formal rituals

Arcane Armor
Level 3
Target Item which must be a piece of Armor
Duration: 5 days
Components: P3, C1, E1, S1
This formal magic provides 2 points of armor to the wearer of the item per casting of the formal to
a maximum of fve castings. These points of armor will be lost frst when a player takes damage.
It requires a minute of concentration to reft back to full value and cannot be atempted while
refting physical or Dexterity arMor. Multiple arcane arMor items may be worn and their bonuses
add together but never to more than 10 points of armor total. Arcane Armor in no way provides
protection against a waylay. Any formal magic which targets a suit of armor represented by one or
more tags, including Arcane Armor, will target the entire suit and a single tag for the total value of
the suit with any magical effects placed on it will be issued for the item and all old tags collected. The
suit will be a single magic item and to steal it the entire suit must be taken. Arcane Armor of any
value counts as a single effect toward the fve effect limit.
Bane, Minor
Level 3
Target Item or Spirit
Duration: Until used, for a maximum of one year
Components: P3, C2, D1, E1, V1
This formal magic provides single use protection that will reflect the listed effect back upon the
atacker. It works at will even before a spell defense if desired. The user of this formal magic calls
“Bane” when using the protective. The following bane effects are allowed:
• Binding Protects from pin, binD, web and conFine.
• Chaos Protects from any effect that, if cast normally, includes the word “Chaos” in the
incantation.
• Charm Protects from calM, calM aniMal, charM, charM aniMal, shun, shun aniMal,
DoMinate, Fear, enslaveMent, anD vaMpire charM.
• Command Protects from any effect that, if cast normally, includes the word “Command”
in the incantation.
• Curse Protects from any effect that, if cast normally, includes the word “Curse” in the
incantation.
• Earth Protects from any effect that, if cast normally, includes the word “Earth” in the
incantation.
• Fire Protects from any effect that causes Fire damage.
• I Call Forth a(n) Protects from any effect (except elDritch blast) that, if cast normally,
includes the words “I call forth a(n)” in the incantation.

• Ice Protects from any effect that causes Ice damage.
• Lightning Protects from any effect that causes Lightning damage.
• Stone Protects from any effect that causes Stone damage.
• Summoned Force Protects from DisarM, shatter, Destroy and enFlaMe
Protects from the specifc spell chosen (below 9th level), regardless of
delivery type.
Bane
Level 6
Target Item or Spirit
Duration: 5 days
Components: P6, C2, D2, E1, V3
This formal magic will create a once per day protection that will reflect a certain type of effect back
upon the original caster. It works at will even before a spell defense if desired. The user of this
formal magic calls “Bane” when using the protective. The following bane effects are allowed:
• Binding Protects from pin, binD, web and conFine.
• Chaos Protects from any effect that, if cast normally, includes the word “Chaos” in the
incantation.
• Charm Protects from calM, calM aniMal, charM, charM aniMal, shun, shun aniMal,
DoMinate, Fear, enslaveMent, anD vaMpire charM.
• Command Protects from any effect that, if cast normally, includes the word “Command”
in the incantation.
• Curse Protects from any effect that, if cast normally, includes the word “Curse” in the
incantation.
• Earth Protects from any effect that, if cast normally, includes the word “Earth” in the
incantation.
• Fire Protects from any effect that causes Fire damage.
• I Call Forth a(n) Protects from any effect (except elDritch blast) that, if cast normally,
includes the words “I call forth a(n)” in the incantation.
• Ice Protects from any effect that causes Ice damage.
• Lightning Protects from any effect that causes Lightning damage.
• Stone Protects from any effect that causes Stone damage.
• Summoned Force Protects from DisarM, shatter, Destroy and enFlaMe
Protects from the specifc spell chosen (below 9th level), regardless of
delivery typ

hange Race
Level 7
Target Spirit
Duration: Instantaneous
Components: P7, C1, E2, S3, V1 (all Unrestricted)
This formal magic changes the target from the current race to a different race, chosen by the target.
The new race must be from the list of allowable PC races in the current version of the NERO rules.
The target will be immediately aware of the race chosen by the caster when this formal magic
begins. It will not change the basic appearance of the target, except for the specifc racial alterations.
Therefore, the target is still recognizable to any who would recognize the target if the target hadn’t
changed race.
Any Racial Skills pertaining to the previous race of the person are lost, but the build is kept and
turned into “Free Build”. The target retains any non-racial skills that are more difcult for the new
race to learn, and they must pay the higher cost. If the target does not have enough free build to
retain these skills, the target may “forget” these skills in any order it chooses until it has enough free
build to cover any increased costs.
If the new race cannot be the same profession as the previous race, then this formal magic will fail.
All components and scrolls used in the casting of this formal magic MUST be of unrestricted
transfer.
Channel Spell
Level 5
Target Weapon
Duration: 5 Days
Components: P5, C2, E2, S2, + P equivalent to the level of the spell being channeled
This formal magic will create a channel in the target for a particular spell of the appropriate school.
The effect will transfer that particular spell of the appropriate school from the wielder’s memory and
deliver it as a spellstrike through the target once per day.
Power components equal to one additional point per level of the spell must be added to the
components normally required for this formal magic.
The caster must state the words, “I atune this to the spell ” and then the spell
must be cast from the caster’s memory at the end of the formal magic.
Channel cannot be used for 9th level spells or confning effects (pin, binD, web, anD conFine).
The proper call for a channeled spell is “Spellstrike <option/number>” (Option/
Number is for when the spells allows for a choice such as wither liMb- i.e., right arm or shatter-i.e.,
shield, or if the spell has an associated number such as cure light wounDs)
The spell to be channeled must come from the user’s memory. The caster’s hand need not be empty
but may only be holding the weapon that will channel the spell. When the verbal is complete the
caster’s next action within three seconds must be to swing the weapon as per a normal weapon atack
and deliver the spell with the call as described above. A spellstrike may not be accepted under a
shielD Magic or reFlect Magic.

Cloak, Minor
Level 2
Target Item or Spirit
Duration: Until used, for a maximum of one year
Components: P2, C1, D1, E1, V1
This formal magic will create a single use protection that will stop a certain type of effect. It works at
will even before a spell defense if desired. The user of this formal magic calls “Cloak” when using the
protective. The following cloak effects are allowed:
• Binding Protects from pin, binD, web and conFine.
• Chaos Protects from any effect that, if cast normally, includes the word “Chaos” in the
incantation.
• Charm Protects from calM, calM aniMal, charM, charM aniMal, shun, shun aniMal,
DoMinate, Fear, enslaveMent, anD vaMpire charM.
• Command Protects from any effect that, if cast normally, includes the word “Command”
in the incantation.
• Curse Protects from any effect that, if cast normally, includes the word “Curse” in the
incantation.
• Earth Protects from any effect that, if cast normally, includes the word “Earth” in the
incantation.
• Fire Protects from any effect that causes Fire damage.
• I Call Forth a(n) Protects from any effect (except elDritch blast) that, if cast normally,
includes the words “I call forth a(n)” in the incantation.
• Ice Protects from any effect that causes Ice damage.
• Lightning Protects from any effect that causes Lightning damage.
• Stone Protects from any effect that causes Stone damage.
• Summoned Force Protects from DisarM, shatter, Destroy and enFlaMe
Protects from the specifc spell chosen (below 9th level), regardless of
delivery type.
