|
| ||||||
|
Formal Magic Casting Rules
1 Introduction Welcome to the NERO® Formal Magic System©. DOWNLOAD the PDF File Now! The system may be modified from time to time by NERO International. Suggestions for modifications to these rules should be directed to NERO International at neroint@aol.com with NERO FORMAL MAGIC as the subject. 2 Additions and Interpretation of Formal Magic Rules by NERO Chapters These rules may not be modified in any way by the NERO
chapters, nor can any game effects change the way these rules work. Local chapters may not alter the mechanics
of any of the rules contained in this rulebook. This includes weekend effects as well as area-specific
effects. None of these types of effects
are ever allowed under any circumstances.
Scrolls may not contain modifications or flaws of any kind, except to
make the scroll unable to be copied.
The scrolls listed here may not be changed in any way. If used, they must be used exactly as
written. Urgent questions and
interpretations of these rules will be left to the local Formal Magic marshal. Any questions, interpretations, and local
rulings should be brought to the attention of NERO International, which serves
as final arbitrator of these rules.
NERO International will not overturn decisions made by the local Formal
Magic Marshal unless it is absolutely necessary, although wording may be added
to the system to negate any confusion in the future. 3 Governing Rules
Anyone who possesses the skill Celestial Formal Magic or Earth 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 for the entire duration of the formal magic casting.
No target may retain more than 5 different formal magic effects simultaneously. There are some items of Unrestricted Transfer issued prior to August 1, 1999 that are above this limitation. If a target already contains 5 formal magics, and a sixth casting is attempted, the casting will fail on that target. The formal magics Investiture and Interplanar Travel do not count toward this limit.
No Formal Magic may have a duration of longer than two years. There are some items of Unrestricted Transfer issued prior to August 1, 1999 that have a duration of up to three 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. Some chapters end the game day at around 3 PM.
If any LCO components, scrolls, items, or spells are used to create magic item, the resulting item becomes LCO. This includes new spells that are being tested.
A formal magic caster can not cast more than one formal
magic spell at any given time. 4 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 a Celestial Formal Magic, then only count the number of levels of Celestial 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. [Clarification, August 3, 1999] A batch must have a
single target.
Circle This term refers to the Circle of Power used for the formal magic casting. This circle may or may not be extended past the normal (one hour) duration.
Permanent Circle of Power - The NERO 7th edition rulebook defines Permanent Circles of power on page 44. These Formal Magic rules define expiration dates for Permanent Circles of Power, which means they are no longer truly permanent. The word 'permanent' is retained for consistency with the NERO 7th edition rulebook.
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. If there is no printed expiration date then the expiration date is assumed to be December 31, 2000.
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.
Unrestricted This term refers to an item that was placed into game according to the Treasure Distribution Policy issued by NERO. Magic items are also given this classification if they are constructed using components, scrolls, and production items of Unrestricted classification. Formal Magic scrolls that were created prior to August 1, 1999 are granted this status if they conform to these rules.
Local Chapter Only (LCO) This is a special Plot related item or effect that can only be used in the issuing chapter. To all other chapters, the item does not exist for use in-game.
Restricted This means that the item existed before November 11th, 1998. These types of items might only be accepted in some chapters. The issuing chapter has no say whatsoever as to whether or not the item can be used elsewhere (see Local Chapter Only, above). These items all expire on December 31st, 2000, (or sooner, in some cases). If these items are the target of an Unrestricted formal magic casting, the item will still retain its Restricted classification. If these items are the target of a formal magic casting that would result in the new portion of the item expiring beyond December 31st, 2000, then the entire item will retain its original expiration date. In this case, the new portion would receive an expiration date of December 31st, 2000. Scrolls can never be this classification.
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. 5 Circle Of Power Requirements All formal magic castings must be performed within a Circle of Power.
Casting a formal magic in a circle from the opposite school automatically places the formal magic casting in Dark Territory. If two or more formal magic castings are performed in the same circle at the same time they are all cast in Dark Territory.
Note that you can cast a formal magic with a one-hour casting time from a Circle that will expire in one hour, if this is stated to the marshal in advance, and the formal magic casting is begun immediately after casting the Circle of Power.
6 Success versus Failure
The 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 cast beyond 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.
7 Multiple Formal Magic Cast upon a Single Target The 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. That caster is no longer required to remain in the circle of power. 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.
8 Tags
Every formal magic in this system has a corresponding tag. Chapters are not permitted to re-issue tags issued from another chapter. Thus players may not add formal magic effects to items tagged by other chapters, since the local chapter may not re-issue the tag. Chapters may re-issue tags from their own chapter (adding new effects if appropriate), but the Transferability status of an item can never increase. This means that if an Unrestricted transfer item has an LCO Enchant cast it, the tag must be reissued as LCO. If an item has effects of varying durations, the duration of each effect must be marked. Magic item tags cannot be marked or modified other than to reduce numbers of charges or destroy the tag. Any magic item or component tag that is destroyed or expended must be turned into the local chapter, who will return it to the issuing chapter in a timely manner for tracking purposes.
Each tag for items generated using the Formal Magic system must be marked as "Indestructible" or "Destructible"
9 Targets The 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 Investiture/Divestiture, Create Mark / 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.
10 Pyramids Casting 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.
11 Transform All Transform formal magic is considered dormant. The existence of a Transform is revealed during a Celestial Identify but not the type of the Transform. At the time of the targets 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 local NERO chapter. In situations where the transformation takes place prior to the permanent death, the Transform is no longer dormant, and can be identified in a Circle of Power. The invocation of the transformation is generally not for use during situations where PCs are 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. This includes Local Chapter Only Transform formal magic.
