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'''Out of Game · Rule Book · Chapter 4'''
'''Out of Game · Rule Book · Chapter 4'''


The rules for spellcasting, magical effects, and the schools of magic.
<div class="nero-rulebook-content" id="nero-rulebook-chapter-4">


== Chapter content ==
== Magic ==
Chapter content will be added here.
 
There are two approved physical representations for spell auras: manufactured spell orbs and traditional spell packets. You must check with your local chapter to determine which forms are permitted, as some sites or venues may restrict one option or the other.
 
=== Spell Orbs ===
 
Spell Orbs are a commercially manufactured soft-foam balls and may not exceed the size of a standard tennis ball. These can commonly be found at sporting goods stores or toy stores.
 
=== Spell Packets ===
 
Spell Packets are made using birdseed enclosed in fabric. Only small birdseed is allowed; sunflower seeds or any large, hard, sharp, or potentially harmful contents are prohibited.
 
No substitutes may be used. Rice is not allowed, as it can absorb moisture and harden. Rubber balls or tightly packed rubber bands are also forbidden due to excessive hardness. Anyone found using materials other than birdseed will have their packets and spell tags (if applicable) confiscated and will lose access to their spells for the remainder of the day.
 
=== Assembly ===
 
To assemble a spell packet, place birdseed in the center of a piece of fabric, gather the fabric around it, and secure it with a small rubber band. Packets must be loosely filled; tightly packed birdseed can cause injury.
 
=== Colors ===
 
Spell packets may be made in a variety of colors, with certain colors reservered for the specific in-game effect the packet represents.
 
Orange: Alchemy gas globes are orange.
 
Yellow: Arrows and Bolts are yellow.
 
Spell Packets can be made in any other colors.
 
=== Construction ===
 
The recommended fabric size for a spell packet is 6 inches by 6 inches, with approximately ¾ of a tablespoon of birdseed. Other amounts may be used, but the finished packet must be roughly the size of a golfball.
 
Players are encouraged to personalize their spell packets using distinctive fabric or markings. This helps ensure packets can be easily identified and returned after combat without disputes between spellcasters.
 
Spell packets are represented in game as an opaque, colored aura of energy only while held in hand. They are considered visible in game but do not emit light. Spell packets are not in-game items and may not be stolen, fumbled, or removed.
 
You may not hold more spell packets in your hand than you are capable of casting at that time. While you may carry additional packets in pouches or pockets, you cannot display more packets than available spells.
 
For example, if you have three spells, you may not hold an excessive number of packets at once, you may only hold three.
 
Packets used to represent scrolls or magic items that require a thrown packet must also be readily accessible and may not be stored away in backpacks or other inaccessible containers.
 
== Casting Spells ==
 
To cast a spell, the caster must be holding a spell packet. The hand and arm holding the packet must be considered “free.” A hand is not free if it is holding another item or if it is restrained, either physically or through a binding effect or spell.
 
The caster must then clearly and correctly speak the spell’s verbal component in a voice loud enough to be heard by someone standing nearby, even if no one is actually present. Within three seconds of completing the verbal, the caster must throw the spell packet at the intended target.
 
The spell’s short spoken phrase, often called the incantation, is delivered in plain English so the recipient can clearly identify which spell has been cast. In game terms, these words are universally understood and carry a magical significance that distinguishes them from ordinary speech.
 
Although the language is understandable, spell incantations may not be imitated or used deceptively. A caster may not bluff a spell incantation, simulate casting, or feign the beginning of a spell.
 
Once a caster begins the incantation, the spell is immediately expended. A spell cannot be partially spoken and then retained. If the incantation starts, the spell is used, and the caster must wait until the next reset to regain the ability to cast that spell again.
 
== Spell Disruption ==
 
If a character suffers body damage while in the process of casting a spell, the spell is disrupted. A disrupted spell does not take effect and is immediately lost from memory. Any source of body damage may cause disruption, including weapon strikes, traps, or other spells.
 
This rule is referred to as Disruption or Spell Disruption and may also apply to other attacks when specifically stated in their descriptions.
 
== Touch Casting ==
 
Touch-casting is performed by holding a spell packet and placing it directly against the intended target. The primary benefit of this method is that it removes the chance of missing and losing the effect.
 
When a spell is delivered via touch-casting, the recipient may choose to “accept” the effect, allowing it to bypass spell defenses such as Shield Magic or Elemental Shield. A character must be conscious to voluntarily accept an effect without triggering spell defenses. Thrown effects may never be accepted.
 
The decision to accept a touch-cast effect must be made immediately after the spell is cast. This prevents misuse or deception by the caster.
 
A character receiving a touch-cast effect may always decline it by stating “refused.” In this case, the effect is expended but has no impact on the recipient. All attempts to touch-cast must follow all NERO safe conduct rules.
 
== Meditation ==
 
Any character may Meditate to restore the use of “times per day” or other expendable skills that were blocked by the Return (type) monster ability.
 
To Meditate, the player must role-play focused concentration for 60 uninterrupted seconds. During this time, the character may not speak, move, or use any in-game skills, items, or abilities. Once the meditation period ends, the character regains any character skills or abilities lost specifically due to the Return (type) effect. Meditation cannot restore magic items, scrolls, alchemy, or similar resources.
 
Spellcasters may also use Meditation to recover spells that missed a valid target. At the end of meditation, the caster regains any thrown spells that failed to hit a legal target, as well as any spells, skills, or abilities lost to Return &lt;type&gt;.
 
Meditation may not be used to deliberately miss spells for tactical deception. Spells intentionally thrown away from a target are not recoverable through Meditation. Only spells genuinely aimed at a legal target and missed may be regained. Spells negated by defenses such as Dodge, Phase, or Resist may not be recovered through Meditation.
 
== Stacked Effects ==
 
Identical spells do not stack. You may not be affected by more than one instance of the same spell at the same time unless the spell description explicitly allows it.
 
If a second non-stackable effect is applied, the correct call is “Got it.” Calling “No effect” in this situation is incorrect.
 
This rule applies to all identically named NERO effects, not just spells. Identical effects do not stack unless specifically stated otherwise in the effect description.
 
The following categories have additional stacking rules:
 
=== Blade Effects ===
 
Blade effects alter the damage call of a weapon. A character may have no more than three blade effects active at one time.
 
Blade effect spells include Endow, Delayed Endow, Elemental Blade, Enchanted Blade, and Silver Aura.
 
While multiple blade effects may be present, only one blade effect functions at any given moment.
 
=== Charm Effects ===
 
A character may only be affected by one charm effect at a time. If a creature already under a charm effect is struck by another charm, the newer effect replaces the existing one only if it is of equal or greater value.
 
For example, if a character is Charmed by a Siren and another character casts Charm on them, the new Charm replaces the original effect, as both are of equal value.
 
If the second charm effect is of lower value, the original charm remains. In this case, the correct response is “Got it,” and the lower value effect has no impact.
 
=== Target-Specific Effects ===
 
Some effects, such as Wither Limb or Shatter, require a sub-target as part of the call. This is mandatory for spells and optional for other delivery methods such as carrier attacks or potions.
 
If no sub-target is specified, the affected character chooses which valid limb or item is impacted.
 
If no valid sub-target exists that matches the call, the correct response is “Got it.” Calling “No effect” in this situation is incorrect.
 
== Spell Defenses ==
 
Spell Defenses, often referred to as “protectives” or “buffs,” are spells that grant magical protection against certain types of attacks or effects.
 