Cloak
Level 5
Target Item or Spirit
Duration: 5 Days
Components: P5, C2, D2, E1, V2
This formal magic will create a once per day protection that will stop a certain type of effect. It works
at will even before a spell defense if desired. The user of this formal magic calls “Cloak” when using
the protective. The following cloak effects are allowed:28
• Binding Protects from pin, binD, web and conFine.
• Chaos Protects from any effect that, if cast normally, includes the word “Chaos” in the
incantation.
• Charm Protects from calM, calM aniMal, charM, charM aniMal, shun, shun aniMal,
DoMinate, Fear, enslaveMent, anD vaMpire charM.
• Command Protects from any effect that, if cast normally, includes the word “Command”
in the incantation.
• Curse Protects from any effect that, if cast normally, includes the word “Curse” in the
incantation.
• Earth Protects from any effect that, if cast normally, includes the word “Earth” in the
incantation.
• Fire Protects from any effect that causes Fire damage.
• I Call Forth a(n) Protects from any effect (except elDritch blast) that, if cast normally,
includes the words “I call forth a(n)” in the incantation.
• Ice Protects from any effect that causes Ice damage.
• Lightning Protects from any effect that causes Lightning damage.
• Stone Protects from any effect that causes Stone damage.
• Summoned Force Protects from DisarM, shatter, Destroy and enFlaMe
Protects from the specifc spell chosen (below 9th level), regardless of
delivery type.
Contact Ancient Dead
Level 5
Target Permanently Dead Spirit
Duration: Ten Minutes per formal magic level of the caster or until the spirit chooses to leave,
whichever is frst
Components: P5, C1, S2, T1, V2
The contact ancient DeaD formal magic provides a means to contact a spirit that did not survive
resurrection. The formal magic must be performed within ten years from the death of the spirit per
earth ForMal Magic level of the caster. It must also be performed at least fve years after the fnal
death of the target spirit. Be forewarned that the spirit has the ultimate choice whether to return and
may choose to ignore the casting of this formal magic causing the casting to fail even if it should have
succeeded.
Upon successful casting, the spirit will appear in the circle and is restricted to its confnes. If, at any
point, the circle is destroyed or disturbed, the spirit dissipates with it as well. Note that the spirit will
forget every detail of the last twenty-four hours before its death. Similarly a spirit has no knowledge
of any events since its death (except for castings of spirit Farewell and contact ancient DeaD). Note
that no other formal magic can be cast on the spirit during its return.
The Contact Ancient Dead formal magic will last for ten minutes per earth formal magic level of the29
formal magic caster or until the spirit chooses to leave.
The duration of this formal magic may not be extended by any means.
If the person who plays the spirit which is the target of the formal magic is not present on site at the
time of casting, this formal magic will automatically fail.
This formal magic is meant to summon plot-guided NPCs to interact with the PCs in the
furtherance of plot. It is not meant to contact the spirits of PCs; the spirit farewell formal magic is
used for that purpose.
The plot commitee should be informed prior to the casting of this formal magic so that the NPC
summoned may be properly prepared.
Create Base Golem
Level 4
Target A simple animal, or a Spirit and Body
Duration: Until destroyed, or 5 days after the frst command is executed.
Components: P4, C3, E3, S2, V2
Approved
Golems
None
This formal magic creates a golem of the type specifed by the scroll.
Create Base Undead
Level 4
Target Permanently dead body(s)
Duration: The Undead creatures created will last until destroyed, but the caster’s control will
only last 5 Days.
School: Earth
Components: P4, C3, E2, V1
Approved
Types
None
The number of Undead creatures created is equal to one half the formal magic levels of the formal
magic caster rounded down.
In addition to the components, this formal magic requires three silver pieces per undead created
which will be incorporated into the body of the undead whole and is retrievable when the undead is
destroyed. On occasion the silver will be destroyed and irretrievable.30
Create Greater Golem
Level 7
Target A simple animal, or a Spirit and Body
Duration: Until destroyed, or 5 days after the frst command is executed
Components: P7, C5, E5, S3, V3
Approved
Golems
None
This formal magic creates a golem of the type specifed by the scroll.
Create Extended Circle of Power
Level 9
Target Physical Representation
Duration: 2 Years
Components: P9, C4, E4, S4, T4
This formal magic is cast upon a physical representation that is appropriate for a protective circle oF
power spell, but has not yet been enchanted. Unlike the Circle of Power spell, the representation may
be up to 2 feet in radius per level of formal magic of the appropriate school possessed by the caster to
an absolute maximum of a 40 foot radius. To cast this formal magic spell, the fshtail circle is placed
adjacent to and fully within the target physical representation. The target representation will become
an extenDeD circle oF power of the appropriate school ; and can perform the function of iDentiFy or
resurrection. Anyone within the target representation during the entire casting of this formal magic
will receive an investiture to the Extended Circle of Power.
This formal magic will not create an Extended Circle of Power around, within, or overlapping
another Circle of Power of any type lasting longer than ten minutes. If this is atempted, the formal
magic will automatically fail.
When the circle is identifed, the number of spirits invested will be revealed as well as any invested
members who are presently in the circle. There is no limit to the number invested.
A marshal’s note must be included with each circle listing the type and expiration date for the circle
and all invested members (IG and OOG names).
Create High Horoscope
Level 3
Target Spirit
Duration: One vision
School: Celestial
Components: P3, C1, E1, S1, T1
This formal magic will allow the target to have a prophetic or fact-revealing vision of a general nature31
on a topic designated at the time of the casting. Be forewarned that the contents of the vision will
never reveal specifc information, and may fail to reveal anything.
The caster and target must be able to see the night sky through the entire casting of this formal
magic. The quality of the vision is often aided if the caster and/or the target have the skill craFtsMan
(astrologer).
At the end of the formal magic the target will go into a trance, and the vision will take place. Any
action taken against the target while they are in the trance may break the trance at the target’s option.
The duration of the vision is variable depending on how much is revealed on the given topic. This
formal magic can never be used to circumvent any other NERO rule.
Plot should be notifed in advance of the casting of this formal magic so a proper vision may be
supplied. Plot will take into account the craFtsMan (astrologer) skill if possessed by the formal
magic caster or the person on whom the formal magic is cast. The information revealed by this
formal magic is completely up to the plot commitee. This formal magic is meant for use in situations
between PCs and NPCs and plot generated scenarios. It will not be allowed to target one group of
PCs by another group of PCs: in such cases no vision will be received regardless of the success of the
formal magic.
Create Limited Formal Magic Scroll
Level 2
Target Formal Magic Scroll other than this one
Duration: Until used, for a maximum of one year
Components: P2, C1, E1, + components equivalent to the base casting cost of the scroll being copied
not including the power and not required to include rare components
This formal magic will create an exact copy of any other Formal Magic scroll of the appropriate
school.
The new Formal Magic Scroll will be created at the end of the formal magic casting. The new
scroll will be of the type liMiteD, regardless of the target scroll’s original type. The new scroll
will be limited to a number of uses equal to 1/3 the number of levels (round up in all cases) of the
appropriate school of formal magic possessed by the caster, to a maximum of ffteen. The caster may
voluntarily choose to make the new scroll contain the words “Flaw: This scroll cannot be copied” or
“Flaw: This scroll is destructible”. These words will also appear on the new scroll if any flaw changes
the new scroll in any way. If this formal casting is flawed via Dark Territory then any rolls that
indicate a roll on a Formal-specifc Flaw Table are re-rolled.32
Create Major Golem
Level 6
Target A simple animal, or a Spirit and Body
Duration: Until destroyed, or 5 days after the frst command is executed
Components: P6, C4, E4, S3, V3
Approved
Golems:
None
This formal magic creates a golem of the type specifed by the scroll.
