enough. After
all, you can wait and hope that maybe someday you might find a magic sword on
an NPC, but wouldn’t it be better to have one made specifically for you?
Formal Magic Scrolls are magical scrolls of immense power in
and of themselves and will always detect as magical. They are indestructible by
their very nature and cannot be Shattered, Destroyed, or affected by
traps of any kind. They are treated as Magic Items for the purpose of stealing.
A Formal Magic scroll can only be read by one who has the
skill Formal Magic in the appropriate
school. To everyone else, the scroll will be unreadable. Characters invested in
a Permanent Celestial Circle of Power
can Identify the scroll as they do
all magic items.
Formal Magic scrolls cannot be copied by normal means. The
magic on a Formal Magic scroll is so complex that the mind cannot retain what
is written. One cannot witness a Formal Magic ceremony being performed and
remember how it was done.
A Formal Magic Ritual cannot even be attempted by a character
who does not possess the skill.
All Formal Magic effects last for five days unless otherwise
noted on the scroll itself. These effects are not the same as standard spells,
and as such are not affected by the rules on stacking spells or spell defense
limitations.
In addition, there is a chance that a Formal Magic casting
will fail, be flawed, or backlash, and/or some unforeseen side effect to occur.
There are many intricacies of the Formal Magic system that
are not explained here. You can learn about the NERO Formal Magic System (FMS) through
in-game resources who may be misinformed or give you false information, or you
can acquire the FMS at your local chapter or by contacting the NERO Intl.
Office. You can then decide how much of the NERO Formal Magic System your
character knows or understands.
Here is a description of some of the most common types of
Formal Magic effects on Magic Items. Further information on Formal Magic
Scrolls can be found in-game, or in the NERO Formal Magic System. This is not
the total list, but merely the ones with which most players will encounter:
Bane is a magical defense that reflects the attack back upon the attacker. It
works once a day, at will (even before a spell defense), and protects against
only one type of effect. For example, a Bane versus Sleep
could be used against a Sleep spell or a Sleep gas poison.
Channel allows a spell to be cast from memory and used as a Spellstrike through a
weapon. The tag will read “Channel <spell name>” and can be a number of
times ever, or times per day. The proper verbal is “Channel <complete spell
incant> Spellstrike <spellname>.” While saying the spell incant
portion of the verbal, the caster must follow all of the normal rules for
casting spells, with one exception – they must have the Channeling weapon in
their hand(s). While performing the Spellstrike porting, all normal Spellstrike
rules must be followed.
Cloak is a magical defense that works once per day at will (even before a spell
defense) and protects against only one type of effect such as Fire or Binding
Magic. For example, a Cloak versus Fire could be used against both a Flame
Bolt spell or a fire trap.
Damage Aura is used to
add extra damage ability to the striking surface of a weapon. (It does not help
with waylay.) The wielder does not change their damage call when using a weapon
with a Damage Aura (see Magic Aura). It will detect as magical. In some
chapters, white duct tape is used to denote these weapons so that these weapons
are noticeable to any who observe them.
Enchant stores a
spell into an item to be cast later for use once ever.
Expanded
Enchantment stores a spell into an item for use once a day.
Item Mark is used to mark a particular item. The mark must be between 1 and 10 square
inches and appears on the surface of the item. The exact design and location of
the Mark is decided when the Formal Magic is cast. This mark can be covered by
normal means, although no covering is ever allowed on the striking surfaces of
weapons.
Magic Aura is used to make a weapon strike with a Magical sting to it. It does not
grant any extra damage and it requires the wielder to call “Magic” instead of
“Normal” or “Silver” or another call. In some chapters, white duct tape is used
to denote these weapons so that they are noticeable to any who observe them.
Weapons with Magic Aura are necessary to destroy certain undead and the wielder
of Magic Aura weapons are often targeted by these undead abominations.
Obliteration
is a very powerful Formal Magic that causes the
victim to suffer the same effect as dying and resurrecting three times,
although only one trip to the Earth circle is necessary. However, no “picks”
are made for any of the deaths. After the Formal Magic is complete, the victim
is still able to receive a Life spell for the next five minutes, and only one
such 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.
