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NERO INTERNATIONAL FORMAL CANTRIPS
PACKAGE Ver 4.1 Written by Matthew
Sims Reviewed and
Supplemented by AJ Loiacano, John Healy, and Juan Mojica Reviewed and
Supplemented by the NERO International Rules Committee Summary of Changes From Version 3.25 to Version 4.1
When the cantrip system is brought into the mainstream rules of NERO the
cantrip Enchant Cantrip Tome will be replaced with a full Formal Magic with the
same general effect.
If the Base 5 play test is not being followed these Cantrips may remain.
The ultimate decision as to whether or not these Cantrips will stay in
the system will be based on whether the Base 5 play test is accepted into core
rules. 4) The duration of Mark and Spirit Mark was changed
to 2 years 5) The Cantrip Contingency has been moved to both
earth and celestial Please note the following often misplayed parts of the
Cantrip System
Cantrips are an attempt to give everyday use to the expensive skill of
Formal Magic. In addition they give
something more to scholars who at this time often feel overshadowed by fighters
and magic items. The design of
cantrips were to give limited increases in power to ritual casters in ways that
would not seriously affect the balance of the game or the plot of the game in a
continual manner.
Cantrip magic is a playtest. Re-spending
of build will not be allowed if cantrip magic does not remain after playtest and
a player took the skill formal magic simply to get cantrip magic.
NERO International reserves the right to eliminate or modify the playtest
of cantrips at any time.
All associated tags, items, and effects generated by or for Formal
Cantrips are considered Restricted to chapters engaging in the formal cantrips
playtest for purposes of inter-chapter transfer. The
Rules of Casting Cantrips:
In order to cast a cantrip the player must be carrying a cantrip tome
which contains the cantrip they wish to cast.
Cantrip tomes are in game objects that must be acquired in game.
The phys rep for a cantrip tome must be at least 6" x 4".
The tome is governed by the rules defined in the Enchant Cantrip Tome
Formal Magic.
In addition to cantrip tomes, there are also cantrip pages.
Cantrip pages function like cantrip tomes but are of one use only and
will only contain a single cantrip. A
cantrip page must follow the rules for size as if it were a scroll and must be
read and a packet touched to it in order to cast from it.
To cast a cantrip the player must incant the proper incant for the
cantrip and physically break or tear the number of level one components
designated for that particular cantrip (0, 1, or 2) to gain the power for the
cantrip. Breaking or tearing a
single level two component will power a cantrip which takes 2 components or two
cantrips which take 1 component cast one immediately after another. Breaking or tearing a level four component will power two
cantrips which take 2 components or four cantrips which take 1 component cast
one immediately after the other. The
components must be broken or torn within 10 seconds of finishing the incant.
The components used for a cantrip may only be unrestricted NERO
components or local to the chapter being cast in, and may not be SR-1, the
components must be identifiable by the chapter which they are used in at the
time of the casting (Please note a chapter may further restrict the components
which may be used for casting of cantrips to chapter issued components only).
Components are to be turned into a marshal after the casting of it, the
components will be checked. If
incorrect components are frequently used, the ability to use cantrips may be
removed from the PC by the local disciplinary committee.
Cantrips are cast on the fly for any cantrip in the carried tome(s).
Cantrips do not require a circle of power to cast.
Cantrips are never thrown at an opponent in the manner of battle magic,
but they may allow the caster to throw a packet or series of packets with a
defined effect (i.e. 10 elemental flame). If
a caster takes body damage at any point between the beginning of the incant and
the snapping of the sticks, the cantrip fails and the components are still
consumed. No other skill or item
may be used from the point when the incant is started till the point when the
components are snapped or torn or the cantrip will fail and the components are
still consumed.
When using a tag based logistics system, a cantrip tag for each level of
formal magic the PC has will be issued for each day of play. One tag must be ripped and turned over to a marshal when a
cantrip is used, or filled out with the cantrip information and witnessed by a
marshal when the duration is greater than one hour, for Field Resurrection or
for Lore.
A cantrip may never be extended in any manner or placed into an item in
the manner of an enchantment, expanded enchantment, etc. A cantrip or the effect of a cantrip may never be spellstored.