Create Major Undead
Level 6
Target Permanently dead body(s)
Duration: The Undead creatures created will last until destroyed, but the caster’s control will
only last 5 Days
Components: P6, C4, E2, V2
Approved
Types:
None
The number of Undead creatures created is equal to one third the Formal magic levels of the formal
magic caster rounded up.
In addition to the components, this formal magic requires ten silver pieces or one gold piece per
undead created which will be incorporated into the body of the undead whole and is retrievable
when the undead is destroyed. On occasion the silver or gold will be destroyed and irretrievable.
Create Mark / Destroy Mark
Level 1
Target Item or Spirit
Duration: Create Mark: Two years;
Destroy Mark: Instantaneous
Components: Create Mark -P1, C1;
Destroy Mark - P1, D1
This formal magic will create or destroy an indelible Mark of the appropriate school upon a spirit or
an item.
The creation of a Mark can take one of three forms:
Θ spirit Mark will always show itself on the surface of the spirit’s body.
Θ iteM Mark will always show itself on the surface of the item enchanted.33
Θ Mark oF ownership will always show itself on the surface of the body whose spirit possesses the
item (it appears after one hour of possession, and disappears one hour after the item is no longer in
possession).
The Mark can be up to two colors chosen by the caster and a size between one and ten square inches
at the choice of the caster, at any location upon the target chosen by the caster. A Mark may not be
drawn over an existing Mark.
Upon completion of create Mark, the caster draws the Mark. Upon completion of Destroy Mark,
one (non-hidden) mark of the appropriate school present on the target, if there are any, disappears
immediately. If more than one mark is present on an item, the caster decides which one is destroyed.
If more than one mark is present on a spirit, the target decides which one is destroyed.
Note this is one scroll capable of being used as both Create Mark and Destroy Mark.
Any deliberate atempts to violate the spirit of the Mark of Ownership effect by passing the item
around quickly will be dealt with by the local chapter disciplinary commitee.
Create Master Golem
Level 9
Target A simple animal, or a Spirit and Body
Duration: Until destroyed, or 5 days after the frst command is executed.
Components: P9, C8, E7, S3, V3
Approved
Golems:
None
This formal magic creates a golem of the type specifed by the scroll.
Create Minor Golem
Level 2
Target A simple animal, or a Spirit
Duration: Until destroyed, or 5 days after the frst command is executed
Components: P2, C2, E2, S2, V2
Approved
Golems
None
This formal magic creates a golem of the type specifed by the scroll.34
Create Minor Undead
Level 2
Target Permanently dead body(s)
Duration: The Undead creatures created will last until destroyed, but the caster’s control will
only last 5 Days
Components: P2, C2, E1, V1
Approved
Types:
Skeleton, Zombie
The number of Undead creatures created is equal to the formal magic levels of the formal magic
caster.
In addition to the components, this formal magic requires one silver piece per undead created
which will be incorporated into the body of the undead whole and is retrievable when the undead is
destroyed. On occasion the silver will be destroyed and irretrievable.
Create Protective Circle of Power
Level 6
Target Physical Representation
Duration: 1 Year
Components: P6, C3, E3, S3, T4
This formal magic is cast upon a physical representation that is appropriate for a circle oF power
spell, but has not yet been enchanted. Unlike the Circle of Power spell, the representation may be
up to 2 feet in radius per level of formal magic of the appropriate school possessed by the caster to
an absolute maximum of a 40 foot radius. To cast this formal magic spell, the fshtail circle is placed
adjacent to and fully within the target physical representation. The target representation will become
an extenDeD circle oF power of the appropriate school, except that it can never perform the function
of iDentiFy or resurrection. Anyone within the target representation during the entire casting of this
formal magic will receive an Investiture to the Extended Circle of Power.
This formal magic will not create an Extended Circle of Power around, within, or overlapping
another Circle of Power of any type lasting longer than ten minutes. If this is atempted, this formal
magic will automatically fail.
When the circle is identifed, the number of spirits invested will be revealed as well as any invested
members who are presently in the circle. There is no limit to the number invested.
A marshal’s note must be included with each circle listing the expiration date for the circle and all
invested members (IG and OOG names).35
Create Stake of Woe
Level 3
Target None
Duration: 5 Days or one Killing Blow against a Vampire (whichever is frst)
Components: P3, C1, D1, S1, V1
This formal magic creates a temporary Stake of Woe that allows a Vampire to be killing blowed and
take a death from the killing blow. Be forewarned that while a single staking permanently kills most
vampires, some very powerful vampires are rumored to be able to survive multiple stakings. The
Stake of Woe created may be Shatered or Destroyed. The Stake also gives its possessor the ability to
deliver a once-ever,packet-delivered Arcane Solidify.
The Stake created by this Formal magic may not be extended in any manner.
Create Unlimited Formal Magic Scroll
Level 4
Target Unlimited Formal Magic Scroll other than this one
Duration: 2 Years or 1 Year (see below)
Components: P4, C2, E2, T2 + components equivalent to the base casting cost of the scroll being
copied not including the power and not required to include rare components
This formal magic will create an exact copy of any other Unlimited Formal Magic scroll of the
appropriate school.
The new Formal Magic Scroll will be created at the end of the formal magic casting. The new scroll
will be of the type Unlimited. The caster may voluntarily choose to make the new scroll contain the
words “Flaw: This scroll cannot be copied” or “Flaw: This scroll is destructible”. These words will also
appear on the new scroll if any flaw changes the new scroll in any way. If this formal casting is flawed
via Dark Territory then any rolls that indicate a roll on a Formal-specifc Flaw Table are re-rolled.
The caster must choose to have the scroll last only one year, in which case the scroll may be used any
number of times each day, or to have the scroll last two years, in which case the scroll may only be used
once each day. The number of times that the scroll may be used per day must be noted on the scroll.
Damage Aura
Level 5
Target Weapon
Duration: 5 days
School: Celestial
Components: P5, C2, D2, E2
This formal magic gives a +1 DaMage aura to a weapon. If multiple Damage Auras are cast, they
will provide additional damage in a pyramid fashion: an additional two castings will provide a +2
damage aura, and an additional three castings (for a total of six castings) will provide a +3 damage36
aura. The Damage Aura can only be cast upon a weapon.
No effect may make the damage bonus of a weapon greater than +3.
The level of the pyramid (+1=1, +2=2, +3=3) is the number of effects with regard to the 5-effect limit,
rather than the number of castings.
In addition to adding a damage bonus, the formal magic spell Damage Aura allows the wielder of
the weapon to use the weapon type “Magic” when desired.
Delimit
Level 4
Target Item
Duration: 5 Days
Components: P4, C1, S3
This formal magic Delimits the use of an item based on race, profession, ability to perform a skill, or
general experience. Only those who match the Delimitations upon the item may use the item.
The caster decides a single Delimitation to put on the item at the time of casting, the options are:
Only usable by a (fghter, rogue, scholar, templar), only usable by someone with the skill , only
usable by someone under level, only usable by someone over level, only usable by race .