In game, spell defenses are visibly apparent when they trigger. Anyone observing can clearly tell that a spell was negated and which defense was used.
 
When a defense activates, the character must immediately announce the specific defense by calling out the name, such as “Shield Magic.” If the defense is not verbally called within three seconds of being struck, the character takes the spell’s effect and the defense is expended.
 
Spellcasters are not immune to their own spells and may not dismiss or cancel their own magic unless the spell description explicitly allows it.
 
Spells such as Bless or Shield that simply increase hit points do not need to be verbally announced when active.
 
== School of Magic ==
 
When a character begins learning magic, whether celestial or earth, one school must be designated as the primary school of magic. The other school becomes the secondary school and costs additional build to purchase. Characters may learn both schools; however, each school requires its own separate spell pyramid.
 
== Visible Effects ==
 
Some spells and effects have visible effects. The following effects are considered visible while they are in effect:
 
Berserk, Bind, Confine, Disease, Feeblemind, Hallucinoid, Imprison, Nausea, Paralyze, Pin, Silence, Sleep, Taint Blood, Vertigo, and Web.
 
These effects are noticeable to any observer who takes the time to look and asks the affected player.
 
Ward and Circle of Power are also visible, provided their physical representations, such as rope, structures, or marked areas, are present and observable.
 
A Hold may not be called to check for visible effects. The time spent asking whether an effect is visible represents the in-game time it took the character to notice it.
 
Such inquiries should only be made from short range and spoken at normal conversational volume.
 
== Eldritch Power ==
 
Many spells draw upon an energy known as eldritch power. This energy only affects living or animated beings. If a spell such as Flame Bolt misses its target and strikes an inanimate object, such as a tree, it has no effect. Likewise, they cannot be used for mundane purposes, such as cooling food or igniting objects.
 
== Reversible Spells ==
 
Many Earth Magic spells are reversible, such as Cure Disease and Cause Disease. These spells are learned as a single ability.
 
If a character knows Cure Wounds, they automatically know Cause Wounds as well. It is not possible to forget or selectively ignore one half of a reversible spell.
 
At the moment of casting, the spellcaster chooses which version of the spell to use, provided the correct incantation is spoken.
 
The reversed forms of many healing spells are necromantic and are typically identified by the word “Chaos” within the incantation.
 
Be aware that many in-game locations prohibit the use of necromantic magic, such as Create Undead, and casting such spells may carry in-game legal consequences.
 
== Necromancy ==
 
Whether necromancy is considered evil depends on perspective. In the world of Tyrra, some cultures accept or even encourage it, while most regions outlaw necromancy due to the belief that it interferes with the natural processes of death and renewal.
 
A commonly accepted in-game explanation compares the world to a natural cycle of seasons. Healing magic follows this cycle, reinforcing the orderly progression of life and death.
 
Necromancy is believed to disrupt this flow by drawing upon chaotic forces outside the cycle. Acts such as creating undead require spirits to behave in ways that contradict this natural order.
 
This theory has historically been used to explain phenomena such as sudden outbreaks of undead or abnormal weather patterns, though many scholars dispute it entirely, arguing that such events occur naturally.
 
Characters are free to hold their own opinions, and for game purposes it is assumed that extensive debate on the subject has existed for centuries.
 
== Elemental Planes ==
 
There are twelve primary elemental planes, separated by powerful dimensional boundaries. The world of Tyrra is formed from the interaction and overlap of these elements.
 
Each elemental plane is associated with a specific damage type used to harm opponents.
 
{| class="wikitable"
! Plane !! Damage Type
|-
| Life || Essence
|-
| Death || Destruction
|-
| Order || Order
|-
| Chaos || Chaos
|-
| Dream || Dream
|-
| Reason || Reason
|-
| Light || Light
|-
| Darkness || Darkness
|-
| Earth || Stone
|-
| Air || Lightning
|-
| Fire || Fire
|-
| Water || Ice
|}
 
== Prohibited Powers ==
 
No character may use plot-granted powers to gain information about a player character’s past actions. This restriction includes approved spells and abilities such as Dreamvision, as well as any form of clairvoyance, clairaudience, tracking, scrying, or similar effects.
 
If a character wishes to know what another character said or did, they must have been physically present at the time. Plot will not provide retrospective information through any of the listed abilities, and a character may never claim after the fact to have learned such information through any similar special powers.
 
Enslavement, Forget It Not, and Dominate are no longer prohibited.
 
{{:Formal Magic}}
 
</div>


== Existing references ==
* [[Spells]] — Browse the existing spell directories.
* [[Earth Spells]] — Browse Earth spells by level.
* [[Celestial Spells]] — Browse Celestial spells by level.
* [[Earth Magic Spell Slot]] — Open the existing Earth casting skill reference.
* [[Celestial Magic Spell Slot]] — Open the existing Celestial casting skill reference.
* [[Formal Magic]] — Open the existing Formal Magic skill reference.


----
----
[[Skills|← Previous: Chapter 3 — Skills]] · [[NERO 10th Edition Rules|Book contents]] · [[Spells|Next: Chapter 5 — Spells →]]
[[Skills|← Previous chapter]] · [[NERO 10th Edition Rules|Book contents]] · [[Spells|Next chapter →]]

Latest revision as of 00:01, 17 October 2026

Out of Game · Rule Book · Chapter 4

Magic

There are two approved physical representations for spell auras: manufactured spell orbs and traditional spell packets. You must check with your local chapter to determine which forms are permitted, as some sites or venues may restrict one option or the other.

Spell Orbs

Spell Orbs are a commercially manufactured soft-foam balls and may not exceed the size of a standard tennis ball. These can commonly be found at sporting goods stores or toy stores.

Spell Packets

Spell Packets are made using birdseed enclosed in fabric. Only small birdseed is allowed; sunflower seeds or any large, hard, sharp, or potentially harmful contents are prohibited.

No substitutes may be used. Rice is not allowed, as it can absorb moisture and harden. Rubber balls or tightly packed rubber bands are also forbidden due to excessive hardness. Anyone found using materials other than birdseed will have their packets and spell tags (if applicable) confiscated and will lose access to their spells for the remainder of the day.

Assembly

To assemble a spell packet, place birdseed in the center of a piece of fabric, gather the fabric around it, and secure it with a small rubber band. Packets must be loosely filled; tightly packed birdseed can cause injury.

Colors

Spell packets may be made in a variety of colors, with certain colors reservered for the specific in-game effect the packet represents.

Orange: Alchemy gas globes are orange.

Yellow: Arrows and Bolts are yellow.

Spell Packets can be made in any other colors.

Construction

The recommended fabric size for a spell packet is 6 inches by 6 inches, with approximately ¾ of a tablespoon of birdseed. Other amounts may be used, but the finished packet must be roughly the size of a golfball.

Players are encouraged to personalize their spell packets using distinctive fabric or markings. This helps ensure packets can be easily identified and returned after combat without disputes between spellcasters.

Spell packets are represented in game as an opaque, colored aura of energy only while held in hand. They are considered visible in game but do not emit light. Spell packets are not in-game items and may not be stolen, fumbled, or removed.

You may not hold more spell packets in your hand than you are capable of casting at that time. While you may carry additional packets in pouches or pockets, you cannot display more packets than available spells.

For example, if you have three spells, you may not hold an excessive number of packets at once, you may only hold three.

