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NERO® Additional Spells (Volume 2) Play-test
Version 2.0 031504
For NERO Rules: Matthew Sims, Joseph Valenti
Objective:
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The Objective of this play-test
is to flesh out and fill some of the gaps in the spell lists and improve the
versatility of spell casters by incorporating spells and concepts previously
tested in the Harmonics and Nature Magic Packages as well as several other
spells which have been submitted to NERO International.
·
Please note many of these spells
are dependent on the skills defined above in the Additional Magical Skills
Playtest.
Level 1
Calm Animal
Xavier’s Bestial Soother
1 E 1 Hour
By means of this spell the caster can calm one
creature who is designated as an animal. This calm makes the creature docile
and non-aggressive for the duration of one hour. They cannot take any
aggressive actions such as participating in combat nor will they attempt to
remove the spell. The animal might wander off or simply sit down and rest for a
while. This is a form of charm and will over-ride any normal behavior so long
as it is effective it can be stopped by the ability Resist Charm. If anyone
attacks the creature in any way this effect will immediately be dispelled. An
Awaken or Dispel Magic will also work to remove this effect.
This will not affect magical animals, hybrid
animals, animal men, only ordinary animals, fish, and birds. For example an
eagle would be affected but it would not affect a gryphon, a phoenix, or a biata.
A bull would be affected but it would not affect a minotaur or a bull
scavenger. A horse would be affected but a unicorn would not. This spell has
no effect on any being which is not designated as an ordinary animal though it
will still trigger a shield magic or similar protective.
“I command this animal to be Calm”
Improved Hearth
Edgar’s Enhancing Area
1 C, E 1 Hour
This spell must be cast on an area already
prepared as a hearth using the skill Prepare Hearth. Once cast by the character
who prepared the hearth the duration of the hearth is extended to 1 hour but
only works for the school of magic from which it was cast. The hearth no longer
ends if the caster leaves it, is targeted with a dispel magic, or dies but it
will end if the room is targeted with a dispel magic. When cast the caster must
place an individually recognizable stylized “H” up on the door or wall obviously
indicating that a hearth is in affect, the “H” is OOG the way a “W” is for a
ward. If the room is dispelled the “H” must be removed. A player must confirm
their “H” is still present before using an improved hearth. A player may cast
this spell from both schools of magic in order to have the effect of the hearth
for both schools. If they do this the “H” must reflect this to them. Multiple
characters can have this effect active on the same area, but each Improved
Hearth must have its own “H” which must be recognizable by the player who cast
it and distinct from any others.
“With eldritch force I build an Improved
Hearth”
Shun Animal
Xavier’s Bestial Repulsion
1 E 1 Hour
This
spell causes an animal to feel great discomfort around the caster. The animal
will not initiate attack on the caster while the spell is in effect, and the
animal will immediately move at least 10 feet away from the caster and stay at
least that far away while the spell is in effect. If the animal is within the 10
feet when the spell is cast, the animal must move away, but never in a manner
that will endanger the animal or cause direct harm to the animal. In other
words, the animal cannot be made to jump off a cliff or walk towards a magical
rift or do any other action which would cause harm (much like a Charm
spell cannot force the victim to take self-destructive actions).
This
spell does not create a 10 foot magical circle around the caster which is
effective only upon the animal; if the animal has to come closer than ten feet
in order to get away (say for example, to pass close to the caster in order to
get to an exit), then that is permissible. While within that 10 foot area
however, the animal can take no in-game actions against the caster.
This
spell is a type of charm and can be resisted with the ability Resist Charm,
and it can be cured with an Awaken spell or Dispel Magic spell.
Stronger charms such as Vampire Charm or Enslavement will override
its effects.
This will not affect magical animals, hybrid
animals, animal men, only ordinary animals, fish, and birds. For example an
eagle would be affected but it would not affect a gryphon, a phoenix, or a biata.
A bull would be affected but it would not affect a minotaur or a bull
scavenger. A horse would be affected but a unicorn would not. This spell has
no effect on any being which is not designated as an ordinary animal though it
will still trigger a shield magic or similar protective.
“I command this animal to Shun me”
Stabilize
Vendar’s Saving Touch
1 E Continuous
When cast the target of this spell is
stabilized as if the First Aid skill had been successfully used upon them. For
this to work the target must have been able to be affected by the skill first
aid. The caster may continue to perform the verse without actually casting the
spell on a target each time the verse is stated without breaking the spell.