If there is more than one Delimit on an item due to multiple castings, they both take effect. For
example, an item with Delimit: Dwarf and Delimit: Elf will only be usable by elves or dwarves, not
an “elf-dwarf”. This formal magic may be used to allow use of an item limited in use by formal magic
flaw.
Delimit prevents the use of active effects (e.g. cloak, binD, DaMage aura), but does not prevent the
passive effects of renDer inDestructible, spirit link, spirit lock and other Delimits.
Delve History
Level 2
Target Item
Duration: Instantaneous
Components: P2, C1, S1, T1
This formal magic will reveal to the caster specifc information regarding the history of the item that
is the target of the formal magic. Be forewarned that no information may be revealed for items that
are mundane in their history or blocked by forces beyond the ken of formal magic.
The information revealed by this formal magic is completely up to the plot commitee.
Plot should be notifed in advance of the casting of this formal magic so a proper history may be
supplied.
In general, no information will be revealed if the item involves another PC.37
Destroy Magic, Greater
Level 8
Target Item, Spirit, Glyph of Protection, Circle of Power, or Ward
Duration: Instantaneous
Components: P8, D4, V4
This formal magic will bring to a conclusion all existing magic of the appropriate school, both ForMal
Magic and Batle Magic, on the target.
The caster must touch the target with a spell packet at the beginning of the formal magic and at the
conclusion and must be able to do so, if desired, during the entire casting of the formal magic.
If the target is a warD or circle oF power, the target must be directly adjacent to the fshtail and the
caster must reach out of the fshtail to touch the target.
If cast upon a spirit then all magic present on the body is also affected, although items carried are
not affected. In this case all formal magic, including spirit link, is affected. While a Spirit Link is
gone forever, other magic upon any applicable item is unaffected.
If cast upon an item then all magic present on the item, including Spirit Link, is affected. While
that particular Spirit Link is gone forever, other magic present upon the spirit is unaffected.
Destroy Magic, Lesser
Level 2
Target Item, Spirit, Glyph of Protection, Circle of Power, or Ward
Duration: Instantaneous
Components: P2, D1, V1
This formal magic will bring to a conclusion all existing magic of the appropriate school, both ForMal
Magic and Batle Magic, on the target.
The caster must touch the target with a spell packet at the beginning of the formal magic and at the
conclusion and must be able to do so, if desired, during the entire casting of the formal magic. This
formal magic can only be cast within a fshtail that is within the boundaries of an extenDeD circle oF
power.
If cast upon a spirit, then all magic present on the body is also affected, although items carried are
not affected. In this case, all formal magic, including spirit link(s), is affected. While each Spirit Link
is gone forever, other magic upon any applicable item is unaffected.
If cast upon an item, then all magic present on the item, including Spirit Link, is affected. While
that particular Spirit Link is gone forever, other magic present upon the spirit is unaffected.38
Dreamvision
Level 3
Target Spirit
Duration: One vision
Components: P3, S2, T2
This formal magic allows the target to have a prophetic or fact revealing vision of a general nature on
a topic designated at the time of the casting. Be forewarned that the contents of the vision will never
reveal specifc information and may even fail to reveal anything. At the end of the formal magic the
target will fall into a deep sleep (if not already asleep) during which the vision will take place as a
dream. Any action taken against the person may, at the person’s option, break the sleep interrupting
the vision.
The duration of the vision is variable depending on how much is revealed on the given topic. The
target must be able to fall asleep normally.
Plot should be notifed in advance of the casting of this formal magic so a proper vision may be
supplied. The information revealed by this formal magic is completely up to the plot commitee.
This formal magic is meant for use in situations between PCs and NPCs and plot generated scenarios.
It will not be allowed to target one group of PCs by another group of PCs; in such cases no vision will
be received regardless of the success of the formal magic.
Elemental Aura
Level 3
Target Weapon
Duration: 5 Days
Components: P3, C2, E3
Approved
Auras:
Fire, Lightning, Ice, Stone, Order, Chaos, Dream, Reason, Essence, Destruction,
Darkness, Light
This formal magic causes a weapon to be sheathed with an eleMental aura of a particular element.
This will allow the wielder to use the type as a damage type when desired.
Multiple Elemental auras on one weapon will work and you may switch freely between them,
but you may only use one at a time. Elemental Aura may only be cast on a weapon. East casting of
Elemental Aura is a separate effect.
Enchant
Level 1
Target Item or Spirit
Duration: Until used, for a maximum of one year
Components: C1, E1, + P equal to half the level of the spell rounded up
This formal magic will place one magic spell of the appropriate school onto the target.39
The caster must state the words, “i iMbue this target with the spell” and then the spell must be
cast from the caster’s memory at the end of the formal magic.
The person whose Spirit is enchanted or who possesses the enchanted Item is imbued with the
ability to cast the spell once, following the rules for Activating Magic Items. If the spell in question is
reversible, only one version is placed within the target at the time of original enchantment. If the spell
is elDritch blast then one element must be chosen at time of enchantment.
The tag should be marked accordingly when the enchant is cast. If completely expended, it should
be rendered useless and turned into Logistics for return to the chapter of origin for tracking purposes.
Expanded Enchantment
Level 6
Target Item or Spirit
Duration: 5 days
Components: P6, C3, E3, + P equivalent to level of the spell being expanded
This formal magic will place one batle magic spell of the appropriate school onto the target.
The caster must state the word, “i iMbue this with a spell” and then the
spell must be cast from the caster’s memory at the end of the formal magic.
The person whose Spirit is enchanted or who possesses the enchanted Item is imbued with the
ability to cast the spell, once per reset or limited reset, following the rules for Activating Magic Items.
If the spell in question is reversible, only one version is placed within the target at the time of original
enchantment. If the spell is elDritch blast then one element must be chosen at time of enchantment.
Extend Enchantment
Level 3
Target Batch of Formal Magic of the appropriate school
Duration: 6 months
Components: P3, T2
This formal magic increases the duration of any Formal Magic previously cast in the current batch to
six months.
If successful, the batch immediately terminates at the completion of this formal magic.
extenD enchantMent does not count against the 5 Formal Magic limit on a target, since it simply
modifes the duration of other magics.40
Extend Formal Magic
Level 5
Target Batch of formal magic of the appropriate school
Duration: 1 year
Components: P5, T4
This formal magic increases the duration of any Formal Magic previously cast in the current batch to
one year.
If successful, the batch immediately terminates at the completion of this formal magic.
extenD ForMal Magic does not count against the 5 Formal Magic limit on a target, since it simply
modifes the duration of other magics.
Glyph of Protection
Level 1
Target One doorway
Duration: 5 Days
Components: P1, C1, E1, +
This formal magic will create a visible marking on both sides of the target and place one batle magic
spell of the appropriate school (or an Alarm effect) onto the target. The marking must be at least 6” x
6” and cannot be covered by any means.
If a frst, second, or third level spell, or the alarM effect is used, add an additional point of Power.
If a fourth, ffth, or sixth level spell is used, add two points of Power. If a seventh or eighth level spell
is used, add three points of Power. Ninth level spells cannot be used.
The following spells can be used in a glyph oF protection: binD, cause Disease, conFine, curse,
Destroy unDeaD, Dragon’s breath, FlaMe bolt, harM unDeaD, ice bolt, ice storM, lightning bolt,
lightning storM, Magic Missile, paralyze, pin, repel, shun, silence, sleep, stone bolt, taint blooD,
trap unDeaD, weakness, web, anD wither liMb. Any of the “Cause” or “Cure” wounds spells can also
be used.