Packets used to represent scrolls or magic items that require a thrown packet must also be readily accessible and may not be stored away in backpacks or other inaccessible containers.

Casting Spells

To cast a spell, the caster must be holding a spell packet. The hand and arm holding the packet must be considered “free.” A hand is not free if it is holding another item or if it is restrained, either physically or through a binding effect or spell.

The caster must then clearly and correctly speak the spell’s verbal component in a voice loud enough to be heard by someone standing nearby, even if no one is actually present. Within three seconds of completing the verbal, the caster must throw the spell packet at the intended target.

The spell’s short spoken phrase, often called the incantation, is delivered in plain English so the recipient can clearly identify which spell has been cast. In game terms, these words are universally understood and carry a magical significance that distinguishes them from ordinary speech.

Although the language is understandable, spell incantations may not be imitated or used deceptively. A caster may not bluff a spell incantation, simulate casting, or feign the beginning of a spell.

Once a caster begins the incantation, the spell is immediately expended. A spell cannot be partially spoken and then retained. If the incantation starts, the spell is used, and the caster must wait until the next reset to regain the ability to cast that spell again.

Spell Disruption

If a character suffers body damage while in the process of casting a spell, the spell is disrupted. A disrupted spell does not take effect and is immediately lost from memory. Any source of body damage may cause disruption, including weapon strikes, traps, or other spells.

This rule is referred to as Disruption or Spell Disruption and may also apply to other attacks when specifically stated in their descriptions.

Touch Casting

Touch-casting is performed by holding a spell packet and placing it directly against the intended target. The primary benefit of this method is that it removes the chance of missing and losing the effect.

When a spell is delivered via touch-casting, the recipient may choose to “accept” the effect, allowing it to bypass spell defenses such as Shield Magic or Elemental Shield. A character must be conscious to voluntarily accept an effect without triggering spell defenses. Thrown effects may never be accepted.

The decision to accept a touch-cast effect must be made immediately after the spell is cast. This prevents misuse or deception by the caster.

A character receiving a touch-cast effect may always decline it by stating “refused.” In this case, the effect is expended but has no impact on the recipient. All attempts to touch-cast must follow all NERO safe conduct rules.

Meditation

Any character may Meditate to restore the use of “times per day” or other expendable skills that were blocked by the Return (type) monster ability.

To Meditate, the player must role-play focused concentration for 60 uninterrupted seconds. During this time, the character may not speak, move, or use any in-game skills, items, or abilities. Once the meditation period ends, the character regains any character skills or abilities lost specifically due to the Return (type) effect. Meditation cannot restore magic items, scrolls, alchemy, or similar resources.

Spellcasters may also use Meditation to recover spells that missed a valid target. At the end of meditation, the caster regains any thrown spells that failed to hit a legal target, as well as any spells, skills, or abilities lost to Return <type>.

Meditation may not be used to deliberately miss spells for tactical deception. Spells intentionally thrown away from a target are not recoverable through Meditation. Only spells genuinely aimed at a legal target and missed may be regained. Spells negated by defenses such as Dodge, Phase, or Resist may not be recovered through Meditation.

Stacked Effects

Identical spells do not stack. You may not be affected by more than one instance of the same spell at the same time unless the spell description explicitly allows it.

If a second non-stackable effect is applied, the correct call is “Got it.” Calling “No effect” in this situation is incorrect.

This rule applies to all identically named NERO effects, not just spells. Identical effects do not stack unless specifically stated otherwise in the effect description.

The following categories have additional stacking rules:

Blade Effects

Blade effects alter the damage call of a weapon. A character may have no more than three blade effects active at one time.

Blade effect spells include Endow, Delayed Endow, Elemental Blade, Enchanted Blade, and Silver Aura.

While multiple blade effects may be present, only one blade effect functions at any given moment.

Charm Effects

A character may only be affected by one charm effect at a time. If a creature already under a charm effect is struck by another charm, the newer effect replaces the existing one only if it is of equal or greater value.

For example, if a character is Charmed by a Siren and another character casts Charm on them, the new Charm replaces the original effect, as both are of equal value.

If the second charm effect is of lower value, the original charm remains. In this case, the correct response is “Got it,” and the lower value effect has no impact.

Target-Specific Effects

Some effects, such as Wither Limb or Shatter, require a sub-target as part of the call. This is mandatory for spells and optional for other delivery methods such as carrier attacks or potions.

If no sub-target is specified, the affected character chooses which valid limb or item is impacted.

If no valid sub-target exists that matches the call, the correct response is “Got it.” Calling “No effect” in this situation is incorrect.

Spell Defenses

Spell Defenses, often referred to as “protectives” or “buffs,” are spells that grant magical protection against certain types of attacks or effects.

In game, spell defenses are visibly apparent when they trigger. Anyone observing can clearly tell that a spell was negated and which defense was used.

When a defense activates, the character must immediately announce the specific defense by calling out the name, such as “Shield Magic.” If the defense is not verbally called within three seconds of being struck, the character takes the spell’s effect and the defense is expended.

Spellcasters are not immune to their own spells and may not dismiss or cancel their own magic unless the spell description explicitly allows it.

Spells such as Bless or Shield that simply increase hit points do not need to be verbally announced when active.

School of Magic

When a character begins learning magic, whether celestial or earth, one school must be designated as the primary school of magic. The other school becomes the secondary school and costs additional build to purchase. Characters may learn both schools; however, each school requires its own separate spell pyramid.

Visible Effects

Some spells and effects have visible effects. The following effects are considered visible while they are in effect:

Berserk, Bind, Confine, Disease, Feeblemind, Hallucinoid, Imprison, Nausea, Paralyze, Pin, Silence, Sleep, Taint Blood, Vertigo, and Web.

These effects are noticeable to any observer who takes the time to look and asks the affected player.

Ward and Circle of Power are also visible, provided their physical representations, such as rope, structures, or marked areas, are present and observable.

A Hold may not be called to check for visible effects. The time spent asking whether an effect is visible represents the in-game time it took the character to notice it.

Such inquiries should only be made from short range and spoken at normal conversational volume.

Eldritch Power

Many spells draw upon an energy known as eldritch power. This energy only affects living or animated beings. If a spell such as Flame Bolt misses its target and strikes an inanimate object, such as a tree, it has no effect. Likewise, they cannot be used for mundane purposes, such as cooling food or igniting objects.

Reversible Spells

Many Earth Magic spells are reversible, such as Cure Disease and Cause Disease. These spells are learned as a single ability.

If a character knows Cure Wounds, they automatically know Cause Wounds as well. It is not possible to forget or selectively ignore one half of a reversible spell.

At the moment of casting, the spellcaster chooses which version of the spell to use, provided the correct incantation is spoken.

The reversed forms of many healing spells are necromantic and are typically identified by the word “Chaos” within the incantation.

Be aware that many in-game locations prohibit the use of necromantic magic, such as Create Undead, and casting such spells may carry in-game legal consequences.

Necromancy

Whether necromancy is considered evil depends on perspective. In the world of Tyrra, some cultures accept or even encourage it, while most regions outlaw necromancy due to the belief that it interferes with the natural processes of death and renewal.

A commonly accepted in-game explanation compares the world to a natural cycle of seasons. Healing magic follows this cycle, reinforcing the orderly progression of life and death.

Necromancy is believed to disrupt this flow by drawing upon chaotic forces outside the cycle. Acts such as creating undead require spirits to behave in ways that contradict this natural order.