“I call upon the earth to Stabilize you”
Level 2
Empathic Healing
Oleander’s Self Sacrifice
2 E Instant
This spell allows the caster to transfer one
detrimental effect from the target to the caster. The effects this spell may
transfer to the caster are Disease, Curse, Paralyze, Silence, Sleep, Taint
Blood, Weakness, Wither Limb, Drain, Drain Life, Feeblemind, Laugh, Nausea,
Paralysis, Slow Poison, and Vertigo. No effect not on this list may be
transferred using Empathic Healing. The caster may also heal damage by
transferring body points from themselves to the target. The maximum number of
body that can be cured is the current body total of the caster plus one if they
are willing to drop to -1 body and begin to bleed out. Like all healing, if
more healing is given then the target has body points the extra body is lost but
the caster still takes the damage. The caster cannot use spell protectives or
combat abilities like Dodge or Phase to negate the effect upon them. If the
effect is not inflicted upon the caster because of immunity to the effect, a
formal magic defense, or a magical item, then the spell fails. The caster must
take the effect or use a racial resist for the spell to succeed. The caster must
begin the duration of the negative effect they take upon themselves from the
point they take the effect not when it was originally cast on the one they
removed it from. In order to use this spell to heal the target must be healable
by earth magic.
“I call upon the earth to Transfer
<effect or [X] body>”
Level 3
Charm Animal
Xavier’s Animal Friendship
3 E 1 Hour
This spell allows the caster to
charm a single creature which must be an animal. This spell duplicates the
Charm spell, except that it may only be cast on ordinary animals. Since the
Animal will not understand the common tongue this in general only keeps the
caster safe from the animal attacking him. If the caster is attacked the animal
will generally attempt to defend him and if the caster interposes himself
between the animal and another target the animal will understand that it
shouldn’t attack the target. If the animal has been trained to follow commands
it will listen to the caster as if he were the one who normally gives the
commands and will perform any commands he is trained to at the request of the
caster, this does not mean the animal will do anything they are not specifically
trained to do.
This
spell is a type of charm and can be resisted with the ability Resist Charm,
and it can be cured with an Awaken spell or Dispel Magic spell.
Stronger charms such as Vampire Charm or Enslavement will override
its effects.
This will not affect magical animals, hybrid
animals, animal men, only ordinary animals, fish, and birds. For example an
eagle would be affected but it would not affect a gryphon, a phoenix, or a biata.
A bull would be affected but it would not affect a minotaur or a bull
scavenger. A horse would be affected but a unicorn would not. This spell has
no effect on any being which is not designated as an ordinary animal though it
will still trigger a shield magic or similar protective.
“I command this animal to be Charmed”
Refit Armor
Ulin’s Smithing Surrogate
3 C Instant
This spell instantly refits armor
to its full value if used before the armor is breeched or to 2 points less than
its full value if used after the armor is breeched. Indestructible armor will
always be refit to full value. This spell only works on actual physical armor.
“I summon a force to Refit this armor”
Level 4
Calm
Golem’s Charm to Sooth the Savage
4 C, E S 10
Minutes
By means of this spell the caster can calm one
target. This calm makes the target docile and non-aggressive for the duration
of ten minutes. The target might wander off, head for the tavern for a drink,
or simply sit down and rest for a while. They cannot take any aggressive
actions while under the effect of this spell, they will not participate in
combat nor will they attempt to remove the spell. This is a form of charm and
will over-ride any normal behavior so long as it is effective it can be stopped
by the ability Resist Charm. If anyone attacks the target in any way this
effect will immediately be dispelled. An Awaken or Dispel Magic will also work
to remove this effect.
“I command you to be Calm”
Courage
Elder’s Spine of Steel
4 C, E Continuous
This spell will remove the effect fear from the
target.
The caster may continue perform the verse
without actually casting the spell on a target each time the verse is stated
without breaking the spell.
“I rid you of your fear”
Level 5
Silver Aura
Nataal’s Argent Aura
5 C S Indefinite
This spell will allow the recipient to swing
silver against one opponent in the manner of a critical attack. It will not
confer any additional damage. If the blade the target is using would normally
swing magic this spell will prevent that swing and the blade will only swing
silver. The target may choose to end the effect at any time but cannot
reactivate it without using another casting of the spell.
The spell may be stacked with other Endow/Blade
spells (maximum three spells total), but the spells will only work one at a
time.
“I grant you the power of a Silver Aura”
Level 6
Circle of Harmony
Edgar’s Symbolic Hearth
6 C, E 1 Hour
The caster may draw out or construct an
intricate circle which acts as a prepared hearth, for the school of magic from
which this spell was cast, without the need to be indoors. The circle must
consist of a circle within a circle to form a circular band. Between the two
circles their must be no less than eight symbols or glyphs. The circle must be
fully prepared before the spell is cast. The maximum radius of the outer circle
is six feet, and the inner circle must be at least six inches smaller in
radius. The area within the outer circle represents the area of effect. The
spell lasts for one hour or until the circle is in part or whole erased, pulled
apart, destroyed, or a dispel magic is cast upon the phys rep. The caster must
place an individually recognizable styled “H” in the center of the circle as if
it were a hearth indicating it is active, the “H” is OOG the way a “W” is for a
ward. The circle remains active even if the caster leaves it but if dispelled
or otherwise disrupted the “H” must be removed. A player must confirm their “H”
is still present before using a Circle of Harmony. A player may cast this spell
from both schools of magic in order to have the effect of the hearth for both
schools. If they do this the “H” must reflect this to them. Multiple
characters can have this effect active on the same area, but each Improved
Hearth must have its own “H” which must be recognizable by the player who cast
it and distinct from any others.