The statement “dies and requires a life spell” refers to any time the
character is dead whether they receive a life spell or not, resurrect,
regenerate, revives through a manner other than a life spell, or is not affected
by life. There are five types of cantrip:
Unless otherwise indicated, the effect of any cantrip with the duration
of Day is lost if the target requires a life spell. Cantrip Verbals:
Current
Cantrips Shared
between both schools of magic: Type: Personal Effect: The
caster gains a dumb magic shield which may go under their normal protectives and
will protect them from the first spell of a given type which hits them.
A shield magic or reflect magic will come into play before an Armored to
Magic does. The types are based
upon the casters school and are as follows: Earth:
Gift, Curse, Mystic Force, Chaos, Earth, Command, and Summoned Force. Celestial:
I Call Forth, Mystic Force, Imprison, Command, and Summoned Force. The
Armored to Magic will be triggered by any spell (incanted, spellstrike, or
magic; but NOT arcane, physical, or elemental) which has the above word in its
incant. Only
one Armored to Magic may be in effect at a given time.
Armored to Magic is lost if caster dies and requires a life spell.
A new casting of Armored to Magic will replace an old casting of it. OOG Note: The
caster must call <Type> Shield when the effect is triggered CARRIER IMMUNITY - Karvecki's Protection From Dweomered
Claws Type: Personal Effect: The
formal caster who uses a carrier immunity may declare one carrier type from
which they may invoke a limited immunity where they choose to not take any extra
effect other than damage. The type
of carrier attack is chosen at the time of the casting of this cantrip and may
not be changed except by the casting of a second carrier immunity which removes
the first. For example a formal caster who runs into a pack of Yellowjackets
swinging paralyze and has cast Carrier Immunity <Paralysis> may choose to
become immune to the carrier attack paralyze of a particular yellowjacket
attacking him. To become immune to
a second yellowjacket attacking him he would have to invoke a second use from
the casting. If the caster suddenly
comes face to face with a creature swinging wither they would have to cast a
brand new carrier immunity to wither before they could use the immunity and they
would lose all remaining charges of the carrier immunity to paralysis.
The following are not considered carrier attacks for the purpose of this
cantrip: Magic, Silver, Flame, Ice, Lightning, Stone, and Normal.
Only one Carrier Immunity may be in effect at a given time.
Carrier Immunity is lost if caster dies and requires a life spell.
A second casting of Carrier Immunity will replace an old casting of it. OOG Note: The
caster must call “I Invoke Carrier Immunity <carrier type> against
you” to the opponent to activate it and then call no effect <carrier
type> when struck. CHANNELING - Erol's Mnemonic Spellstrike Type: Personal Effect: Allows
two spells from the memory of the formal caster to be delivered as a spellstrike.
The spells must be of a level less than or equal to the number of levels
the caster has of the appropriate school of formal magic and must be of the same
school as the channeling cantrip which was cast.
Thus a caster with nine levels of formal magic earth could spellstrike
any earth spell by casting channeling. A
caster with seven levels of formal magic earth could spellstrike any seventh
level or lower earth spell by casting channeling.
Neither of these casters can use an earth channeling cantrip to
spellstrike a celestial spell. The
caster chooses when to use these spellstrikes.
Only one Channeling may be in effect at a given time.
Channeling is lost if caster dies and requires a life spell. OOG
Note: The caster must say the full incant of the spell being channeled and then
strike the target with their weapon while calling spellstrike <Name of spell
just incanted> <Option for spell just incanted>. CONTINGENCY - Karvecki's Grant of Hope Type: Personal Effect: One
spell from the memory of the caster is used and placed in a state in which it
will take effect on the caster if a certain condition is met.
The conditions for earth magic are Charmed, Cursed, Death, Magically
Bound (Pin, Bind, Web, Confine), Paralyzed, Poisoned, Silenced, Sleeping, or
Unconsciousness. The conditions for
celestial magic are Charmed, Imprisoned, Magically Bound (Pin, Bind, Web,
Confine), Silenced, Sleeping, or Unconsciousness.
The contingent spell is triggered as soon as the caster enters the
triggering state and may neither be stopped by anything nor may the caster
choose not to invoke the contingency. A
new casting of contingency will replace an old casting of it.