The spell must be cast from the caster’s memory (or a message up to twenty words in length must
be spoken) at the end of the formal magic. The caster draws the symbol and all creatures within the
Circle receive a link to the glyph.
Any person (with enough spirit to be affected by spells) who passes through the doorway must
be invested to the Glyph of Protection or recognized by someone who is invested to the Glyph of
Protection. Otherwise the Glyph will activate its selected effect. The Glyph instantaneously resets for
each breaking of the plane throughout the duration of this formal magic. This means that multiple
persons breaking the plane at the same time will each be affected as if they were breaking the plane
in sequence. The effect of a Glyph of Protection may not be DoDgeD or phaseD but may be resisteD if
applicable.
Casting Detect Magic upon the Glyph will reveal that it is a magical glyph and specify the casting’s
school of magic, but it does not provide any other information. Casting Dispel Magic upon the
doorway will deactivate the glyph allowing passage through the plane of the doorway. The Glyph
will remain deactivated as long as the caster of the Dispel Magic maintains line of sight on it. Once41
the spell caster loses line of sight or is himself/herself affected by Dispel Magic, the Glyph will reset
and trigger the next time someone breaks the plane. A Dispel Magic cast upon the glyph will also
break any line of sight effects currently active due to the Glyph of Protection.
No mater what the effect of the Glyph of Protection no creature passing through the portal the
glyph is upon may be healed by the functioning of the Glyph.
Each portal may only have one Glyph of Protection upon it. Multiple Glyphs of Protection on a
single structure must be at least fve feet apart.
A person may be invested in the Glyph of Protection by use of the investiture formal magic of the
school of magic to which the Glyph of Protection belongs.
All Glyphs of Protection that duplicate a spell are as per the description in the NERO rulebook.
The Glyph itself is considered the caster of the spell. Any area with a Glyph of Protection must be
marked to indicate a marshal is needed to enter it.
A Marshal’s Note must accompany each Glyph of Protection, listing the type of glyph, the
expiration date, and the invested members (IG and OOG names).
Greater Extension
Level 9
Target Batch of formal magic of the appropriate school
Duration: 2 Years
Components: P9 (including at least one P2 or P4), C2, T4
This formal magic increases the duration of any Formal Magic previously cast in the current batch to
two years.
If successful, the batch immediately terminates at the completion of this formal magic. greater
extension does not count against the 5 Formal Magic limit on a target, since it simply modifes the
duration of other magics.
Identify
Level 1
Target One or more Items, Bodies or Spirits
Duration: Instantaneous
Components: P1, C1, E1
This formal magic will allow a caster to perform a celestial iDentiFy upon a number of targets equal
to the number of levels of Celestial Formal Magic he possesses.
At the completion of the formal magic, the Identify is performed on the named items by touching
them in a sequential order of the caster’s choosing.
Identify follows the rules for “Identify” on page 51 of the Nero® 9th edition Rulebook.42
Interplanar Conduit
Level 5
Target Spirit and Being with a Spirit (on the scroll-specifed plane)
Duration: 5 minutes per level of Primary caster’s Celestial Formal Magic Ability, non-extendable
Components: P5, C2, S3, V1, and an additional P1 for each additional person in the communication
Approved
Planes:
Air, Earth, Fire, Water
This formal magic will allow two-way communication between a target spirit (which can be the
caster) and a being with a spirit on the scroll-specifed plane.
The caster or target must either personally know the being to be communicated with or have
knowledge of its true name or communing name. The being communicated with may refuse contact
and may cut off the communication at any point. The caster or target of the formal magic may also
terminate communications at any point.
Communication will be verbal only and the communication from the other plane may be heard by
all of the casters and the target. Only the being to be communicated with may hear the communication from the plane of casting. Anyone within hearing distance may hear the half of the conversation
on their plane.
This formal magic may not be used to communicate with someone on the same plane as the caster.
If the caster, the target, or the being to be communicated with leaves the plane they were on when the
formal magic began then the formal magic will terminate. If the being to be communicated with is
not on the scroll-specifed plane the formal magic will fail. If the caster or target leaves the circle then
the formal magic will terminate.
Plot must be notifed at least 1 hour in advance of the casting of this formal magic. This formal
magic may not be used to communicate with PCs who are not present at the event at which the
formal magic is cast. Communication with a PC from another chapter who is on another plane due to
actions outside of this chapter must be approved in advance with the staff/plot commitee of the other
chapter.
Interplanar Travel
Level 8
Target Spirit(s)
Duration: Variable
Components: P8, S4, V4, + P equivalent to the # of willing people travelling
Approved
Planes
Air, Earth, Fire, Water, Order, Chaos, Dream, Reason, Life, Death, Darkness, Light
This formal magic causes a willing person, if that person has a spirit, to travel to the specifed plane.
All possessions on the person who is the target of the formal magic will travel with the spirit. Once
this formal magic has begun, the spirit is unable to leave the circle until the formal magic is complete.
The caster may decide upon a time limit of fewer than fve days during the casting of this formal
magic. The only allowable increments are in days or hours. Circumstances may dictate that this time
limit will vary (plot may decide the duration of the formal magic).43
Should the target die while on the other plane, the spirit will return to its plane of origin to
resurrect. may or may not be the plane from which the target originally travelled. Another
interplanar travel formal magic could be cast to send the target back to the plane on which the
original Interplanar Travel formal magic was cast on. Other than by death or further formal magic
use the only way to return to the plane of origin is to wait for the variable duration of this formal
magic to expire.
This formal magic guarantees the basic ability to survive on a hostile plane for 5 days. This
means that the target can breathe and perform necessary functions for continued existence while
on the plane. For example, the target may breathe even though on the plane of water and the flame
that makes up the elemental plane of fre will not burn him/her to death. This does not give any
immunity to atacks based on the same principle; in the above example on the elemental plane of fre
even though the targetis not consumed in the inferno, he/she may would be damaged by elemental
fre atacks.
This formal magic may allow travel for any number of willing targets up to one half the total levels
of Celestial formal magic of the casters, in the appropriate school (round up).
This formal magic in no way targets the traveling person to a particular area of the specifed
plane. On occasion an additional base item for the casting of this formal magic may be found which
will cause the formal to target a specifc area of the specifed plane, but this item will generally
be consumed in the casting regardless of the success of the formal magic. A subsequent casting
of Interplanar Travel to a plane the targets departed in the past 5 days will result in the targets
appearing at the original point of departure in that plane.
This formal magic lasts until the target suffers a death or the variable time limit expires.
Investiture / Divestiture
Level 1
Target Spirit and a Circle of Power, Glyph of Protection or Greater Ward
Duration: For the duration of the second target
Components: Invest - P1, C1, S1, T1
Divest - P1, D1, S1, V1
This formal magic will create or destroy a link between two targets. If used as investiture, this
formal magic creates a link between the two targets. If used as Divestiture, this formal magic
destroys one of the links, if any exist, between the two targets.
The caster must already have an Investiture that links him/her to the second target.
The school of this scroll must be the same as the school of the second target.
Note this is one scroll usable as both Invest and Divest.
