Celestial Spells
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Celestial Spells lists the 53 spells available through Celestial Magic in the NERO 10th Edition, preview v1. Explore elemental attacks, weapon enhancements, barriers, protection, and control spells available through Celestial Magic.
Using This Directory
- Casting Skill: Celestial Magic Spell Slot provides casting capacity for this school.
- Shared Spells: Entries marked Shared are also available to the other school. Both directories link to the same individual spell page.
- Spell Details: Select a spell for its full effects, limitations, incantation, and scroll or potion availability.
Level 1 Spells
- Endow — Indefinite. Adds three damage to the next swing, with reduced benefit for Superhuman Strength.
- Fumble — 5 Seconds. Shared. Prevents use of one named hand-held item for five seconds.
- Illumination — 5 Days. Shared. Activates a represented light wand that anyone may use.
- Improved Hearth — 1 Hour. Shared. Extends the caster's prepared hearth to one hour for the casting school.
- Magic Missile — Instant. Deals 5 points of eldritch lightning damage.
- Shield — Indefinite. Grants five additional Armor Points that are lost before other Armor Points.
Level 2 Spells
- Delayed Endow — Indefinite. Provides a chosen swing's damage bonus or may be expended to escape Pin.
- Detect Magic — Instant. Shared. Reveals magic and its school on a target and visible items, plus barrier duration.
- Lightning Bolt — Instant. Deals 10 points of eldritch lightning damage.
- Magic Armor — Indefinite. Shared. Blocks the next weapon strike or Physical attack, including zero-damage hits.
- Pin — Line of Sight. Shared. Anchors the target's right foot in place.
- Repel — Concentration. Shared. Keeps the caster and recipient at least 10 feet apart while maintained.
Level 3 Spells
- Ice Bolt — Instant. Deals 15 points of eldritch ice damage.
- Refit Armor — Instant. Immediately restores physical armor to its full value.
- Shatter — Instant. Shared. Destroys an eligible item no larger than a shield.
Level 4 Spells
- Awaken — Instant. Shared. Rouses a target from Waylay, sleep, and the listed charm effects.
- Bind — Line of Sight. Shared. Binds the target's arms while allowing speech and movement.
- Calm — 5 Minutes. Shared. Makes a target docile and non-aggressive until attacked or the spell ends.
- Elemental Blade — Indefinite. Adds five damage and a chosen elemental damage type to one activated weapon swing.
- Flame Bolt — Instant. Deals 20 points of eldritch fire damage.
- Remove Fear — Continuous. Shared. Removes the target's Fear effect.
- Shun — 5 Minutes. Shared. Prevents the victim from attacking the caster and compels them to keep their distance.
Level 5 Spells
- Release — Instant. Shared. Frees the target from the listed binding effects and qualifying physical restraints.
- Shield Magic — Indefinite. Shared. Negates the next qualifying spell, including a beneficial one.
- Silence — 5 Minutes. Shared. Prevents speech and spellcasting while preserving required out-of-game calls.
- Silver Aura — Indefinite. Grants the Silver weapon type against one opponent without adding damage.
- Stone Bolt — Instant. Deals 25 points of eldritch stone damage.
- Web — Line of Sight. Shared. Immobilizes the victim from the neck down while leaving them able to speak.
Level 6 Spells
- Circle of Harmony — 1 Hour. Shared. Creates an outdoor prepared hearth for the casting school of magic for one hour.
- Destroy — Instant. Shared. Makes a tagged item up to door size unusable and destroys its contents or attachments.
- Elemental Shield — Indefinite. Shared. Blocks and is consumed by the next effect whose verbal includes “elemental.”
- Enchanted Blade — Indefinite. Allows the Magic weapon type against one opponent for one battle after activation.
- Enflame — 5 Seconds. Deals 20 eldritch fire damage and imposes Fumble on the named held item if fire affects its holder.
- Lightning Storm — Instant. Deals 30 points of eldritch lightning damage.
- Sleep — 5 Minutes. Shared. Puts an eligible creature into deep sleep.
Level 7 Spells
- Charm — 5 Minutes. Shared. Makes a minded target regard the caster as a trusted friend for five minutes.
- Extended Hearth — Indefinite. Shared. Makes an existing Circle of Power or Ward a personal hearth for the casting school.
- Guardian of the Four — Indefinite. Automatically blocks the next matching fire, ice, lightning, or stone attack.
- Ice Storm — Instant. Deals 35 points of eldritch ice damage.
- Lesser Divestiture — Instant. Removes a person's Investiture from a Ward or Mystic Lock.
- Lesser Investiture — 5 Days. Grants a person Investiture in a Ward or Mystic Lock.
- Mystic Lock — 5 Days. Seals a qualifying chest or box and allows Invested individuals to access its contents.
Level 8 Spells
- Confine — Line of Sight. Shared. Immobilizes a target from the neck down while allowing speech.
- Dispel Magic — Instant. Shared. Removes non-formal magical effects unless a specific exception or defense applies.
- Displacement — Indefinite. Gives the caster an automatic Phase defense against the first appropriate effect.
- Dragon's Breath — Instant. Deals 40 points of eldritch fire damage.
- Reflect Magic — Indefinite. Shared. Returns the next qualifying spell to its original caster.
Level 9 Spells
- Banish — Instant. Shared. Banishes a qualifying extraplanar creature to its native plane for 24 Tyrran hours.
- Circle of Power — 10 Minutes. Shared. Creates a protective circle that no effect, person, or object can cross.
- Eldritch Blast — Instant. Deals 45 eldritch damage of the caster's chosen fire, ice, lightning, or stone type.
- Imprison — 10 Minutes. Seals a creature in an immobile barrier, with caster release and Killing Blow exceptions.
- Magic Storm — Concentration. Channels repeated packets of eldritch damage while the caster remains planted and concentrating.
- Ward — 5 Days. Seals an immovable room or structure and gives qualifying occupants Investiture.
Spell Durations
- Instant: The spell takes effect immediately. Damage and other lasting consequences remain until removed by the appropriate means.
- Timed: The spell lasts for the stated period, subject to any ending conditions in its description.
- Indefinite: The effect remains until its listed counter is applied, the effect is expended, or the target dies.
- Concentration: The effect lasts while the caster concentrates. The caster cannot run or use game Skills while concentrating, subject to the spell's specific rules.
- Continuous: The caster repeats a verse, litany, or song and may deliver the spell's incantation at the end of each repetition, using one Spell Slot. The caster cannot speak outside the verse or incantation, use other Skills, or pause for more than five seconds. Concentration restrictions also apply. A single use may be cast with only the incantation; individual spells may add restrictions.
- Line of Sight: The effect continues while either caster or target has an unobstructed line to the other. Closing the eyes or hiding behind another character does not break it. A large, immovable obstruction must block the line for more than ten seconds to end the effect. The effect ends immediately if the caster becomes unconscious and can last no longer than five days.
Spell Defenses in This School
Displacement, Elemental Shield, Guardian of the Four, Magic Armor, Reflect Magic, Shield Magic are the Spell Defenses available through this school. They are cast in advance and protect against one appropriate incoming attack or effect before being expended.
Characters know which Spell Defenses are active on them. A defense applies to the next appropriate incoming effect even if the effect would otherwise have no effect on the target. Make the correct defense call within three seconds. Each defense's page explains its triggers, exceptions, and priority.