Contingency is lost if the caster resurrects.
The contingent spell will still trigger a shield magic, the caster may
chose to accept the spell if he is in a state capable of accepting a spell. OOG Note: The
caster must call Contingency <spell> when the spell is triggered. COPY FORMAL CANTRIP - Pasadelin's Cantrip Duplication Type: Item Effect: This
cantrip will copy any cantrip of the same school from one Cantrip Tome to
another Cantrip Tome which has free space.
Limitations on the use and copying of certain cantrips may be included in
their text in a given tome. The
caster must touch both the book which is the source of the cantrip being copied
and the book which is the destination. ENCHANT CANTRIP TOME - Tamir's Enchanted Tome Type: Item Effect: This
cantrip causes a book with minimum dimensions of 6" by 4" to become
usable as a Cantrip Tome. A Cantrip
Tome can hold up to 10 cantrips of its school.
The book used must have a value of at least 10 gold. A Cantrip Tome may not have any other formal magic cast upon
it or it will cease functioning. The
caster must touch the tome being enchanted.
The tome enchanted is still a shatterable object and is vulnerable to any
force which may destroy a normal book. IMBUE - Yolathurn’s Transfer of Spell Ability Type: Spirit Effect: This
cantrip allows the caster to touch cast an additional spell from memory into the
spirit of another. The target of
the spell then gets the ability to cast that spell as if from their own memory
for the remainder of the day. Once
they cast the spell it is used from memory as normal. OOG Note: The caster should give the recipient both a
cantrip tag indicating the imbue and the spell tag for the spell that was
imbued. MARK - Madaline's Magical Imprint Type: Item Effect: The
caster may place a Mark of up to 4" by 4" and any two colors upon a
target item. The caster decides
what the Mark looks like. OOG Note: The
Caster is responsible for initial placement of the Mark in a manner that does
not destroy or damage personal property. The
possessor of the item is responsible thereafter for placement of the Mark.
The caster must touch the target during the incantation and breaking of
the components. This cantrip in no
way confers indestructibility upon the marked item. MAGIC DELIVERENCE - Erol's Innate Aura Type: Personal Effect: Allows
one spell from the memory of the formal caster to be delivered as magic instead
of by full incantation. The spell
must be of a level less than or equal to the number of levels the caster has of
the appropriate school of formal magic and must be of the same school as the
magic deliverance cantrip which was cast. Thus
a caster with nine levels of formal magic earth could cast as magic any earth
spell by casting magic deliverance. A
caster with seven levels of formal magic earth could cast as magic any seventh
level or lower earth spell by casting magic deliverance.
Neither of these casters can use an earth magic deliverance cantrip to
cast a celestial spell as magic. The
caster chooses when to deliver this spell as magic.
Only one magic deliverance may be in effect at any given time. As per the rules for delivering a spell as magic the caster
must be able to speak but need not have use of their arms as “Magic” is an
innate ability. A magic deliverance
is lost if the caster dies and requires a life spell. OOG
Note: When used the caster must state Magic <spellname> <option for
that spell> RENDERING - Tamir's Temporary Indestructibility Type: Item Effect:
Renders one object immune to the effects of the spells Shatter and Destroy and
most physical harm including acid, flame, and explosive damage for a period of
one hour. The object may be no
larger than 6 feet in its largest dimension.
Massive mechanical damage will still destroy and object under the effects
of Rendering. The caster must touch
the item being rendered during the full incantation and the breaking of the
components. SPIRIT MARK - Madaline's Magical Spirit Imprint Type: Spirit Effect: The
caster may place a spirit mark of up to 4" by 4" and any two colors
upon a target person with a spirit. The
caster decides what the spirit mark looks like and where it is.
The spirit mark will appear on any body the spirit, which has been
marked, is within, it will appear in an equivalent place to where it was
originally placed.
The spirit mark will always be on that body part containing the
spirit if parts of the body are separated.
