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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 6 Formal Magic Spells


Name:                        Bane (scroll specific)

Target:                        Item or Body

Duration:       5 days

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P6, C2, D2, E1, V3

 

This formal magic will create a once per day protection that will reflect a certain type of effect.

 

The item must be touched and the effect must be spoken aloud at the end of the formal magic.

 

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

 

The following Bane 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 Major 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:            P6, C4, E4, S3, V3

Approved Golems: None

 

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

 


Name:                        Create Major 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:            P6, C4, E2, V2

Approved Types: None

 

The number of Undead creatures created is equal to one third the Formal magic levels of the formal magic caster rounded up. 

 

In addition to the components, this formal magic requires ten silver pieces or one gold 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 or gold will be destroyed and irretrievable.


Name:                        Create Protective Circle

Target:                        Circle of Power

Duration:       1 Year

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P6, C3, E3, S3, T4

 

This formal magic, when cast upon a Circle of Power made up entirely of circles of the appropriate school, will cause the target to be extended beyond its normal (one hour) duration.  The target circle will become a Permanent Circle of Power of the appropriate school, except that it can never perform the function of Identify or Resurrection.  Anyone within the target circle during the entire casting of this formal magic will receive an Investiture to the Permanent Circle of Power.

 

This formal magic will not create a Permanent Circle of Power around, within, or overlapping another Circle of Power of any type lasting longer than one hour.  If this is attempted, this formal magic will automatically fail.

 

When the circle is identified, the number of spirits invested will be revealed as well as any invested members who are presently in the circle.  There is no limit to the number invested.

 

A marshal’s note must be included with each circle listing the expiration date for the circle and all invested members (IG and OOG names).


Name:                        Expanded Enchantment

Target:                        Item or Body

Duration:       5 days

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P6, C3, E3, + P equivalent to level of the spell being expanded

 

This formal magic will place one battle magic spell of the appropriate school onto the target.

 

The caster must state the word, "I imbue this target with the spell" and then the spell must be cast from the caster’s memory at the end of the formal magic.

 

An Expanded Enchantment upon a body counts against the 5 formal magic limit of the spirit within the body.

 

The possessor of the Item or the spirit inhabiting the Body is imbued with the ability to cast the spell, once per day, using the word "Activate" followed by the full incantation of the spell.  For example, an item with a Flame Bolt Expanded Enchantment upon it may be used by touching the item and saying "Activate - I call forth a Flame Bolt" and throwing a packet.  A packet is required even if the item is activated upon the person possessing the item. Other than requiring the word "Activate" before the incantation, the use of an Expanded Enchantment item follows all normal spell casting rules.

 


 

Name:                        Spirit Link

Target:                        Spirit and Item

Duration:       5 days

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P6, C3, E2, S3

 

This formal magic creates a link between the targets.  The targets must both be in physical contact with the caster during the entire casting of the formal magic.  The item must be considered a possession of the target spirit, and must be movable by that spirit when in their normal body.

 

While the item is linked, it cannot be separated from the person until the duration of the Spirit Link expires or the person's spirit suffers a final death.  While the spirit is separated from the body, the item is intangible and invisible and will reform at the place of the spirit's resurrection.  If the spirit's resurrection fails, the item is reformed with the dead body and the item is then in the possession and spirit linked to the next person to pick it up as a possession, if that person has a spirit.  If that person is at the limit of the formal magics on their spirit they will realize that the item attempted to spirit link to them and failed.

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