A Circle of Harmony and a Circle of Power can
be cast on the same physical representation at the same time. This circle is in
no way protective, and anyone can pass in and out of it freely.
“With eldritch force I build a Circle of
Harmony”
Level 7
Extended Hearth
Edgar’s Overlying Hearth
7 C, E Indefinite
When this spell is cast on an
existing circle of power or ward it will allow the circle or ward to act as a
prepared hearth for the caster for the school this spell was cast from. The
prepared hearth will last as long as the circle or ward if they are not already
extended through formal magics. If they are already extended through formal
magic this spell will last for five days.
The extended hearth is only dispelled if the
circle or ward is destroyed.
When cast the caster must place an individually
recognizable stylized “H” up on the door or wall or within the center of the
circle obviously indicating that a hearth is in affect, the “H” is OOG the way a
“W” is for a ward. If the effect is dispelled the “H” must be removed. A
player must confirm their “H” is still present before using an extended hearth.
A player may cast this spell from both schools of magic in order to have the
effect of the hearth for both schools. If they do this the “H” must reflect
this to them. Multiple characters can have this effect active on the same area,
but each Extended Hearth must have its own “H” which must be recognizable by the
player who cast it and distinct from any others.
“With eldritch force I build an Extended
Hearth”
Guardian of the Four
Janos’ Specific Protection
7 C S Indefinite
This spell grants a shield to flame, ice,
lightning, or stone as determined by the caster at the time of casting. This
will nearly always be the first protective spell lost if it is appropriate to
defend against an attack and will be used before a shield magic, elemental
shield, magic armor or any other automatic protective effect other than
Displacement which still comes before this spell. This spell will defend
against packet delivered attacks and weapon delivered attacks as long as the
damage or effect type is appropriate. For combine effects such as enflame where
the spell is both a flame attack and another effect this spell only protects
against the flame attack. A player may have only a single casting of this spell
upon them if another casting is placed upon them it will replace the prior one.
When struck by an appropriate attack the spell automatically goes off the target
may not choose to accept the spell and save this protection for later. This
protective will be set off prior to any more general protective such as a shield
magic.
“I grant you the power of a <flame, ice,
lightning, or stone> Shield”
Invigorate
Enigma’s Restorative
7 E P Instant
The target of this spell is cured
of the drain effect but not of the drain life effect which still requires a life
spell to remove.
“I rid you of your Drain”
Mystic Lock
Andraya’s Dimensional Box
7 C 5 Days
This
spell magically seals a single box or chest which becomes immobile once the
spell is cast. It may not work on a container that already has magical
properties such as a vampire’s spirit cradle. The size of the box is limited to
a rectangular solid of 3 feet by 3 feet by 6 feet and no larger. This spell may
be cast on a storage locker.
This
spell requires a lock and key that must be prepared from a single piece of
material. The two pieces are placed upon the box, the spell is cast, and the key
is removed from the lock. A magic barrier will then appear enclosing the box.
The box is completely sealed by the barrier and only the opening on which the
lock was placed can be accessed at all. Nothing may enter or leave except for
air itself. No gaseous forms, gases, weapons, spells—nothing. No one (not even
the caster) may access the box until the key is placed back in the lock. Mystic
Lock is not affected by Dispel Magic. Without the key in the lock the box
cannot be opened, closed, or reached into.
The
Mystic Lock is always visible, even when down. When the key is placed in the
lock, the barrier disappears only from the portal where the lock is located. If
the box is left open but the key is removed one can see into the box but still
cannot access anything within it.
The
Mystic Lock lock phys rep must be placed in the center of the lid of the box and
must be clearly visible. The box must be visibly marked to indicate the presence
of a Mystic Lock by placing a large “W” on the box with duct tape or masking
tape. The spell tag must be attached to the back of the lock or to the marshal
notes.
It is
possible to Mystic Lock a box to have two or more separate lock with different
keys; for example, a chest with a large compartment and three draws can be
Mystic Locked so that the lid or any of the draws cannot be accessed without the
proper key. In order to do this, multiple casters are needed. Each opening
must have a separate Mystic Lock cast upon it simultaneously.