When the body is reformed through resurrection, the Spirit Mark will be
upon the identical location it was on before resurrection. The caster must touch
the target during the incantation and breaking of the components. OOG Note: The
Caster is responsible for initial placement of the Spirit Mark with suitable
makeup or prosthetics. As with
gypsy curse the player subject to the Spirit Mark may bargain for a different
one with the caster placing the Spirit Mark if it is uncomfortable or personally
offensive. SPIRIT UNMARK - Madaline's Spirit Imprint Eraser Type: Spirit Effect: This
will remove a spirit mark of the appropriate school from a spirit which has one.
The caster must touch the target during the incantation and breaking of the
components. UNMARK - Madaline's Imprint Eraser
Effect: This
will remove a Mark of the appropriate school from an item which has one. The
caster must touch the target during the incantation and breaking of the
components. Earth Cantrips: BANE OF THE DEAD/BOON OF THE DEAD - Yolaturn’s Dead Strike/Yolathurn’s Dead Strength Type: Offensive Effect: At the
time of casting, the caster plants both feet.
As long as both feet remain planted and the cantrip is not disrupted as
per normal spell rules, the caster may throw a packet after completing the
incant “Magic Harm Undead” or “Magic Help Undead”. While the cantrip is
in effect, the caster can perform no other skill nor cast any other spell or
cantrip. Each packet thrown acts as
a separate spell equivalent to a Harm Undead or a Help Undead depending on the
form of the cantrip cast. ELDRITCH BLESS - Var’s Superior Protection Type: Personal Effect: This
cantrip gives the caster 10 extra body points.
These points are the first body points lost to damage.
As long as these body points last they will protect the caster so spells
may be cast while taking damage. If
a Bless and/or Greater Bless are also present, they are lost before the Eldritch
Bless. If the caster dies and requires a life spell the Eldritch
Bless is lost FIELD RESURECTION/FIELD ABJURATION
- Benevolence's Instantaneous Resurrection/Benevolence’s Spirit
Banishment Type: Spirit Effect: Field
resurrection allows a single spirit to be resurrected directly in front of the
caster, without he need for a circle. This
occurs in the time it takes to cast this cantrip with the target if the cantrip
resurrecting at only one body. In
all other ways this resurrection is identical to a normal resurrection.
A spirit may refuse to resurrect when called to a field resurrection,
instead seeking to resurrect as normal. If
this happens the cantrip is wasted and may not be redirected to another spirit. The caster must be aware that a spirit has just left to
resurrect in the area, they gain no special sense for spirits. A spirit seeking resurrection will feel the call of a field
resurrection as if it were an earth circle. Field
abjuration will prevent a spirit in need of resurrection from being able to be
resurrected using the field resurrection cantrip but will in no other way affect
the resurrection of a spirit. The
caster must be within 10’ of the spirit to be field resurrected or field
abjured at the time of casting of this cantrip. OOG Note: To
use this cantrip a caster must carry life stones with them and have the bag and
draw witnessed by a marshal for later reporting. A hold may not be called for this. Any field resurrection must be reported to those responsible
for tracking resurrection as soon as possible following the casting of the
cantrip. The marshal is required to
inform the target of the cantrip that they do not have to resurrect and if they
do they return immediately at one body. FORCED MARCH/EXHAUSTION - Olvenca’s Light Feet/Olvenca’s
Damning Fatigue Type: Broad Effect: Forced
march allows 5 men per level of earth formal magic of the caster to travel at
full normal pace for a day. The
magic of the cantrip will sustain their pace.
A man cannot be affected by more than one forced march in a 24-hour
period. The caster must touch each
target of the forced march immediately following the snapping of the components.
No other action may be taken or skill be used other than to designate the
targets by touch. Exhaustion
will cause 5 men per level of earth formal magic of the caster to be exhausted
and only travel at half-normal pace for the next day. The targets of exhaustion must be within 10’ of the caster
per level of earth formal magic possessed by the caster when this cantrip is
cast. A man cannot be affected by more than one exhaustion in a 24-hour period. HEALER'S GRACE - Johovan’s Grace Type: Personal Effect: The
caster of this cantrip gains the carrier attack healing against one opponent
when invoked. Any undead hit with
the carrier attack healing takes double damage.
As with all carrier attacks this may not heal anyone.
This works on melee but not ranged attacks.