This theory has historically been used to explain phenomena such as sudden outbreaks of undead or abnormal weather patterns, though many scholars dispute it entirely, arguing that such events occur naturally.

Characters are free to hold their own opinions, and for game purposes it is assumed that extensive debate on the subject has existed for centuries.

Elemental Planes

There are twelve primary elemental planes, separated by powerful dimensional boundaries. The world of Tyrra is formed from the interaction and overlap of these elements.

Each elemental plane is associated with a specific damage type used to harm opponents.

Plane Damage Type
Life Essence
Death Destruction
Order Order
Chaos Chaos
Dream Dream
Reason Reason
Light Light
Darkness Darkness
Earth Stone
Air Lightning
Fire Fire
Water Ice

Prohibited Powers

No character may use plot-granted powers to gain information about a player character’s past actions. This restriction includes approved spells and abilities such as Dreamvision, as well as any form of clairvoyance, clairaudience, tracking, scrying, or similar effects.

If a character wishes to know what another character said or did, they must have been physically present at the time. Plot will not provide retrospective information through any of the listed abilities, and a character may never claim after the fact to have learned such information through any similar special powers.

Enslavement, Forget It Not, and Dominate are no longer prohibited.


Formal Magic

Formal Magic expands upon the standard nine levels of magical spells, opening an entirely new range of magical opportunities.

From powerful ritual spellcasting to the creation of wonderous magic items, Formal Magic represents the most advanced form of magic available to a character.

Overview

Once a character has learned a ninth-level spell, they may begin purchasing Formal Magic skill levels. At this stage, many characters adopt the title of “Wizard.”

Some choose to expand this title with a personal flourish, such as “Wizard of Earth Magics,” “Wizard of Might and Power,” or “Wizard of Life Healing.” The degree of formality or pretension is entirely up to the character.

Some spellcasters avoid titles altogether, while others prefer alternatives like “Sorcerer,” “Warlock,” or similar names. Most people choose not to question a Wizard’s chosen title, since provoking a spellcaster capable of Formal Magic is rarely wise.

Common Formal Magic Scrolls

Formal Magic scrolls are inherently powerful magical items and will always detect as magical. A Formal Magic scroll may only be read or copied by a character who possesses the Formal Magic skill in the appropriate school. To all others, the scroll is completely unreadable.

Formal Magic scrolls may not include any modifications or flaws, except those that render the scroll non-copyable or destructible.

The scrolls listed here may not be altered in any way. When used, they must be cast exactly as written. Any urgent questions or rule interpretations are handled by the local Formal Magic marshal.

Below are descriptions of some of the most commonly encountered Formal Magic effects applied to Magic Items. This list is not exhaustive and represents only those most frequently seen in play.

Bane

Bane is a magical defense that reflects an attack back at its source. It functions at will and may be used even before a standard spell defense, if desired. Bane only protects against one specific type of effect.

For example, a Bane against Sleep may be used to counter either a Sleep spell or a Sleep-based gas poison.

Cloak

Cloak is a magical defense that operates at will and may also be used before a spell defense, if desired. It protects against a single type of effect, such as Fire or Binding Magic.

For example, a Cloak against Fire may defend against both a Flame Bolt spell and an elemental flame packet attack.

Obliteration

Obliteration is an extremely powerful Formal Magic effect. It causes the target to suffer the equivalent effects of dying and resurrecting three times, although only a single trip to the Earth circle is required.

After the Formal Magic is resolved, the target may still receive a Life spell within the next five minutes. Only one Life spell is required to restore the target to one body point, and if this occurs, the creature does not resurrect at all.

Spirit Link binds an item directly to a creature’s spirit, making the item impossible to steal. The item must remain in constant contact with the linked creature, though direct skin contact is not required. Clothing, gloves, or similar barriers may come between the item and the body.

If a creature carrying a Spirit Linked item dies, the item becomes insubstantial along with the spirit and travels to resurrect, reforming with the spirit upon return. If the item is a container, its contents do not travel with it.

If the creature permanently dies, both the body and the Spirit Linked item return to the location where the body dissipated. The item then becomes linked to the next creature with a spirit who picks it up, even if gloves, clothing, or armor are worn.

Spirit Mark

Spirit Mark is used to place a permanent mark upon a specific individual’s spirit. The mark always appears on the spirit’s body, in a location and design determined by the original Formal Magic caster. This mark may be concealed through normal means.

Vengeance

Vengeance causes a retaliatory burst of pure magical damage to any being that delivers a killing blow to the bearer of this Formal Magic. The damage occurs after the killing blow and cannot be avoided in any way.

When Vengeance is triggered, the appropriate call is “(Damage) Arcane Vengeance.”

Formal Magic Components

To cast a spell from a Formal Magic scroll, a character must also possess the appropriate Formal Magic Components. These components are represented in game by a tag that lists the item’s description, level, and type.

Some chapters also supply a physical prop to accompany the tag. If a chapter does not provide a prop, players are encouraged to supply their own, as this can enhance roleplaying.

Formal Magic Components may be discovered as treasure during modules, carried by NPCs, or found randomly in the environment.

Any character can immediately recognize an item as a Formal Magic Component. However, identifying the specific level and type of a component, such as P4 or C1, requires at least one level of the Formal Magic skill from either school.

Components exist in several categories, referred to as flavors:

  • Power (P)
  • Creation (C)
  • Elemental (E)
  • Time (T)
  • Void (V)
  • Destruction (D)
  • Spirit (S)

Formal Magic Components normally come in power values of 1, 2, or 4, and these are standard across all NERO chapters. Formal Magic spell costs list the total value of each type of component required, and any combination of components may be used to reach that total.

For example, P4 indicates any combination of Power components whose combined value equals 4. One spell, Greater Extension, specifically requires a Power component with a value of 2 or 4 in addition to its other required components.

On rare occasions, higher power components may be found, with values up to 10. These higher value components function exactly like standard components, simply representing a larger amount of magical power.

For example, a Power 10 component, written as P10, pro-vides ten points of Power, the equivalent of ten individual Power components.

Components with power values of 3, 5, 6, 7, 8, 9, or 10 are issued only by NERO National and are clearly marked as such on their tags. These components include the component type, its power value, and identifying information.

These formal components cannot be used to cast Cantrips.

Once any of these NERO national issued components are used, they should be turned into your Local Chapter, who will contact NERO National for new redistribution tags.

Components expire no later than two years from their issue date. If no expiration date is printed, the component is assumed to expire one year from the date of issue.

Extended Circles Of Power

To access the abilities of an Extended Circle of Power, a character must be Invested in that Circle. Investiture is achieved through a Formal Magic spell cast upon the character within the Circle.

To enter or leave the Circle, a character must be recognized by an invested member. The invested individual must clearly gesture toward, touch, or name the character and state, “the Circle recognizes you.” This is an out of game statement and may be made even while Silenced. The recognition is understood in game by all who hear it.

Once recognized, the character must immediately enter or exit the Circle. If they do not act right away, the recognition expires.

Invested members may move freely into or out of the Circle, as they are assumed to recognize themselves. An invested member who is unconscious, or conscious but unwilling, cannot pass through the Circle unless recognized by another invested member.

When using combat skills or casting spells, a character must be completely inside or completely outside the Circle of Power. A spell incantation cannot begin inside the Circle and finish outside of it.