Investiture follows the rules as described in the Nero® 9th Edition Rulebook under the topic of
Extended Circles of Power on page 50.44
Magic Aura
Level 2
Target Weapon
Duration: 5 days
Components: P2, C1, D1, E1
This formal magic will create a magical Damage Aura on a weapon. However, no additional bonus
is added to the damage call of the weapon. This allows the wielder of the weapon to use the Weapon
Type “Magic” when desired. If this formal magic is cast upon a weapon with a DaMage aura already
present, there is no additional effect.
Mend Golem
Level 3
Target Golem
Duration: Instantaneous
Components: P3, C2, E2
This formal magic will heal a golem for ten points of damage for every level of celestial formal magic
possessed by the caster. The healing may be split among multiple golems. This formal magic will
not heal a Golem that has reached zero body points, nor will it heal a golem that has received a
killing blow.
Obliterate
Level 8
Target Spirit
Duration: Instantaneous
Components: P8, D4, S4, V4 (All Unrestricted)
Once this formal magic has begun, the spirit is unable to leave the circle until the formal magic is
complete.
The spirit’s death bag is modifed by this formal magic to have been weakened by two deaths. In
addition, this formal magic causes a third death. Upon resurrection, the spirit must pull from death’s
bag only once, with the spirit having been weakened by this formal magic by a total of three deaths.
The target may not refuse this formal magic.
Casting of this formal magic is always considered in Dark Territory.
After the Formal Magic is complete, the victim is still able to receive a liFe spell for the next fve
minutes, and only one spell is necessary to restore the creature to one body point. If a Life spell is
received, the creature is not forced to resurrect at all, takes no deaths as a result of the obliterate, and
their death bag returns to normal.
All components and scrolls used in the casting of this formal magic MUST be of unrestricted transfer.45
A creature that has been Obliterated but has not yet resurrected or received a life spell will not
suffer any additional deaths or have their death bag further modifed as a result of subsequent
castings of Obliterate. The target of an Obliterate formal magic may not be simultaneously targeted
by another formal magic.
Planar Asylum
Level 1
Target Spirit
Duration: 5 Days, may not be extended
Components: P1, C1, E1, +1 P per additional person in the Asylum
Approved
Planes:
Air, Earth, Fire, Water
This formal magic will allow the targets to survive on the scroll-specifed plane even though its
natural environment might be fatal to the targets. This formal magic does not confer any special
resistance to atacks similar to the nature of the plane (e.g., planar asyluM - eleMental plane oF Fire
does not grant immunity to fre based atacks).
This formal magic may protect one person per level of formal magic ability of the caster (in the
appropriate school).
Planar Gate
Level 9
Target None
Duration: 10 Minutes per level of celestial formal magic of the casters, not extendable.
Components: P9, C4, E2, S2, V4
Approved
Planes:
Air, Earth, Fire, Water, Order, Chaos, Dream, Reason, Life, Death, Darkness, Light
This formal magic will cause a 10’ x 10’ gate to open between the area cast upon and a random area
on the specifed plane. The gate will allow passage in both directions but confers no ability to survive
a hostile environment in the plane. The gate will remain open for 10 minutes per level of celestial
formal magic possessed by the casters of this formal magic.
On occasion items may be found which can serve to target the other end of the gate to a particular
location. Any spirit that travels through the gate and dies on the other side will automatically shift
back to their plane of origin to resurrect; this may or may not be the plane from which he/she entered
the gate. This shift upon death occurs whether or not the gate is still open.
A person may not be on both sides of the gate - as soon as they break the plane of the gate on one
side they shift across to the other side. From one side of the gate to the other; combat is impossible;
vision is limited and often completely impossible.
A physical representation for the gate must be supplied by the formal magic caster; the physical
representation must delineate the sides of the gate.
Plot should be notifed in advance of the casting of this formal magic so that they may be properly
prepared.46
Protection Aura
Level 5
Target Spirit
Duration: 5 days
Components: P5, C2, D1, E1, V2 (Unrestricted components only)
This formal magic will provide a protection aura 2. If multiple Protection Auras are cast, they will
provide protection in a pyramid fashion. An additional two castings will provide a Protection Aura
3, an additional three castings (for a total of six castings) will provide a Protection Aura 4, and an
additional four castings (for a total of ten castings, the maximum) will provide a Protection Aura 5.
Any damage up to the value of the Protection Aura will be decreased to one point of damage. (For
example, a weapon blow of 2 against a single protection aura will be reduced to 1 point of damage
but a blow of 3 will do a full 3 points.) Protection Aura falls outside all armor and protectives except
Magic arMor.
Protection Aura is not cumulative with other Protection Auras nor is it cumulative with the
monster ability thresholD.
Protection Aura does not provide any protection from carrier atacks. For example, a carrier atack
of “2 Normal Taint Blood” against a single protection aura will do 1 point of damage, and if the
person is taking body damage then the person is affected by the taint blooD effect.
All components and scrolls used in the casting of this formal magic MUST be of unrestricted
transfer.
The level of the pyramid (Protection Aura 2=1, Protection Aura 3=2, Protection Aura 4=3, Protection
Aura 5=4) is the number of effects with regard to the 5-effect limit, rather than the number of castings.
Render Indestructible
Level 2
Target Item
Duration: 5 days
Components: P2, C2, E2, T1
This formal magic will render the target inDestructible, which prevents an item from being affected
by normal destructive means such as shatter and Destroy spells or normal physical damage
including traps.
This formal magic may only be cast upon a weapon, shield, armor, pouch, door, or any other item
up to a normal door in size. If cast upon a suit of armor, the armor will be immune to the Destroy
effect but may still be reduced to zero points via normal combat damage.47
Spell Store
Level 4
Target Item or Spirit
Duration: 5 Days
Components: P4, C2, E1
This formal magic will create a rechargeable Batle Magic spell slot of the appropriate school in the
target.
The frst casting will allow storage of a frst, second or third level Batle Magic spell from a magic
user’s memory only. Each additional casting in a pyramid fashion will allow up to three additional
levels for the spell slot. Thus after an additional two castings, up to six spell levels may be stored
within the target. After an additional three castings (for a total of six) up to nine levels may be stored
within the target. Six castings is the maximum per school of magic on a single item. Once the item or
person is charged, anyone in possession of the item or the person into which the Spell Store was cast
may cast the spells stored within as if they were casting from a magic item. The spells stored can be
of any combination of levels up to the maximum spell levels allowed by the formal magic performed.
Thus a sixth level spell store item or person could hold a sixth level spell or six frst level spells. If
the spell in question is reversible, only one version is placed within the target at the time of original
enchantment. If the spell is elDritch blast then one element must be chosen at time of enchantment.
To charge the item or person it must be touched by the individual casting the spells with which it
is to be charged. Upon the casting of the spell into the item or person, the possessor of the item or the
person must announce “Absorbed”.
A spell store item or person may not intercept a thrown spell and absorb it in any circumstances.
A Spell Store item always discharges at the end of an event and always begins an event empty. The
spells within do not remain from event to event and may not transfer between chapters.
The level of the pyramid (1-3 spell level=1, 4-6 spell levels=2, 7-9 spell levels=3) is the number of
effects with regard to the 5-effect limit, rather than the number of castings.
Spirit Farewell
Level 1
Target Permanently Dead Spirit
Duration: Ten Minutes per formal magic level of the caster or until the spirit chooses to leave,
whichever is frst.
Components: P1, C1, S1, V1
This formal magic provides a fnal farewell to a spirit that did not survive resurrection.