If the caster dies and requires a life spell the healer’s grace is
lost. HEALING POOL/DEFILING POOL
- Yolathurn’s Pool of Purity/Yolathurn’s Putrid Pool Type: Personal Effect: Healing pool allows the caster to create, for
themselves, a pool of elemental healing of 50 points plus 10 points per level per level of earth formal magic
possessed by the caster, to a maximum of twenty five levels (300 points) which
may only be touch cast as 10 elemental healing. The effect is lost if the caster dies and needs a life spell.
Defiling pool is a pool of elemental chaos with the same limits as the
healing pool. A caster may have
both a healing pool and a defiling pool at the same time but not more than one
of each. If the caster takes body
damage during the call of “10 elemental healing” or “10 elemental
chaos”, that 10 point casting fails and is lost to the pool but the rest of
the pool remains. INCREASE HARVEST/BLIGHT - Bin’Aven’s Plentiful
Earth/Bin’Aven’s Poisoned Ground Type: Broad Effect:
Increase Harvest will increase the food production of 10 acres of farmland per
level of earth formal magic of the caster by one category. The area affected must be continuous. Blight
causes 10 acres of farmland per level of earth formal magic of the caster to
decrease food production by one category. The
area affected must be continuous. The
caster is the center of effect of this cantrip. MORALE/ROUT - Lucin’s Enhanced Morale/Lucin’s
Devastation Of Hope Type: Broad Effect: Morale will boost the over all morale of 10 men per level of
formal magic of the caster by one category. Rout will
decrease the overall morale of 10 men per level of formal magic of the caster by
one category. The men who
are the targets of this ritual must be within 10’ of the caster per level of
earth formal magic possessed by the caster. PURIFY WELL/POISON WELL - Lucin’s Purity/Lucin’s
Taint Type: Broad Effect: Purify
Well will cause one well, cistern, spring, or most non-flowing water sources to
become clean, pure water free of disease and taints. Poison well will cause one well, cistern, spring, or most
non-flowing water sources to become impure and cause slow sickness in any who
drink from it. The caster must
touch the well to be purified or poisoned. REPLENISH/CORRUPT - Bin’Aven’s Natural Enhancement/Bin’Aven’s
Unnatural Growth Type: Broad Effect:
Replenish will bring a 10’ by 10’ area per level of earth formal magic of
the caster more in line with the natural progression in the area. This will undo the effects of corruption and chaos upon the
land in slow increments. Corruption
will cause an area to become more out of line with the natural flow in an area,
impassible thorns and brambles may grow, fertile areas may become swamp like,
pools of chaos will become more likely to develop. This will affect a 10’ by 10’ area per level of earth
formal magic of the caster rendering it harder to develop and use.
The caster is the center of this cantrip's effect. OOG Note: For each level of formal magic of the caster both
dimensions increase by 10’ so someone with 2 levels has a 20’ x 20’
maximum and someone with 8 levels has an 80’ x 80’ maximum. RIDERS ON THE WIND/FOUNDERING MOUNTS - Sydello’s
Equine Enhancement/Sydello’s Equine Eliminator Type: Broad Effect: Allows
1 horse per level of earth formal magic of the caster to travel at maximal pace
for their entire normal movement in one day.
Regular stops for food and water are still needed but while riding a
gallop may be sustained. A horse
may not be affected by more than one riders on the wind in a 24-hour period.
The caster must touch each target of the horses to be affected by the
riders on the wind immediately following the snapping of the components.
No other action may be taken or skill be used other than to designate the
targets by touch. Foundering
mounts will cause 1 horse per level of earth formal magic of the caster to be
exhausted and only travel at half normal pace for the next day.
The targets of foundering mounts must be within 10’ of the caster per
level of earth formal magic possessed by the caster when this cantrip is cast. A
horse cannot be affected by more than one foundering mounts in a 24-hour period. TYRRA'S CLAW - Angat’s Rake Type: Personal Effect: The
caster grows one shortsword-sized claw that they may used for one hour.
The claw does a base damage of five dagger blows and the damage may not
be increased by skill. The Tyrra’s Claw takes no special skill to wield and may be
conjured into either the caster’s primary hand or off-hand and used.