Identify

An Extended Celestial Circle may perform an Identify on either an item or a person. Both the invested individual performing the Identify and the target must be fully within the Circle.

To perform the Identify, the invested character touches the target and states, “Identify.”

If the target is an object, the invested character reads the item’s tag and learns its properties in the time it takes to read the information.

If the target is a person, that individual must inform the invested character of all active spells and Formal Magic effects currently affecting them, as well as all magical items they possess, including each item’s properties and methods of activation.

This functions as though the items were directly Identified by the invested character. In some cases, Identify may also reveal additional information about magical creatures. Identifying a person takes as long as it takes for the target to convey all required information.

Anyone who hears or observes the Identify process is aware that an identification is taking place, though they should make a reasonable effort not to overhear the results. If you can determine out of game who is performing the Identify, then you know who it is in game as well.

If a transformation is active and Identified, the school and name of that transformation are revealed. Dormant transformations are not revealed, nor is their presence indicated. A character may prevent an Identify unless they are helpless.

The time required for Identify is in-game time. If the process is interrupted for any reason, including loss of physical contact, the Identify is interrupted.

There is no required order for presenting information, and the target may choose where to begin. However, all information must be provided, with the possibility of third party interruption.

Resurrection

An Extended Earth Circle is capable of performing Resurrections. The spirit to be resurrected must be fully within the Circle.

The resurrection process takes five minutes and restores the body to full body points. During this time, it is obvious to all observers that a resurrection is occurring.

The identity of the resurrected individual is not recognizable to anyone except the invested healer performing the resurrection, though the healer may choose to reveal that identity if desired.

Magic Items

Magic items may be discovered in play or created through the NERO Formal Magic System. Most magic items grant the bearer the ability to use a spell, while some provide effects derived from the Formal Magic system.

A magic item cannot be used until it has been Identified and the corresponding item tag has been obtained. Without the tag, the item provides no usable effects, even if the character is already aware of its powers. To receive the tag, the character must go to the Mages’ Guild or monster camp. If a character is given an item and is told in game what the item does and how it functions, the item may be used immediately, but the character must report to the Mages’ Guild or monster camp as soon as possible afterward to obtain the tag. Any player providing a magic item phys rep must also provide the appropriate Magic Item Tag.

Activating Magic Items

Spells granted by a magic item function exactly like normal spells. They allow the character, regardless of class or level, to use the spell provided by the item. To activate a magic item, the user must clearly state the word “Activate” followed by the spell’s incantation. For example, “Activate With Mystic Force I Bind You.”

All standard spellcasting rules apply when activating a magic item. The character must have a free hand, possess a packet if required, and be conscious. A magic item cannot be activated while Webbed, unconscious, dead, or physically restrained. Activating a magic item is not considered a Game Ability, so a character may still activate items even when unable to use normal Game Abilities or Skills, such as while affected by a Taint Blood spell.

Magic Item Slots

Each chapter determines how many magic items a character may have active at one time. This limit ranges from one to five items and is clearly posted at event check in or on the chapter’s website.

If a character carries more magic items than the allowed number of active slots, there must be a clear and obvious method to distinguish active item tags from inactive ones. Switching an item between active and inactive requires at least one minute of uninterrupted roleplay while physically moving the item tag. Only one item may be switched at a time. If a character loses possession of a magic item tag, that item immediately becomes inactive. During the switching process, the character may not use any game skills. The character must be conscious and have at least one hand free in order to change the status of items.

The following Formal Magic spells continue to function on a magic item even when that item becomes inactive: Render Indestructible, Extend Formal Magic, Greater Extension, Spirit Link, Spirit Lock, and Delimit.

An inactive magic item may still be used, but only benefits from the effects listed above.

The limit on active magic items applies collectively to both Unrestricted and Local Chapter Only items. For example, in a campaign allowing five active items, a character may have any combination totaling five, such as two Local Chapter Only items and three Unrestricted items.

Spirit As A Magic Item

For the sole purpose of Magic Item Slots, a character’s Spirit counts as one magic item that may be made active as a whole. Only the following Formal Magic spells are counted toward this Spirit item: Enchant, Cloak (Minor), Bane (Minor), Spell Store, Protection Aura, Cloak, Bane, Expanded Enchantment, Spirit Link, and Spirit Lock.

All other Formal Magic spells that target the Spirit are not subject to Magic Item Slot limitations. Spirit Link and Spirit Lock continue to function even if the Spirit is considered inactive for slot purposes.

A player character is always aware of all Formal Magic effects on their Spirit, including the school, specific type, and duration when applicable.

Definition Of Basic Terms

Formal Marshal

Some chapters require a separate certification process in order to serve as a Formal Magic Marshal.

Caster

This term always refers to the Formal Magic caster and is also known as the Primary Caster.

Secondary Caster

This term refers to any Formal Magic casters, other than the Primary Caster, who are participating in a batch.

Levels

This term always refers to the number of levels of Formal Magic a character possesses in the appropriate school.

For example, when casting Celestial Formal Magic, only the number of levels of Celestial Formal Magic that the character has purchased are counted.

Dark Territory

This term refers to a Formal Magic casting that may not succeed. The outcome is determined by the marshal using a random method, most commonly the roll of a ten sided die, where 1 equals success, 2 through 5 result in a flaw, 6 through 9 result in failure, and 10 results in backlash.

The method of random determination must be explained to the caster in advance and performed in the caster’s presence. Requests such as “pick a number” are not acceptable.

The marshal must record the chosen method and the exact result in the Formal Magic Log. The chances of success are shown on Table 4.2 below.

Batch

A Batch is a grouping of Formal Magic castings from the same school of magic that are treated as a single unit, provided there is no more than a 60 second gap between each attempted casting.

If more than 60 seconds pass between Formal Magic castings, the Batch immediately locks in its current state and is no longer considered an active Batch.

The Formal Magic spell Glyph of Protection may only be used as the first casting in a Batch.

If a caster performs multiple Formal Magic castings within the same Batch, all castings made by that caster are considered to have occurred on the same game day, specifically the game day in which the Batch was started.

Unrestricted

This term refers to an item that has entered play in accordance with the NERO Treasure Distribution Policy. Magic items also receive this classification when they are created using components, scrolls, and production items that are all classified as Unrestricted.

Local Chapter Only (Lco)

This term describes a special plot related item that may only be used within the chapter that issued it. In all other chapters, the item does not exist for in game use.

Local Chapter Only items are not intended to modify core rules or create effects outside the established system.

Pyramid

This term describes Formal Magic effects that build power through multiple castings within a single Batch.

Examples include Damage Aura, Protection Aura, and Spell Store.

The first step requires one casting. The second step requires two additional castings, for a total of three. The third step requires three additional castings, bringing the total to six. The final step requires four additional castings, resulting in ten total castings.

Pyramid style Formal Magic effects may never exceed ten total castings, which equals four steps, though some may be capped at fewer steps. Each completed step counts as a single effect for purposes of the five Formal Magic effect limit.

Special Types Of Formal Magic

Scroll Specific

Formal Magic designated as scroll specific is limited to a single, clearly defined version of that spell. A scroll will only function for the specific type listed on it and cannot be used to create alternate versions of the same Formal Magic.

For example, the Formal Magic Cloak is scroll specific, meaning the scroll will identify the exact type of Cloak it creates and may not be used to cast any other variation.