When the formal magic begins, the caster must state the name of a creature that has permanently
died. If possible a personal possession, someone close to the deceased during its life, or even a
writen work describing the deceased should also be present in the circle, although it is not required.
The formal magic must be performed within one month from the death of the spirit per level of
formal magic possessed by the caster(s). The spirit must be willing to return and may choose to
ignore the casting of this formal magic if desired. This formal magic can be cast more than once for a
given creature so long as it is within the specifed time limit.48
Upon successful casting, the spirit will appear in the circle (use a three count), but is restricted to
the confnes of the circle used for the formal magic. The spirit will forget every detail of the last hour
before its death. Similarly, a spirit has no knowledge of any events since its death (except for other
visits via spirit Farewell or contact ancient DeaD). Note that no other formal magic can be cast on
the spirit during its return.
The duration of this formal magic may not be extended by any means.
Before the formal magic begins the proper NPC or PC who used to play the part should be present.
If the proper player is not present on site at the time of casting, this formal magic will automatically
fail. If the spirit named has not permanently died, this formal magic will automatically fail. At the
discretion of the local chapter, a different NPC can be substituted if the proper one is not available.
Also at their discretion, “events” may be substituted for “months” to compensate for long times
between events.
At the conclusion of the formal magic casting, the caster(s) will be aware if the spirit chose to ignore
the casting.
The recalled spirit may not use any game skills. It appears as it did in life, but is non-corporeal and
immune to all game effects.
Spirit Forge
Level 5
Target Spirit
Duration: Instantaneous
Components: P5, C1, S2, V1 (Unrestricted components only)
This formal magic tears the target spirit apart and forges it anew. The spirit forgets its previous
profession and all skills but may choose a new profession and relearn skills immediately.
spirit Forge is instantaneous and irrevocable.
The player may immediately reenter their character with identical experience and any changes
to the class and skills in the character database. The formal magic marshal must enter the date of
the Spirit Forge in the Formal Magic logbook for entry into the character database at the earliest
convenience. Deaths taken from this formal magic may NEVER be bought back with goblin stamps
in any chapter..
The process of Spirit Forge (from any source) may weaken the spirit. If the process of Spirit Forge
is performed upon the same spirit more than once within a year it will be weakened each time by a
number of deaths equal to the number of times it has spirit forged other than the frst. For this reason
the date of each Spirit Forge effect must be listed on the player’s character card.
For example, this is listed on Lum’s character card
October 12 1999, Spirit Forge (frst ever)
October 13 1999, Spirit Forge (one death)
October 11 2000, Spirit Forge (two deaths)
October 13 2000, Spirit Forge (one death)
October 13 2001, Spirit Forge (no death)49
Spirit Link
Level 6
Target Spirit and Item
Duration: 5 days
Components: P6, C3, E2, S3
This formal magic creates a link between the targets. The targets must both be in physical contact
with the caster during the entire casting of the formal magic. The item must be considered a
possession of the target spirit and must be movable by that spirit when in their normal body.
While the item is linked, it cannot be separated from the person until the duration of the spirit link
expires or the person’s spirit suffers a fnal death. While the spirit is separated from the body, the
item is intangible and invisible and will reform at the place of the spirit’s resurrection. If the spirit’s
resurrection fails, the item is reformed with the dead body and then becomes the possession of and
spirit linked to the next person to pick it up as a possession, if that person has a spirit. If that person
is at the limit of the formal magics on their spirit they will realize that the item atempted to spirit link
to them and failed.
Spirit Lock
Level 9
Target Spirit and Item
Duration: 5 days
Components: P9, C4, E4, S6
This formal magic creates a link between the targets. The targets must both be in physical contact
with the caster during the entire casting of the formal magic. The item must be considered a
possession of the target spirit and must be movable by that spirit when in their normal body.
While the item is linked, it cannot be separated from the person until the duration of the spirit
lock expires. While the spirit is separated from the body the item is intangible and invisible and
will reform at the place of the spirit’s resurrection. If the spirit’s resurrection fails then the item’s
existence becomes unraveled and the item disappears forever.
All properties given to the item via formal magic will only work for the person to whom it is Spirit
Locked.
If either target is later the subject of Destroy Magic that successfully affects the Spirit Lock,
all formal magic of all schools present upon the item expires immediately and the entire item is
destroyed. The intent is that there is no way for anyone to take a Spirit-Locked item from a person.50
Spirit Walk
Level 8
Target Spirit(s)
Duration: Indeterminate
School: Celestial or Earth (scroll must be marked as one or the other)
Components: P8, C1, S2, V2, + P equivalent to the total number of people Spirit Walking
This formal magic causes the targets and their possessions to travel to another circle oF power that
has a duration of longer than ten minutes. It does not provide for interplanar travel.
This formal magic may allow travel for any number of willing targets up to one half the total levels
of the casters of the formal magic (in the appropriate school).
The caster designates a person as the primary target of the formal magic. That person must know
the destination Circle of Power by having seen it himself/herself prior to the casting of this formal
magic. The destination of the spirit walk must be declared at the start of the formal magic.
Upon completion of the formal magic, all targets will go Out of Game and walk to the destination
Circle of Power. All targets walk at the pace of the slowest target. They may not pass through a
Ward. If the destination Circle of Power is inaccessible or does not exist, then if the formal magic was
also cast within a Circle of Power, that Circle of Power becomes the destination Circle of Power and
the group walks back to their origin. If that Circle of Power is also inaccessible or does not exist when
they arrive, the targets will seek resurrection and all non-spirit-linked items appear where the casting
took place. If the target(s) permanently dies, the body will likewise reform where the casting took
place.
Upon entering the destination Circle of Power, the targets and their possessions immediately begin
to reform within three slow seconds and are tangible enough to be affected by atacks. The sounds of
the three-count (spoken in a normal speaking voice), as well as the sounds associated with the people
geting into the destination circle (opening doors, etc.) represent the noise of the flux of their arrival.
The targets reform at the edge of the circle, just inside.
No one may Spirit Walk to or from a Circle of Power in another chapter without prior approval
from the staff/plot commitees of both chapters.
Summon Basic Extra-Planar Creature
Level 1
Target None
Duration: 5 Days or until banished or killed
Components: P1, C1, E1, S1
Approved
Types:
(Celestial) Air, Earth, Fire, Water; (Earth) Hound of the Dead
This formal magic will summon one intelligent creature from its native plane. This formal magic
does not provide the caster any control over the creature. Depending on the personality and history
of the summoned creature, the formal magic caster could be immediately atacked at the end of the
formal magic.
If the true name of a specifc creature is stated during the summoning, that particular creature will51
feel the call and may choose to appear. If this method is used, the creature will know the identity
of the formal magic caster regardless of whether or not they choose to be summoned. If the named
creature chooses not to appear, then the caster may state another (different) creature’s name. If the
second creature named chooses to ignore the call, a third name may be stated, and so on. If all named
creatures choose to ignore the call, or no such names are even known or tried, then a completely
random creature will appear. (The true name of a creature will probably not work outside of the
chapter where it was learned. This is left to local chapter plot discretion.)
Summon Greater Extra-Planar Creature
Level 7
Target None
Duration: 5 Days or until banished or killed
Components: P7, C3, E3, S3
Approved
Types:
(Celestial) Air, Earth, Fire, Water; (Earth) Greater Pantherghast
This formal magic will summon one intelligent creature from its native plane. This formal magic
does not provide the caster any control over the creature. Depending on the personality and history
of the summoned creature, the formal magic caster could be immediately atacked at the end of the
formal magic.
