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Formal Magic Flaw and Backlash Tables

[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]

Table of Contents
General Flaw Effect Table
General Backlash Effect Table
Item Creation Formals
Spirit Formal Magic Castings
Summon Formal Magic Spells
Random Delimit Table

Instructions:
1. Roll on Flaw or Backlash General Table as applicable.
2. If directed, Roll on Random Delimit table or applicable Formal-specific Table
3. If directed to use an applicable Formal-specific Table and no table is applicable, re-roll

Note that all references to magic being destroyed follow the limits of the Destroy Formal Magic Spell (I.e., it will not destroy reversible effects).

Effects of flaws and backlashes are always subject to the appropriate Destroy Formal Magic Spell. 

General Flaw Effect Table

Roll

 

0

Odds

Effect

1

-

3

3%

Formal succeeds, scroll is destroyed

4

-

7

4%

All in circle lose active spells

8

-

8

1%

All x-ever items in the circle lose a charge

9

-

9

1%

All x-ever items in the circle lose all charges

10

-

10

1%

All magic items in the circle (except for ward and wizard lock keys) cease working for 24 hours.  They remain rendered indestructible and spirit link/locked if they had been.

11

-

12

2%

Caster is divested from the circle the Formal is performed in

13

-

15

3%

Caster must perform an action as part of all Formals they are involved in from now on (action is determined by marshal, negotiable with the player, action must be able to be completed within 60 seconds. Examples: Clap 5 times, jump on one foot 5 times, spin in a circle 5 times, recite a particular poem, etc.

16

-

17

2%

Additional power components totaling the level of the Formal must be destroyed in the circle within 1 minute or the Formal fails.

18

-

21

4%

All in circle lose Formal casting ability for 24 hours

22

-

25

4%

Primary caster loses all active spells

26

-

26

1%

All per-day items in circle lose one charge per effect, for the day

27

-

27

1%

All per-day items in circle lose all charges for the day

28

-

28

1%

Circle loses all investitures, one randomly selected person in circle gains investiture

29

-

32

4%

Additional level 1 components totaling the level of the Formal must be destroyed in the circle within 1 minute or the Formal fails.  Components must be of a type used in the Formal.

33

-

33

1%

Silver totaling 5 times the level of the Formal must be destroyed within the circle within 1 minute of the end of the Formal or it fails.

34

-

34

1%

Gold totaling 5 times the level of the Formal must be destroyed within the circle within 1 minutes of the end of the Formal or it fails.

35

-

35

1%

Primary caster loses 1 body for base duration of the formal being performed.

36

-

38

3%

Formal duration is halved

39

-

39

1%

All silver in circle is destroyed

40

-

40

1%

All gold in circle is destroyed

41

-

42

2%

All components in circle are consumed

43

-

45

3%

All per-day magic items in the circle recharge their uses for the day.

46

-

46

1%

Formal effect occurs twice

47

-

48

2%

Primary caster's pyramid in the school of the Formal renews

49

-

51

3%

All in circle's pyramids in the school of the Formal renew

52

-

54

3%

All in circle renew all skills

55

-

55

1%

Primary caster is invested in the Formal circle

56

-

57

2%

Primary caster renews all skills

58

-

59

2%

Formal duration is doubled (up to 2 years unless LCO)

60

-

61

2%

Any creation components are not consumed in this Formal

62

-

63

2%

Any elemental components are not consumed in this Formal

64

-

65

2%

Any spirit components are not consumed in this Formal

66

-

67

2%

Any time components are not consumed in this Formal

68

-

69

2%

Any destruction components are not consumed in this Formal

70

-

71

2%

Any void components are not consumed in this Formal

72

-

73

2%

Any power components are not consumed in this Formal

74

-

75

2%

No components are consumed in this Formal

76

-

80

5%

Roll Twice, both effects happen simultaneously

81

-

100

20%

Roll on Formal-specific Flaw Table

 

General Backlash Effect Table

Roll

 

0

Odds

Effect

1

-

10

10%

Roll Twice, both effects happen simultaneously

11

-

17

7%

Scroll is destroyed

18

-

19

2%

All formal magic in circle (including circle) expire immediately

20

-

25

6%

Primary caster is divested from circle

26

-

27

2%

Circle loses all investitures, all in circle are ejected

28

-

31

4%

All magic (battle and formal) on primary caster including items carried are destroyed.