Transform

All Transform Formal Magic effects are considered dormant. The presence of a Transform is not revealed during a Celestial Identify.

Upon the target’s permanent death, the character becomes an NPC within the chapter where the Transform was cast. Even after permanent death, certain Transform effects may strengthen or weaken the creature as described in this rulebook.

Refer to the individual Formal Magic scrolls for specific details.

After permanent death, the Transform takes effect and permanently changes the target into the designated creature. This transformation may occur immediately or may take several weeks, at the discretion of local NERO Plot.

Once the transformation is complete, the Transform Formal Magic ends. The newly transformed creature retains all currently active spirit affecting Formal Magic effects that were present prior to the transformation, except for the Transform itself.

Some effects may temporarily trigger the full transformation before permanent death. The conditions under which this occurs are determined solely by local NERO Plot or Staff.

If a transformation is activated prior to permanent death, the Transform is no longer dormant and may be Identified within an appropriate Extended Circle of Power.

Temporary transformations are generally not intended for situations where player characters are directly opposed to other player characters. Final determination rests with the local chapter.

Only one Transform may be active on a spirit at any time. Applying a new Transform replaces any existing Transform, including Local Chapter Only Transform effects.

Once a character becomes an NPC through a Transform, they are entirely under the control of the local chapter. There is no guarantee the NPC will ever appear in game. If allowed to appear, there is no guarantee the creature will pursue the same goals or motivations it held during its prior life.

Creation And Summoning

Local Plot must be notified well in advance before any Creation or Summoning Formal Magic is cast.

When a creature appears, a new creature card is issued regardless of any prior statistics associated with that creature.

Depending on chapter policy, the caster may be required to provide an NPC to portray the creature, or the local chapter may supply one. This varies by chapter and should be confirmed ahead of time. The local chapter may always substitute staff or other NPCs for part or all of the creature’s roleplay.

During the casting of this Formal Magic, the marshal should consult local guidelines regarding the creature’s personality and demeanor. The NPC portraying the creature must follow all directives provided by the Formal Magic marshal. Failure to do so may result in termination of the role and loss of the creature.

Unintelligent creatures will only obey simple commands of 25 words or fewer, containing a single condition and a single objective.

Examples include commands such as “Follow me and attack anyone who strikes me,” “Attack anyone who enters this room except these six people,” or “Follow me and search every creature I defeat.”

Control of unintelligent creatures may never be transferred to another person. All commands are subject to approval by the local chapter.

Intelligent creatures are not automatically controlled. They may be friendly, hostile, or indifferent. Negotiation between the caster and the summoned or created intelligent creature is possible.

A creature created or summoned in one NERO chapter may be prohibited from traveling to another chapter. If travel is allowed, the creature card used will be replaced with the equivalent creature card from the destination chapter.

Additional approved summoning types may be added at the discretion of local staff, but other chapters are not required to recognize or allow those additional types.

Special Note For Creating Undead

Create Undead Formal Magic spells cannot create Greater, High, or Master level undead. Undead of Greater, High, or Master power created through Formal Magic are the result of Transform effects, not Create Undead.

Special Rules For Pantherghast

A Pantherghast is driven to relentlessly hunt a single species chosen by the caster. The creature will focus its actions and behavior toward tracking and eliminating members of that species.

The Pantherghast may briefly roleplay with the caster before beginning its hunt, but its overriding purpose is the systematic pursuit and destruction of the named species.

Golems

Golem creation follows the Creation and Summoning rules above, in addition to the rules listed here.

This Formal Magic creates a golem and places a spirit and body designated by the caster into it. If a simple animal is placed within the golem, the animal does not need to be willing. In this case, the golem is mindless and fully controlled by the caster. If an intelligent spirit and body are placed within the golem, that spirit may control the golem from within and may use all of the golem’s abilities. The golem will always be recognizable as the spirit inhabiting it.

Any attempt to extend the duration of a golem through additional Formal Magic automatically fails and consumes the required components. The golem ceases functioning five days after it executes its first command, regardless of any attempted extensions.

In addition to the required components, this Formal Magic requires silver equal to the golem’s total body points divided by ten, rounded up.

This silver is incorporated into the golem’s body and is normally recoverable when the golem is destroyed, though in some cases some or all of the silver may be damaged or unrecoverable.

Golems are unaffected by Life and Death effects. A golem is considered Dead immediately upon reaching zero body points or receiving a killing blow, even if it would otherwise be healable. When this occurs, any spirit and body housed within the golem seek resurrection.

When the Formal Magic expires, the spirit and body emerge without triggering a death. The body retains any battle magics cast on the golem and suffers wounds identical to those the golem sustained. For example, if the golem had Shield Magic and was reduced by 15 points, the person emerges with Shield Magic and is down 15 body points. The person will always have at least one body point.

If Destroy Celestial Magic is successfully cast on a golem, the spirit and body emerge without death in the same condition described above.

Casting Rules

Any character who possesses the Celestial Formal Magic or Earth Formal Magic skill may cast spells from Formal Magic scrolls of the appropriate school. Formal Magic scrolls are considered Indestructible unless they are Flawed.

All casters, Formal Magic Components, Formal Magic scrolls, and the target of the Formal Magic must be located within a specially prepared ground representation.

This representation must be drawn as a circle with a V shape and is commonly referred to as a fishtail. The fishtail provides no protective benefit. It must also include sigils, runes, symbols, fetishes, implements, or other props that clearly indicate powerful magic is being performed. This representation is often also called a Circle.

No Formal Magic effect may have a duration longer than two years, with the exception of Transformations.

Casting Time

The standard casting time for any Formal Magic spell is five minutes. If the Formal Magic directly harms a player character, the casting time becomes one hour.

A player character may choose to allow the shorter five minute casting time by informing the marshal at the beginning of the casting.

This choice is entirely out of game and cannot be influenced by in game pressure, discussion, or planning. This option does not apply to Obliterate or to Formal Magic that does not target the player character’s spirit or personal items.

The one hour casting time is automatically required if requested by any participant within the Circle or by the marshal. Harmful effects include, but are not limited to, destroying a ward or circle, placing a Formal Magic circle around a ward, or using Formal Magic to escape pursuit by player characters. If the Formal Magic is directly harmful to an NPC, the casting time is determined by chapter representatives and may range from five minutes to one hour.

Game Day

A game day is defined as running from 6:00 PM to 5:59 PM the following day. Some chapters may define the end of the game day earlier, such as 3:00 PM.

Durations measured in game days include the current game day or any portion of it. An effect with a duration of one game day expires at the beginning of the next game day, even if only a short amount of time has passed.

Item And Character Transferability

If any Local Chapter Only components, scrolls, items, or spells are used in the creation of a magic item, the resulting item is considered Local Chapter Only. Local Chapter Only items may not be taken to another NERO chapter. This restriction also applies to newly tested spells.

Because a player character’s spirit is considered unrestricted for transfer, all Formal Magic effects on a spirit are listed on that character’s card. Local Chapter Only Formal Magic effects on a spirit count toward the total limit of Formal Magic effects on that spirit but are suppressed when the character is outside the issuing chapter.

A player character is always aware of all Formal Magic effects on their spirit, including the school, specific effect, and duration when applicable.

A Formal Magic caster may not cast more than one Formal Magic spell at the same time.

Target Effect Limits

No target may retain more than five different Formal Magic effects at the same time. If a target already has five Formal Magic effects and an additional casting is attempted, the new casting fails. A single spirit or item may only retain five Formal Magic effects.