If the true name of a specifc creature is stated during the summoning, that particular creature will
feel the call and may choose to appear. If this method is used, the creature will know the identity
of the formal magic caster regardless of whether or not they choose to be summoned. If the named
creature chooses not to appear, then the caster may state another (different) creature’s name. If the
second creature named chooses to ignore the call, a third name may be stated, and so on. If all named
creatures choose to ignore the call, or no such names are even known or tried, then a completely
random creature will appear. (The true name of a creature will probably not work outside of the
chapter where it was learned. This is left to local chapter plot discretion.)
Summon High Extra-Planar Creature
Level 9
Target None
Duration: 5 Days or until banished or killed
Components: P9, C4, E4, S4
Approved
Types:
(Celestial) Air, Earth, Fire, Water; (Earth) Alpha Pantherghast
This formal magic will summon one intelligent creature from its native plane. This formal magic
does not provide the caster any control over the creature. Depending on the personality and history
of the summoned creature, the formal magic caster could be immediately atacked at the end of the
formal magic.
If the true name of a specifc creature is stated during the summoning, that particular creature will52
feel the call and may choose to appear. If this method is used, the creature will know the identity
of the formal magic caster regardless of whether or not they choose to be summoned. If the named
creature chooses not to appear, then the caster may state another (different) creature’s name. If the
second creature named chooses to ignore the call, a third name may be stated, and so on. If all named
creatures choose to ignore the call, or no such names are even known or tried, then a completely
random creature will appear. (The true name of a creature will probably not work outside of the
chapter where it was learned. This is left to local chapter plot discretion.)
Summon Lesser Extra-Planar Creature
Level 3
Target None
Duration: 5 Days or until banished or killed
Components: P3, C2, E2, S1
Approved
Types
(Celestial) Air, Earth, Fire, Water; (Earth)
This formal magic will summon one intelligent creature from its native plane. This formal magic
does not provide the caster any control over the creature. Depending on the personality and history
of the summoned creature, the formal magic caster could be immediately atacked at the end of the
formal magic.
If the true name of a specifc creature is stated during the summoning, that particular creature will
feel the call and may choose to appear. If this method is used, the creature will know the identity
of the formal magic caster regardless of whether or not they choose to be summoned. If the named
creature chooses not to appear, then the caster may state another (different) creature’s name. If the
second creature named chooses to ignore the call, a third name may be stated, and so on. If all named
creatures choose to ignore the call, or no such names are even known or tried, then a completely
random creature will appear. (The true name of a creature will probably not work outside of the
chapter where it was learned. This is left to local chapter plot discretion.)
Summon Major Extra-Planar Creature
Level 5
Target None
Duration: 5 Days or until banished or killed
Components: P5, C2, E2, S2
Approved
Types:
(Celestial) Air, Earth, Fire, Water; (Earth) Pantherghast
This formal magic will summon one intelligent creature from its native plane. This formal magic
does not provide the caster any control over the creature. Depending on the personality and history
of the summoned creature, the formal magic caster could be immediately atacked at the end of the
formal magic.
If the true name of a specifc creature is stated during the summoning, that particular creature will53
feel the call and may choose to appear. If this method is used, the creature will know the identity
of the formal magic caster regardless of whether or not they choose to be summoned. If the named
creature chooses not to appear, then the caster may state another (different) creature’s name. If the
second creature named chooses to ignore the call, a third name may be stated, and so on. If all named
creatures choose to ignore the call, or no such names are even known or tried, then a completely
random creature will appear. (The true name of a creature will probably not work outside of the
chapter where it was learned. This is left to local chapter plot discretion.)
Transform to Greater Creature
Level 7
Target Spirit
Duration: Four years
Components: P7, C3, E4, S4, T1 (Unrestricted only)
Approved
Creatures
None
This formal magic will transform the target into a specifc Greater Creature upon the permanent
death of the target. It will also leave an afnity of “ 7” on the target.
Effects exist which may for limited duration invoke the full transformation prior to permanent
death. See the description in the Casting Rules.
Transform to High Creature
Level 8
Target Spirit
Duration: Four years
Components: P8, C4, E5, S5, T3 (Unrestricted only)
Approved
Creatures
None
This formal magic will transform the target into a specifc High Creature upon the permanent death
of the target. It will also leave an afnity of “ 8” on the target.
The target must currently have an Afnity “7” or higher present upon its spirit. The
must be of the same type of creature as the one being atempted. If the target does not
have the correct afnity then this formal magic will fail.
All components and scrolls used in the casting of this formal magic MUST be of unrestricted
transfer.
Effects exist which may for limited duration invoke the full transformation prior to permanent
death. See the description in the Casting Rules.54
Transform to Master Creature
Level 9
Target Spirit
Duration: Four years
Components: P9, C8, E10, S10, T5 (Unrestricted only)
Approved
Master
None
This formal magic will transform the target into a specifc Master Creature upon the permanent death
of the target. It will also leave an afnity of “ 9” on the target.
The target must currently have an Afnity “8” or higher present upon its spirit. The
must be of the same type of creature as the one being atempted. If the target does not
have the correct afnity then this formal magic will fail.
All components and scrolls used in the casting of this formal magic MUST be of unrestricted
transfer.
Effects exist which may, for limited duration, invoke the full transformation prior to permanent
death. See the description in the Casting Rules.
Vengeance
Level 7
Target Spirit
Duration: Until all charges used or one year, whichever comes frst
Components: P7, C1, D2, E3, S2
This formal magic causes a retributive strike of pure magical damage to any being inflicting a killing
blow upon the bearer of this formal magic. This damage occurs after the killing blow and is not
avoidable in any manner. The amount of damage inflicted is equal to ten points per level of formal
magic ability possessed by the caster in the appropriate school. This formal magic has a number of
charges equal to one third the number of levels of formal magic ability possessed by the caster in
the appropriate school, rounded down. vengeance is only activated by an actual killing blow, not by
anything like or similar to a killing blow. This formal magic does not beneft from having secondary
casters. When a Vengeance is triggered, the player calls out “ Arcane Vengeance”55
Whispering Wind
Level 2
Target Spirit
Duration: One message
Components: P2, E1, S1, V1
This formal magic causes a message to be delivered on the wind to anyone who meets the following
conditions: that person has a spirit, the caster has met them, they are not permanently dead and they
are presently on this plane of existence.
The wind will carry the message to the recipient where only he will be able to hear it. The recipient
may choose to ignore any whispering winD that comes to him/her. The recipient will be aware of the
identity of the message sender.
The message is limited to fve words plus one word per level of formal magic ability possessed by
the caster.
The time for the message to be delivered varies. Certain effects and fluctuations of magic may prevent
the message from being delivered. The marshal is responsible for delivering the message or fnding an
NPC to deliver the message. The message will take as long to deliver as it takes for the formal magic
marshal or the designated NPC to fnd the recipient. If the recipient is not on site the message delivery
will obviously be delayed. The time allowed for delivery of the message is 2 hours or the formal magic
will fail; this time limit is extendable by the plot commitee. This formal magic may not be used for
communication between chapters without prior agreement between the staff/plot commitees of both
chapters. If communication between chapters is atempted, the player may be responsible for obtaining
such agreements.