Once conjured the Tyrra’s Claw may not be switched between hands.
The casting of two Tyrra’s Claw cantrips will allow the caster to wield
a claw in each hand. OOG Note: The
caster must have and use a red claw phys rep as the claw created by this cantrip. Celestial
Cantrips: BOLTSTORM - Runewind’s Elemental Bombardment Type: Offensive Incant: I
grant myself a boltstorm to throw... 10 elemental <Flame, Ice, Lightning, or
Stone>... 10 elemental <same element>… Effect: At the
time of casting, the caster must choose a single element; flame, ice, lightning,
or stone; and plant both feet. As
long as both feet remain planted and the cantrip is not disrupted as per normal
spell rules, the caster may throw a packet after completing the incant “10
elemental <type>“. The
elemental chosen may not be changed without casting another boltstorm.
While the cantrip is in effect, the caster can perform no other skill nor
cast any other spell or cantrip. Each
packet thrown acts as a separate elemental attack doing 10 points of the chosen
element in damage to the target. The
call “10 elemental <type>” is considered part of the verbal and like
any other verbal the cantrip is lost if the caster takes body damage, performs
an in game skill, or speaks other words to interrupt the verbal. DEVESTATING CHARGE - Gintain’s Thunderous Charge
Type: Broad Effect: When
cast upon a group of lancers containing up to two men for every level of
celestial formal magic of the caster this cantrip will render their lances so
they will not break for the next charge and give them all the equivalent of a +1
damage aura per five levels of celestial formal magic of the caster for that
charge (up to a maximum of +5). The
caster must touch each target of the devastating charge immediately following
the snapping of the components. No
other action may be taken or skill be used other than to designate the targets
by touch. ELDRITCH SHIELD - PanTarsa’s Superior Protective Field Type: Personal Effect: This
cantrip gives the caster 10 extra armor points.
These extra points are the first armor points lost due to damage.
As long as these points last they will protect the caster so spells may
be cast while taking damage. If a
shield and/or greater shield are also present they are lost before the eldritch
shield. If the caster dies and requires a life spell the eldritch
shield is lost. ELEMENT'S FURY - Karvecki’s Planar Conduit Type: Offensive Effect: The
caster may choose an element (Flame, Ice, Lightning, or Stone) which they
receive a pool of 50 points plus 10 points per level of celestial formal magic
of the caster to a maximum of twenty five levels (300 points).
The caster may throw attacks of 10 elemental <type> until the pool
is used up. The caster may only have one Element’s Fury at any time.
Thus a caster with ten levels of formal magic gains a pool of 150 points
which they may throw as 10 elemental <type>.
This pool is lost if the caster dies and requires a life spell. A new casting of Element’s Fury will replace an old casting
of it. Casting the elemental
packets follow the same rules as casting a spell and thus may not be done if
taking body damage or if the caster cannot speak or use their hands. ELEMENT'S WAY - Tuscon’s Elemental Aura Type: Personal Effect: The
caster may choose an element (Flame, Ice, Lightning, or Stone) which they may
invoke to swing as a carrier attack against a chosen opponent.
The caster chooses which of the four elements they will swing when they
invoke the use and may change elements when they invoke this again.
Only one element’s way may be in effect at a given time. The caster may invoke this against multiple opponents but if
they change the carrier type then the first carrier ends. This works on melee but not ranged attacks.
The element’s way is lost if the caster dies and requires a life spell. ENCHANT ENGINE - Gintain’s mighty Siege Engine
Type: Broad Effect: Gives
a siege engine the equivalent of a +1 damage aura per two levels of celestial
formal magic of the caster. The
caster must touch the siege engine being enchanted during the full incantation
and snapping of the components. OOG Note: This
bonus may never be placed on a weapon to be used in NERO safe combat. ETHERIAL SWORD - Tuscon’s Blade Type: Personal Effect: The caster gains a short sword sized ethereal Sword
for one hour, it is made of their own spirit and an extension there of.
An ethereal Sword may not be disarmed or shattered.
The sword does a base damage of five dagger blows and the damage may not
be increased by skill. The Etherial Sword takes no special skill to wield and
may be conjured into either the caster’s primary hand or off-hand and used.