32

-

32

1%

Primary caster goes to resurrect

33

-

33

1%

All casters go to Resurrect.

34

-

34

1%

All in circle go to Resurrect.

35

-

35

1%

All in circle take 15 times the formal spell level in arcane body damage

36

-

41

6%

All casters die, may receive life spells

42

-

46

5%

All in circle except primary caster die, may receive life spells

47

-

49

3%

All in circle die, may receive life spells

50

-

51

2%

Arms of primary caster withered as per the spell, may be restored

52

-

53

2%

All limbs of primary caster withered as per the spell, may be restored

54

-

54

1%

All limbs of all casters are withered as per the spell, may be restored

55

-

55

1%

All limbs of all in circle are withered as per the spell, may be restored

56

-

56

1%

All in circle go ‘Berserk’, immediately attacking all creatures in the vicinity, including each other, to the best of their ability and the exclusion of all other actions, for ten minutes.

57

-

58

2%

Circle is destroyed

59

-

62

4%

All in circle lose all daily skills until next reset

63

-

65

3%

Circle becomes Formal Magic Platform (non-protective) until next reset

66

-

66

1%

All in circle lose ˝ body (round the loss down) for one year

67

-

68

2%

Cure Light Wounds spell acts as a death spell against the primary caster for one year.

69

-

70

2%

Ingested and Gas Alchemical substances act as a death spell against the primary caster for one year.

71

-

72

2%

Elemental Shield spell acts as a death spell against the primary caster for one year

73

-

74

2%

Magic Armor spell acts as a death spell against the primary caster for one year.

75

-

75

1%

Magic Armor spell acts as a death spell against the primary caster indefinitely

76

-

76

1%

All casters take 1/2 effect from what normally heals them for one year

77

-

78

2%

Primary caster takes double damage from one of the following for one year: Chaos (healing for undead), fire, lightning, ice, stone, magic missile / storm, silver weapons, magic weapons, normal weapons - note weapons includes any boffer attack that delivers damage of the appropriate type.  Determine randomly)

79

-

82

4%

Primary caster must have at least one secondary caster to perform any formal magic spells for one year

83

-

85

3%

Primary caster may not be the primary caster in any formal magic spells cast in Dark Territory for one year

86

-

90

5%

Primary caster automatically casts in dark territory for six months

91

-

91

1%

Circle switches schools

92

-

96

5%

Primary caster becomes an idiot, unable to use any skills, for one hour.

97

-

97

1%

All charged items in circle activate one charge upon their possessor (may not be accepted under shield magic, activations are taken in random order)

98

-

98

1%

All charged items in circle activate one charge upon the primary caster (may not be accepted under shield magic, activations are taken in random order)

99

-

99

1%

All charged items in circle activate all charges upon their possessor (may not be accepted under shield magic, activations are taken in random order)

100

-

100

1%

All charged items in circle activate all charges upon the primary caster,(may not be accepted under shield magic, activations are taken in random order)

 

Item Creation Formals, including Damage Aura, Elemental Aura, Magic Aura

Roll

 

0

Odds

Flaw

1

-

10

10%

Item is Randomly Delimited - See Delimit Table

11

-

20

10%

The Formal is placed on a random appropriate item in the circle, it fails if no other appropriate item is present.

21

-

30

10%

Formal batch may not be extended (reroll if durations were instant)

31

-

40

10%

Batch receives a Greater Extension (reroll if durations were instant)

41

-

50

10%

Item receives Render Indestructible formal magic

51

-

60

10%

User of item must perform an action before item's Formal can be invoked (action is determined by marshal, negotiable with the player, action must be able to be completed within 60 seconds. Examples: Clap 5 times, jump on one foot 5 times, spin in a circle 5 times, recite a particular poem, etc.) (applies each time item is activated, or at least once an hour if donned or drawn)

61

-

70

10%

Formal is effective only at night (6 PM to 6 AM) (does not apply to render indestructible or spirit link/lock)

71

-

80

10%

Formal is effective only during day (6 AM to 6 PM) (does not apply to render indestructible or spirit link/lock)