Protection
Aura creates a magic item that grants the possessor a Threshold,
as described in the chapter on Special Abilities. This protection extends
outside a suit of armor, and outside of all defensive spells except Magic Armor.
Spirit Link
magically
attaches an item to a spirit, thus making it unstealable. The item must always
remain in contact with the creature to which it is linked. (It does not have to
touch the body directly; a glove or other piece of clothing can come between
the item and the person.) If the creature is affected by a Disarm spell, the victim should call “Spirit Link,” and the item
becomes unusable for five seconds as a weapon or parrying device. When a
creature with a Spirit Linked item dies, the Spirit Linked item becomes
insubstantial with the spirit and travels to resurrect, reforming with the
spirit. If the item is a container, it does not bring the contents with it. If
the creature permanently dies, the body and item return to the point where the
body dissipated. The item is then linked to the next creature with a spirit
that touches it, even through gloves or other possessions.
Spirit Mark is used to
mark a particular person’s spirit. The mark is always present on the spirit’s
body, in the location and with a design as decided by the original Formal Magic
caster. This mark can be covered by normal means.
Formal
Magic Components
In order to cast a spell from a Formal Magic scroll, one must
also have the Formal Magic Components. These components are represented in-game
by a small popsicle stick with a number and a description of the item. Some
chapters also provide the actual prop itself. If your chapter does not, it can
only increase your roleplaying fun if you were to provide your own props.
Formal Magic Components may be found as treasure in a module,
on an NPC, or randomly in the woods. Sometimes you can “Harvest” components on
your own, too.
Some Formal Magic Components like “swamp gas” or “skunk odor”
cannot be easily represented with a prop, but players should roleplay it out by
“capturing” the gas in a container. The guilds may have specific containers
available for your use if you stop by and ask.
Sometimes, the essence of a monster that is not going to
resurrect can be obtained. To get the essence, the body must be reached within
one minute of a Killing Blow (or
whatever caused the final death). The character must hold an empty closeable
vial in one hand and touch the monster’s slain body for 10 seconds. During this
time, the character can use no other skills. If you are interrupted while
harvesting the essence, it is immediately lost forever.
Every character has this “skill.” If the monster is
successfully given a Life spell (or
whatever is appropriate for that monster), then the essence of the monster goes
back into the living creature.
Note that even if this process is followed correctly, many
individual monsters’ essences cannot be made into ritual components. You will
not know if the harvesting works until after the time is spent to try to
harvest it.
Permanent
Circles of Power
In order to use the powers of a Permanent Circle, you must be
Invested in that Circle. Investiture
is a Formal Magic Spell that must be performed upon you in that Circle.
In order to pass into or out of the Circle, you must be
“recognized” by an invested member of the Circle. The invested member must clearly
gesture, touch, or name the subject creature and must state “the Circle
recognizes you.” This is an out-of-game statement, so it can be made while Silenced. The effect is understood
in-game by all who hear it.
Upon being
recognized, a person must immediately enter
or exit the Circle. If the recognized person does not immediately act upon the
recognition, then the recognition will expire.
Invested members may walk freely into or out of the Circle,
since its assumed that they “recognize” themselves. Invested members who are
unconscious (or conscious, yet unwilling) will not pass through the Circle
unless recognized by someone else. When using combat skills or spells, you must
be completely inside or outside of the Circle of Power. For example, you cannot
begin a spell incant while inside the Circle, and then step out and throw your
packet.
A Permanent Celestial Circle is capable of performing an Identify on an item or person. The item
or person to be Identified must be
within the circle completely.
If performed on an item, Identify
tells the caster of the Identify
if the item has any magical properties and how the item works. If performed on
a person, Identify will tell which
active spells or Formal Magic Spells are upon the person as well as identifying
all magical items the person has in their possession. Sometimes, an Identify could reveal the magical
properties of a creature.
Identify does not
tell anything else. It does not identify background, age, race, class, skills,
monster abilities, favorite color, or any other information.