Once conjured the Etherial Sword may not be switched between hands.
The casting of two Etherial Sword cantrips will allow the caster to wield
a claw in each hand. OOG note: The
caster must have and use a red shortsword phys rep as the sword created by this
cantrip. FORTIFY DEFENSE - Anvicia’s Fortress Type: Broad Effect:
Increases the rating of any one defensive structure of 10’ x 10’ per level
of celestial formal magic possessed by the caster for the period of one day.
The caster must be within the structure being fortified.
The structure may have a number of floors equal to the levels of
celestial formal magic of the caster. If
cast following a weaken defense this will counter its effects.
Multiple casters can add their casting together to cover a larger
structure, but they calculate their own areas and then add them together, they
do not calculate a single area by adding their levels of formal magic. OOG Note: For
each level of formal magic of the caster both dimensions increase by 10’ so
someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has
an 80’ x 80’ maximum. Two
casters with 2 levels each may fortify a structure of 20’x20’ plus
20’x20’ (i.e. 40’ x 20’) not 40’ x 40’. FURY'S STRENGTH - Kodos' Strength Of The Bear Type: Personal Effect: The
formal caster will gain a strength of +2 (+1 in each hand) against one opponent
when this cantrip is invoked, using one of its charges. This strength is not cumulative with any other strength the
caster may have and only the greater strength will function.
With this strength the caster may rip from pins taking 2 points of body
damage or increase the damage of a two-handed weapon by 2 points or a one-handed
weapon by one point and nothing else. Fury's
strength is lost if the caster dies and requires a life spell.
Only one fury’s strength may be in effect at a given time. LEVEL GROUND - Holace’s Smooth Path Type: Broad Effect: An
area 10’ x 10’ per level of celestial formal magic possessed by the caster
is leveled and made one category more useful for building or travel.
This has no effect on developed areas of land.
The caster is the center of effect of this cantrip. OOG Note: For
each level of formal magic of the caster both dimensions increase by 10’ so
someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has
an 80’ x 80’ maximum. LORE - Indessa’s Sight of Attributes Type: Item Effect: One
item for every two levels of formal celestial magic, rounded up, possessed by
the caster is identified to the caster as if using a permanent celestial circle.
This may not be used to identify anything that has a spirit. OOG Note: The
caster of this cantrip must give the tag for the cantrip to an appropriate
person with access to the magic item tags.
A hold may not be called for this the knowledge comes to the caster as
they get the tags. MAGIC KEY - Anvicia’s Key Type: Item Effect: This
cantrip will cause any one locking mechanism touched by the caster immediately
upon casting this cantrip to unlock or lock (at the choice of the caster).
Some locks may be built with complex multiple mechanisms and may require
more than one casting of this cantrip to open it. WEAKEN DEFENSE - Anvicia’s Undoing Type: Broad Effect: Weaken
defense decreases the rating of any one defensive structure of 10’ x 10’ per
level of celestial formal magic possessed by the caster the damage to the
defenses remains until repaired or fortified (using the cantrip fortify
defense). The weakening takes ten
minutes to take effect and is obvious in its progress during those ten minutes.
The caster must touch the structure to be weakened. Multiple casters can
add their casting together to cover a larger structure, but they calculate their
own areas and then add them together, they do not calculate a single area by
adding their levels of formal magic. OOG Note: For
each level of formal magic of the caster both dimensions increase by 10’ so
someone with 2 levels has a 20’ x 20’ maximum and someone with 8 levels has
an 80’ x 80’ maximum. Two casters with 2 levels each may Weaken a structure
of 20’x20’ plus 20’x20’ (i.e. 40’ x 20’) not 40’ x 40’. WIZARD'S SENSE - Buronto’s Vision Type: Broad Effect:
Increases the rating of one scout per level of celestial formal magics possessed
by the caster by one degree. The
scouts gain a preternatural increase of their senses making them more effective.
The caster must touch each target of the Wizard’s Sense immediately following
the snapping of the components. No
other action may be taken or skill be used other than to designate the targets
by touch. OOG Note: This
will give no additional effects to a PC in play. |
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