81

-

90

10%

Item must be worn openly to perform its function

91

-

100

10%

User of item takes 5 arcane body damage when item is activated, or when appropriate for always-on items (I.e., a magic aura sword will deliver the damage each time it is grabbed or drawn)

Spirit Formal Magic Castings

Roll

 

0

Odds

Flaw

1

-

15

15%

Target spirit gains 1 body for base duration of Formal (may not be extended)

16

-

32

17%

Person whose spirit is the target may not wear armor while the Formal is in effect (does not apply to instant Formals)

33

-

49

17%

A mark (determined by caster with no input from target spirit if other than the caster) is placed on target spirit

50

-

66

17%

A mark (determined by target) is placed on target spirit

67

-

83

17%

Person whose spirit is the target must receive and be affected by a beneficial spell (determined by the marshal) every 24 hours (while in game) for this formal to function (Does not apply to instantaneous formal spells.  Formal is considered suppressed until affected by determined spell).

84

-

100

17%

Target spirit (primary caster's spirit if Obliterate is being cast) is weakened by 1 death but need not resurrect or draw.

 

Summon Formal Magic Spells

Roll

 

0

Odds

Flaw

1

-

20

20%

Creature summoned will be friendly and cooperative towards the primary caster

21

-

40

20%

Creature summoned will attack the primary caster immediately

41

-

60

20%

Creature summoned will attach a random secondary caster (primary if no secondary casters are present) immediately

61

-

80

20%

Creature summoned cannot speak or hear

81

-

100

20%

Caster rifted to summoned creature's plane of origin, with planar asylum, for one hour

 

Random Delimit Table

Roll

 

0

Odds

Only usable by:

1

-

3

3%

A male

4

-

6

3%

A female

7

-

9

3%

A fighter

10

-

12

3%

A rogue

13

-

15

3%

A scholar

16

-

18

3%

A Templar

19

-

23

5%

Someone under X level (roll 1-10)

24

-

27

4%

Someone under X level (roll 1-10 + 1-10)

28

-

29

2%

Someone over X level (roll 1-10 + 1-10)

30

-

32

3%

A human

33

-

35

3%

A mystic wood elf

36

-

38

3%

An elf (any except mystic wood elf)

39

-

41

3%

A dark elf

42

-

44

3%

A stone elf

45

-

47

3%

A wild elf

48

-

50

3%

A scavenger

51

-

53

3%

A barbarian

54

-

56

3%

A Biata

57

-

59

3%

A half Orc

60

-

62

3%

A half ogre

63

-

65

3%

A dwarf

66

-

68

3%

A Sarr

69

-

71

3%

A Hobling

72

-

72

1%

Someone with weapon skill X (caster's choice)

73

-

73

1%

Someone with Backstab skill

74

-

74

1%

Someone with dodge/assassinate skill

75

-

75

1%

Someone with proficiency skill

76

-

76

1%

Someone with critical slay/parry skill

77

-

77

1%

Someone with master proficiency skill

78

-

78

1%

Someone with master critical slay/parry skill

79

-

79

1%

Someone with waylay skill

80

-

80

1%

Someone with pick locks skill

81

-

81

1%

Someone with disarm traps skill

82

-

82

1%

Someone with create/set traps skill

83

-

83

1%

Someone with Armorsmith skill

84

-

84

1%

Someone with weaponsmith skill

85

-

85

1%

Someone with herbal lore skill

86

-

86

1%

Someone with alchemy skill

87

-

87

1%

Someone with craftsman other (astrologer) skill

88

-

88

1%

Someone with craftsman other skill

89

-

89

1%

Someone with read and write skill

90

-

90

1%

Someone with read magic skill

91

-

91

1%

Someone with first aid skill

92

-

92

1%

Someone with healing arts skill

93

-

93

1%

Someone with earth spell slot level X (Random 1-9)

94

-

94

1%

Someone with celestial spell slot level X (Random 1-9)

95

-

95

1%

Someone with earth formal level X (Random 1-10)

96

-

96

1%

Someone with celestial formal level X (Random 1-10)

97

-

97

1%

Someone with create potion skill

98

-

98

1%

Someone with create scroll skill

99

-

100

2%

Someone with wear extra armor skill

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