A Permanent Earth Circle is capable of providing Resurrections. The spirit to be Resurrected must be in the Circle. This
will take 15 minutes to complete and will bring a body to full body points.
During the 15 minutes, it is apparent to all observers that a resurrection is
occurring, although the exact identity is unknown to all except the invested
healer performing the resurrection. The healer may choose to reveal the
identity of the person they are resurrecting, if desired. For more on
resurrections, see the chapter on Matters of Life and Death.
If you want to raid a Circle
of Power, the same rules as raiding a cabin will apply; you must have a
marshal present. (See the chapter on Stealing and Searching.)
Magic
Items
Magic items can be found or made through the NERO Formal
Magic System. Most give the wearer the ability to utilize a spell. Some items
grant the wearer effects from the Formal Magic system, but these are rare
indeed.
Until you have an item Identified,
you will not have the tag for the item and thus will not be able to use it,
even if you are already aware of the item’s power. You must proceed to the
Mages’ Guild to receive the tag. If you are given the item and are told in-game
what the item’s powers are and how it is used, you do not have to go to the
guild. Make sure that the player giving you the item also gives you the magic
item tag.
Spells from a magic item act just like a regular spell. They
provide the character, no matter what class or level, the ability to use that
spell.
When using a magic item, you must say “Activate <Spell
Incant>.” This is an in-game statement that cannot be made if you are Silenced, gagged, or otherwise unable to
speak. If the spell requires you to hit a target with a spell packet, then you
must have a packet and throw it, obeying all spellcasting rules. If the magic
item duplicates a skill (such as Dodge),
then you merely have to call out the skill name as per the rule pertaining to
that skill. If the magic item duplicates a spell where the caster has a choice,
the choice must be stated after the spell name; for example “Activate Disarm longsword.” In-game, the effect
of an activated magic item is recognizable to all who hear it.
Magic items can be directed at yourself even in situations
where you would not normally be able to touch-cast. Speaking is not considered
an in-game “ability,” so these items be used even if the character is not
allowed to use “game abilities” for some reason.
For example, Luna the healer
has a magic item with a Purify Blood
spell. During a battle, she is hit with a Nausea poison. Because she is under the effects of the poison, she cannot use
in-game skills and cannot cast a Purify Blood spell on herself. However, since she can still speak, she can say
“Activate I Call Upon the Earth to
Purify Your Blood.”
Example two: Luna has a
magic item with a Release spell in
it. She is captured and has her hands tied behind her back. She cannot cast a
spell, but she can activate a magic item. She waits till her captors aren’t
looking and then says “Activate, With
Mystic Force I Release You.” They
turn back to get her, but now she has her hands free and is ready for them.
Example three: Luna has been
captured by Muka the Evil. Muka tied Luna’s hands behind her back and sat her
down under a tree. Luna has already used up her Release item, but she still has a Flame Bolt item. She cannot activate this however
because it would require a thrown spell packet and both of her hands are tied.
There are three main types of Magic Items:
Limited
(Times Ever): This denotes an item with one-shot spells in it. Once the
charge is used up, it is gone forever. These items are rarely indestructible—so
beware of Shatter spells. When you
receive a magic item tag for a “Times Ever” item, the appropriate spell tags
will be stapled to the back.
Once those spell tags are gone, the item no longer will
detect magical though it still may have an in-game monetary value.
Temporary
(Times per Day or Other): This denotes an item with charges that are replenished
at the start of every game-day. To get any spell tags that are used with the
item, you must bring both the item and the item tag to logistics each game-day.
Most of these items are indestructible, and are not affected
by Shatter, Destroy, or any kind of trap. If the item is Shatterable, it will be marked on the magic item tag.
Permanent
(Times per Day or Other): This denotes a Formal Magic effect stored in an item.
This is used for effects such as Damage
Aura that make a weapon do extra damage (and hurt creatures damaged only by
magic). To get any spell tags that are used with the item, you must bring both
the item and the item tag to logistics each game-day. Most of these items are
indestructible, and are not affected by Shatter,
Destroy, or any kind of trap. If the
item is Shatterable, it will be
marked on the magic item tag.