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 spells 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 scrolls 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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