Being an NPC means that the target is completely under the local chapters 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. 12 Creation and Summoning Local 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 will 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 isnt 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. NERO International is currently compiling a complete list of acceptable commands, please send all suggestions via email to pro@cobweb.net with NERO FORMAL MAGIC as the subject.
Intelligent creatures are not automatically controlled. They may be friendly or may simply attack. Negotiations may take place between the caster and the created or summoned intelligent creature.
A creature created or summoned in one NERO chapter might be prohibited from being taken to another chapter. If the creature can be taken to another chapter, the card used will be the card of the similar creature at the destination chapter.
Special Rules for Pantherghast: A Pantherghast will be genocidal against one race. The Pantherghast will focus on the race named by the caster. The Pantherghast may choose to roleplay with the caster before beginning the hunt. Pantherghasts seek to exterminate the hunted race.
13 Golems The creation of Golems follows the Creation and Summoning rules above in addition to the rules below.
The formal magic will create a golem, and place a willing spirit and associated body designated by the caster into the golem. If the caster places a simple animal within the golem, then the animal need not be willing at all, and the golem is mindless and under the control of the caster. If an intelligent spirit and body are placed within a golem, then that spirit will be able to command the golem from inside, and use all of the golems full abilities. The golem will always be recognizable as the spirit who inhabits the golem. Note that any attempt to extend the golem through other formal magic casting will be successful, but fruitless. The golem will cease functioning 5 days after the first command it executes, regardless of whether or not it has been extended.
In addition to the components, this formal magic requires silver pieces equal to the number of body points divided by ten (round up) which will be incorporated into the body of the golem, and is retrievable when the golem is destroyed. On occasion, some (or all) of the silver will be useless and irretrievable.
A golem will always be unaffected by Life and Death effects, and will be considered Dead as soon as it reaches zero body points or receives a killing blow, even if it can normally be healed. If this occurs, any spirit and body that inhabit a Golem will seek resurrection.
When this formal magic expires, the spirit and body will emerge without the occurrence of a death. The body will retain any battle magics that were cast upon the golem, and exhibit wounds identical to the golem's (i.e., if the golem had a shield magic spell and was down by 15 points, the person takes the shield magic spell and is down by 15 body). The person will have at least one body point.
If Destroy Celestial Magic is successfully cast on the golem, the spirit and body will emerge without the occurrence of a death in a similar condition as described above.
14 Effects of Gypsy Curse upon Formal Magic Gypsy curse may in no way affect the casting of the formal magic. 15 Transferability of CharactersSince the spirit of a player character is by default an item of unrestricted transfer all formal magic upon the spirit of a player character is listed on that characters card. A Local Chapter Only Formal Magic on the spirit is considered in the total limit on formal magic upon a single spirit. The effect of Local Chapter Only formal magic on the spirit will be suppressed when outside the chapter of origin.
16 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.
17 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.
18 During the Time of Formal Casting
When 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.
19 Materials Checklist Here 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 Formal Magic Components. A circle of power. This may be a formal magic platform, a protective circle, a full circle, or a Circle of Power spell. 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.
20 Finding a Marshal The caster is responsible for locating the marshal. Some chapters provide a list of the available marshals at a given event to players who inquire. 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 marshals character cannot be present in any way, even as a mere onlooker. Many chapters do not allow a marshal to marshal a formal magic in a situation where his or her close friends are involved, especially for fellow in-game associates.
21 Marshal/Caster Preparation A) Prior to the actual start of the formal magic any players involved should be informed by the marshal if the resulting item will be of any other category besides Unrestricted and why. This requires an advanced examination of all materials involved in all of the formal magic castings. Since magic item categories are mostly due to out of game issues, the intent of this rule is to insure customer satisfaction. In order to have Unrestricted transferability all components, scrolls, and effects used must be Unrestricted. No effect that alters these rules may be in effect. If these conditions are not met the item or effect created will automatically be Local Chapter Only.
B) 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 D)
C) 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 hasnt 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.
22 During the Casting of the Formal Magic D) In order to begin the formal magic, the Caster states "Beginning Formal Magic". Confidentially ask the Caster if they are waiving auto-success, and casting in Dark Territory. Insufficient components will result in the marshal stating "The Formal Magic does not begin". If this occurs, the components are not consumed.
E) 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.
F) 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 exact amount of roleplay or activity is left up to local plot/rules. 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.
G) 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.
H) 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. The components are consumed.
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. If the result indicates that the target should receive an additional formal magic effect and the target is at the limit of effects it can hold, the additional effect will fail.
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. 23 After Casting the Formal MagicI) 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 casters card, including the date, time completed, level and results. Indicate results in the log and indicate any results that need be entered on any characters card at logistics or that must be referred to another chapter. 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. (It is best to use a sealed plastic bag). 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 in NERO are to be kept in a permanent database. All tags must be printed from that database and signed by an authorized member of staff. Any Magic Item/Effect Tag found which is not in the database is subject to confiscation pending a disciplinary investigation.
All expended components, scrolls and other tags
should be turned in to Logistics so they may be returned to the chapter of
origin for tracking purposes. |
|
Terms & Conditions Web Site Comments / Suggestions Copyright© 1988-2007 NERO® International Holding Co., Inc., All Rights Reserved The NERO Rule Book© is Copyrighted 1988-2007 by NERO International Holding Co., Inc., All Rights Reserved. |