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[Formal Magic Intro]
[FM Casting Rules]
[FM Scrolls]
[FM Components]
[FM Casting Flaws]
[FM Spells Level 1]
[FM Spells Level 2]
[FM Spells Level 3]
[FM Spells Level 4]
[FM Spells Level 5]
[FM Spells Level 6]
[FM Spells Level 7]
[FM Spells Level 8]
[FM Spells Level 9]

Level 2 Formal Magic Spells


Name:                        Cloak, Minor (scroll specific)

Target:                        Item or Body

Duration:       Until Used, for a maximum of one year

School:                       Celestial or Earth (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.

 

This effect is described under Cloak in the 7th edition NERO Rulebook on page 44.  The user of this formal magic touches the item and calls "Cloak vs. <effect>".

 

The following Cloak effects are allowed:

 

Binding (Earth or Celestial) – protects from Pin, Bind, Web, Confine

 

Chaos (Earth only) – protects from any effect that invokes “Chaos”.

 

Charm (Earth or Celestial) – protects from Charm, Shun, Dominate, Fear, and Vampire Charm.

 

Command (Earth or Celestial) – protects from Awaken, Charm, Shun, Silence, and Sleep.

 

Curse (Earth 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 (Earth only) – protects from any effect that invokes “Earth”.

 

Fire (Celestial only) – protects from any effect that causes Flame damage.

 

I Call Forth (Celestial only) – protects from any spell with the incant “I Call Forth”

 

Ice (Celestial only) – protects from any effect that causes Ice damage.

 

Lightning (Celestial only) – protects from any effect that causes Lightning damage.

 

Sleep (Earth or Celestial) – protects from any effect that causes Sleep.

 

Summoned Force (Earth or Celestial) – protects from Disarm, Shatter, Destroy and Enflame

 

<Spell Name> (Earth or Celestial) – protects from the specific spell (below 9th level), but not a gas which duplicates the spell’s effect

 

 


Name:                        Create Minor Golem (scroll specific)

Target:                        A simple animal, or a Spirit and Body

School:                       Celestial

Duration:       Until destroyed, or 5 days after the first command is executed.

Components:            P2, C2, E2, S2, V2

Approved Golems: None

 

This formal magic creates a golem of the type specified by the scroll.

 

 


Name:                        Create Minor Undead (scroll specific)

Target:                        Permanently dead body(s)

School:                       Earth

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:                       Celestial or Earth (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:                       Celestial

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:                       Celestial or Earth (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.  While that particular Spirit Link is gone forever, other magic present upon the spirit is unaffected.

 

 


Name:                        Magic Aura

Target:                        Weapon

Duration:       5 days

School:                       Celestial

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:                       Celestial or Earth (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:                       Celestial or Earth (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.

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