Formal Magic effects with instantaneous duration do not count toward this limit. Examples include Obliterate and Spirit Forge. In addition, the following lasting effects do not count toward the five effect limit on a spirit or item: Extend Enchantment, Extend Formal Magic, Greater Extension, Investiture, Render Indestructible, Interplanar Travel, Planar Asylum, Spirit Walk, Whispering Wind, Dreamvision, Create High Horoscope, Transform to Greater Creature, Transform to High Creature, Transform to Master Creature, and Create <x> Golem.

Spirit Mark and Spirit Unmark cantrips do count toward the five effect limit.

Fishtail Requirements

All Formal Magic castings must take place within a proper fishtail representation. If two or more Formal Magic castings are performed within the same fishtail at the same time, all of those castings are considered to be in Dark Territory.

Success Versus Failure

A caster may automatically succeed on a total number of Formal Magic levels per game day equal to the number of levels they possess in the appropriate school. A caster may attempt an additional number of Formal Magic levels equal to their total levels in that school in Dark Territory.

A caster may not cast beyond Dark Territory. A caster may not attempt to cast a scroll of a higher level than the number of Formal Magic levels they possess in the appropriate school.

Multiple Formal Magic Spells On A Single Target

The total level of Formal Magic cast on a single target within one batch may not exceed twice the combined levels of the appropriate school possessed by all casters participating in the batch.

From this maximum, subtract the total levels of Formal Magic each participating caster has already cast earlier that same game day.

The caster of each individual Formal Magic spell within a batch must be designated immediately before that spell begins, and that caster must possess the scroll at the start of the casting.

All casters involved in a batch must remain within the fishtail for the duration of all castings in that batch. If a caster leaves the batch between castings, the maximum allowable Formal Magic levels for the batch are recalculated. That caster is no longer required to remain within the fishtail. If the total levels already cast meet or exceed the new limit, the batch immediately ends. No additional casters may be added once a batch has begun.

Tags

Every Formal Magic effect has a corresponding tag. Chapters may not reissue tags originally issued by another chapter without National approval. As a result, players may not add Formal Magic effects to items tagged by other chapters. Chapters may reissue their own tags and add new effects when appropriate, but an item’s transferability status may never increase.

If an Unrestricted item has a Local Chapter Only Enchant applied, the item’s tag must be reissued as Local Chapter Only. If an item has multiple effects with different durations, each duration must be clearly marked. Magic Item tags may not be altered except to reduce charges or to destroy the tag.

All items created using the Formal Magic system must have their tags marked as either Indestructible or Destructible.

Targets

The target of a Formal Magic spell must be declared at the start of the casting and may not be changed. If the target has a spirit, the target immediately knows they are being targeted and which Formal Magic is being cast. If there are multiple targets, all must be declared at the start.

Formal Magic spells that target a spirit may be refused, except for Investiture, Divestiture, Create Mark, Destroy Mark, and Obliterate. The Formal Marshal will inform the target that they may refuse the spell and explain the consequences. This option may be exercised at any time before the casting ends and before any die roll.

Refusing a Formal Magic spell that targets a spirit causes the target to immediately die and depart to seek resurrection, regardless of consciousness.

Pyramids

Casting a pyramid based Formal Magic on an item that already has the same pyramid effect from a different batch does not increase the existing pyramid. To increase a pyramid, a new pyramid with a greater number of castings must be completed. When this occurs, the original pyramid immediately expires and the new pyramid takes effect.

Effects Of Gypsy Curse On Formal Magic

Gypsy Curse has no effect on the casting of Formal Magic.

Flaw And Backlash Effects

Flaws and Backlashes may be identified in an Extended Celestial Circle. In most cases, lingering effects may be removed through the use of a Destroy Magic Formal Magic spell.

Pre Event Formal Magic Use

At the discretion of the local chapter, characters with the appropriate skills may cast Formal Magic spells during check in as part of logistics. To do so, the caster must turn in all required components and scrolls to production at check in.

Spells cast in this manner do not require roleplay and may only be cast using automatic success. Dark Territory casting is not permitted during logistics. Plot related Formal Magic must always be cast in game and may not be handled through logistics.

At the end of logistics, the caster has the appropriate number of Formal Magic levels deducted from their first game day allotment. Unused scrolls are returned with appropriate updates. If production staff are unable to complete the logistics process, all components and scrolls are returned and the caster must perform the castings in game under normal rules.

Spells that target an unwilling spirit, target an automatically resisting item such as a ward or circle, or are unlawful within the local region may not be cast through logistics.

Casting Walkthrough

When a scroll specifies that an action must be taken during the “time of formal casting,” such as Enchant, that action may be performed at any point during the formal magic casting.

Materials Checklist

The following items are required to begin a Formal Magic casting:

  • The scroll. The caster is responsible for reading and understanding the scroll.
  • Formal Magic Components for each Formal Magic spell being cast.
  • A fishtail representation in which to cast.
  • The Primary Caster.
  • Any Secondary Casters, if applicable.
  • The target or targets of the Formal Magic.
  • A Marshal, who must have:
  • A white headband.
  • These rules, including individual scroll descriptions.
  • Component identification charts.
  • A Formal Magic Log or Receipt Book.
  • Flaw and Backlash charts.
  • A ten sided die.

Finding A Marshal

The caster is responsible for locating a marshal. Some chapters provide a list of available marshals at an event upon request. It is strongly recommended that arrangements be made in advance. Many marshals are also players, and there is no guarantee a marshal will be available on short notice, especially during late hours.

The marshal must remain out of game for the entire duration of all Formal Magic castings. The marshal’s character may not be present in any capacity, including as an observer. Many chapters prohibit a marshal from overseeing Formal Magic involving close friends or in game associates.

Marshal And Caster Preparation

Step 1

Before the Formal Magic begins, the marshal must inform all involved players if the resulting item or effect will be classified as anything other than Unrestricted and explain why. This requires reviewing all components, scrolls, and effects involved. For an item or effect to be Unrestricted, all materials used must also be Unrestricted and no effects altering transferability may be active. If these conditions are not met, the result is automatically Local Chapter Only.

Step 2

The marshal must identify and verify the components to ensure they are correctly marked. If components are insufficient, the marshal states “The Formal Magic does not begin.” In this case, components are not consumed. If the casting is part of a declared batch, the marshal must notify the caster of insufficient components before the batch begins.

Step 3

The marshal must read the Formal Magic scroll to ensure full understanding and confirm any special instructions. If the scroll is Unlimited but usable only once per day, the marshal must verify it has not already been used that day. If the physical scroll differs from the current version, the current version is used. The only allowable flaws on a Formal Magic scroll are that it cannot be copied or that it is destructible.

During The Casting Of Formal Magic

Step 4

To begin the casting, the caster states “Beginning Formal Magic.” The marshal privately asks whether the caster is waiving auto success and choosing to cast in Dark Territory. If components are insufficient at this point, the marshal states “The Formal Magic does not begin,” and no components are consumed.

Step 5

The caster must declare the target or targets of the Formal Magic. If the target has a spirit, the marshal must inform the target.

Step 6

The caster or casters must clearly indicate to any observers that a Formal Magic is being performed. This must be done through roleplay such as continuous movement, verbal activity, or both. Examples include circular hand motions, full body movements, stylized gestures, drawing symbols, lighting candles or incense, chanting, recitation, or speaking in a magical language. Normal conversation is not allowed. The caster must actively use the components and the scroll. The amount and style of roleplay are determined by local rules. Poor roleplay results in a warning from the marshal. After two warnings, a third instance of poor performance causes automatic failure of the Formal Magic.