Once
completed, the box will have only one Mystic Lock but will have separate keys
for each opening with a lock phys rep placed. Each key must be unique and
distinguishable from the other. The keys are not interchangeable.
It is
also possible to Mystic Lock a smaller container within another Mystic Lock as
long as the two containers do not share the same opening.
The size
of the key and lock phys rep is variable but cannot be larger than the surface
of the box it is placed upon and cannot be an in-game weapon such as a shield or
sword. Unusual locks and keys must get prior approval. All Mystic Lock keys are
indestructible.
Anything
left in the way of a rising Mystic Lock will be pushed to the side of least
resistance. Animate objects or beings are always pushed outside and can never
be placed within a Mystic Lock. Even dead bodies cannot be placed inside a
Mystic Lock unless permanently dead.
The spell
Duplicate Ward Key can be used to duplicate the key from a Mystic Lock as well
following the same limitations.
“With eldritch force I build a Mystic
Lock”
Tarry
Pale’s Dying Denial
7 E 5 Minutes
The target of this spell must be dead and
within their five minute death count and able to be lifed. The target will have
their death count extended by five
minutes. This spell can be cast on a target multiple times but they must have
five minutes or less left on their death count or it will not work and the spell
will be lost. Tarry cannot extend a death count past the time of reset and if
it has already extended the count past the initial five minutes when reset
occurs the effect will end and the character will go to resurrect. This spell
can never be used to allow the target to receive a life spell gained in the next
reset period if the initial death count expired during the previous reset
period. It can never be used to force a character to take multiple castings of
the obliterate formal. At any point past the initial five minute death count
the target may chose to end their count and resurrect immediately, a spirit may
not be held for longer than their initial five minutes using a tarry against
their will even if enslaved or controlled in any other manner.
“I grant you the gift of Tarrying”
Level 8
Corruption
Balvar’s Corrupting Touch
8 E 1 Minute
This spell restores an undead target or other
target healed by necromancy or chaos to his or her full body points. Once the
spell is successfully cast, the target will begin to regenerate as per the rules
of the special ability Regeneration. Like the refitting of armor,
Regeneration requires that the character stand or sit in one place for one
minute and the process is interrupted if the character is struck by a weapon
blow or packet attack that affects the character. If this process is
interrupted before its completion, the spell is lost for no effect. The target
may not be restored to a total of body higher than is appropriate for his race
and level via this spell. This spell may not be used to aid a living character
in any way. This spell only affects targets which are healed by necromancy or
chaos. This spell does not remove any other negative effects. This spell is
the reverse of Regeneration.
“I call upon chaos to Corrupt you”
Displacement
Rilgalinion’s Camouflage
8 C Indefinite
This spell grants the caster, and only the
caster, a shield against the first effect that hits them. It may not be cast
upon another target. This will always be the first protective spell lost if it
is appropriate to defend against an attack and will be used before a shield
magic, elemental shield, magic armor or any other automatic protective effect.
This spell will defend against packet delivered attacks and weapon delivered
attacks whether beneficial or harmful. The caster may choose to accept a touch
cast effect under the protection of this spell. When struck by an appropriate
attack the spell automatically goes off the caster may not choose to accept the
spell and save this protection for later. The proper call for this defense is
“<effect which set it off> Shield.”
“I grant you the power of Displacement”
Regeneration
Balvar’s Healing Grace
8 E 1 Minute
This spell restores a living target to his or
her full body points. Once the spell is successfully cast, the target will
begin to regenerate as per the rules of the special ability Regeneration.
Like the refitting of armor, Regeneration requires that the character
stand or sit in one place for one minute and the process is interrupted if the
character is struck by a weapon blow or packet attack that affects the
character. If this process is interrupted before its completion, the spell is
lost for no effect. The target may not be restored to a total of body higher
than is appropriate for his race and level via this spell. This spell may not
be used to aid a dead character in any way. This spell only affects targets
which are healed by earth magic. This spell does not remove any other negative
effects.
“I call upon the earth to Regenerate you”
Level 9
Inspiration
Oracle’s Rite of Renewal
9 E Instant
The recipient chooses one daily use skill that
they have purchased with build points and that they have already used that day
to be refreshed. This spell will restore only normal times per day skills
including a single spell slot. It will not renew powers from items or
production skills or special abilities of any kind only skills conforming to the
current edition of the NERO rules and playtests. It will renew a single level
of formal magic if the target so chooses but only for use in casting a cantrip
not for casting of formal magics. If used to renew a slay or assassinate it
will renew only the base slay or assassinate it will not renew a bladefury
selectively unless all other slays or assassinates have been renewed first. A
single target may only be affected by one inspiration for each time they can
study to reset their skills and spells and casting the spell on them again will
have no effect until after the next reset point.
“I grant you the gift of Renewal of a
single skill”
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