Step 7

A Formal Magic casting automatically backlashes if any of the following occur:

  • Any caster is struck or becomes unconscious.
  • Any caster takes body damage, is disrupted, or is struck by a ranged attack.
  • Any caster cannot speak, move their hands, or reasonably be in a position to see the scroll.
  • Any caster uses a game skill other than those required by the scroll or the skills Read and Write, Wear Extra Armor, or Dexterity Armor.
  • Any caster stops casting, voluntarily or involuntarily.
  • Any component, scroll, or target is damaged, destroyed, dies, becomes unusable, or leaves the fishtail. Anything leaving the circle is affected by backlash as if it were still inside.

Step 8

When the casting is completed, the caster rolls any required die, with all casters allowed to see the result. All casters know the outcome. The marshal records the result in the Formal Magic Logbook. If additional Formal Magic castings are planned, tag writing may be delayed. All used components and scrolls are collected. Limited use scrolls are collected at this time. Used components and scrolls must be turned in by the marshal in an unusable state, except when a flaw result requires them to remain intact until resolved.

Results are handled as follows:

Success: The Formal Magic functions as written on the scroll and components are consumed.

  • Flaw: The Formal Magic completes with altered results. Refer to the flaw table. If components or scrolls are not consumed due to the flaw, return them and record this in the log. If an additional effect would exceed the target’s effect limit, that effect fails.
  • Failure: The Formal Magic produces no effect.
  • Backlash: The Formal Magic fails and produces a powerful side effect. Refer to the Backlash Table and apply the result.

After Casting The Formal Magic

Step 9

The marshal prepares any required receipts, delaying them if the item is still part of a batch. All components are rendered unusable at this time. Limited use scrolls are marked or rendered unusable. Unlimited scrolls have each successful or flawed use recorded on the scroll or its tag. The casting is recorded on the caster’s card, including date, completion time, level, and result. Any information requiring logistics entry or chapter referral is noted.

Temporary tags and receipts are prepared according to the scroll instructions. Expended components, scrolls, and materials are turned in with the logistics portion of the receipt, preferably sealed in a plastic bag. Players are informed that permanent tags will be issued later and that receipts must be retained and exchanged for laminated tags.

All Magic Item and Magic Effect tags are maintained in a permanent database. Tags must be printed from that database and signed by authorized staff. Any tag not found in the database is subject to confiscation pending investigation.

All expended components, scrolls, and related tags must be turned in to Logistics for tracking and return to the issuing chapter.

Cantrips Overview

Cantrips are a type of castable Formal Magic. To cast a Cantrip, a player must possess the Earth Formal Magic or Celestial Formal Magic skill. A player may cast one Cantrip per day, per level of Formal Magic they possess, limited to their school of magic.

Cantrip Tome

To cast a Cantrip, the player must carry a Cantrip Tome containing the Cantrip they intend to use. Cantrip Tomes are in game items that must be acquired through play. The physical representation of a Cantrip Tome must be at least 6 inches by 4 inches. Cantrip Tomes are governed by the rules defined in the Enchant Cantrip Tome Cantrip.

Cantrip Pages

In addition to Cantrip Tomes, single use Cantrip Pages also exist. A Cantrip Page functions the same as a Cantrip Tome but contains only one Cantrip and is consumed upon use. A Cantrip Page must meet the same size requirements as a scroll and must be read and touched with a packet in order to cast the Cantrip.

Casting

To cast a Cantrip, the player must speak the correct incantation and physically break or tear the number of level one components required for that Cantrip, which may be zero, one, or two. If the Cantrip has a zero component cost, no tearing motion is required.

Breaking or tearing one level two component may power either one Cantrip that requires two components or two Cantrips that each require one component, cast one immediately after the other. Breaking or tearing one level four component may power two Cantrips that require two components each or four Cantrips that require one component each, cast consecutively.

Components must be broken or torn within ten seconds of completing the incantation. Components used for Cantrips must be Unrestricted NERO components or Local Chapter Only components from the chapter in which the Cantrip is being cast. Components must be identifiable by the local chapter at the time of casting and may not be SR components. All components used must be turned in to a marshal after the Cantrip is cast and will be checked at that time.

Cantrips are cast on the fly using any Cantrip contained in the tomes the caster is carrying. A fishtail is not required to cast a Cantrip. Cantrips are never thrown at an opponent in the manner of battle magic, though some Cantrips may allow the caster to throw one or more packets with a defined effect, such as a ten elemental fire attack.

Casting a Cantrip is subject to Spell Disruption. From the moment the incantation begins until the components are broken or torn, no other skills or items may be used. If another skill or item is used during this time, the Cantrip fails and the components are still consumed.

A Cantrip may not be extended, placed into an item, or enhanced through enchantment, expanded enchantment, or similar effects. A Cantrip or its effect may never be Spell Stored.

The phrase “dies and requires a Life spell” applies any time a character is dead, regardless of whether they receive a Life spell, resurrect, regenerate, revive through another method, or are unaffected by Life spells.

Types Of Cantrips

There are five categories of Cantrips:

  • Personal: These Cantrips affect only the caster. They may not be transferred or placed on another character. To retain a Personal Cantrip, the character must continue to possess the appropriate Formal Magic skill. If the skill is lost, the Cantrip immediately ceases to function. If the character retains the skill but is temporarily unable to use it, such as due to being tainted or drained, the Cantrip remains active. The caster must also retain possession of the Cantrip Tome containing the Cantrip. Losing possession of the Tome, even temporarily to allow another to cast from it, causes all active Personal Cantrips to end.
  • Item: These Cantrips may only be cast on items that do not have a spirit.
  • Spirit: These Cantrips may only be cast on targets with a spirit. They must be touch cast in a NERO legal manner by touching the target with a packet. If the target is unwilling, the Cantrip fails.
  • Broad: These Cantrips affect broad categories within the NERO estate or military systems and are generally not used during active play. On rare occasions, Plot may allow specific uses during play, such as weakening a structure during a siege. Broad Cantrips may never directly affect player characters or NPCs in play.
  • Offensive: These Cantrips allow the caster to directly attack opponents. Their effects are stopped by appropriate spell defenses.

Cantrip Durations

Cantrips may have the following durations:

  • Hour: Lasts one hour.
  • Day: Lasts until the next Standard Reset or the end of game, whichever occurs first.
  • Instant: Takes effect immediately and does not persist, though effects on others may have a duration.
  • Year: Lasts until removed by in game methods or one year passes.
  • Concentration: The caster must actively maintain concentration to keep the Cantrip active.
  • Invoked: When an Invoked Cantrip is cast, the caster gains five charges of the effect in the appropriate school of Formal Magic. Each use consumes one charge. A charge may be used against a single opponent for up to five minutes or line of sight, whichever ends first. Unused charges expire at the next tag reset. Charges may be used against multiple opponents simultaneously. The caster must state “I invoke <Cantrip name> against you” so the target can hear it. This is an in game statement and cannot be made if the caster is Silenced.
  • Two Year: Lasts until removed by in game methods or two years pass.

Unless otherwise specified, any Cantrip with a Day duration ends immediately if the target dies and requires a Life spell.




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