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English so the victim will know what spell has been<br />
cast. In game, these words are understood by anyone,<br />
but have a “magical effect” associated with them that<br />
makes them different from normal speech. Even<br />
though you can speak the language, you cannot<br />
“fake” a spell incantation or otherwise bluff the<br />
casting <strong>of</strong> a spell. You also cannot bluff the start <strong>of</strong> a<br />
spell incantation. If you start the incantation, the spell<br />
is used.<br />
Spell casters expend the power to cast a spell as soon<br />
as the incantation has begun. You cannot start the<br />
incantation for a spell, change your mind, and then<br />
still have that spell. You must wait until the next reset<br />
to restudy and to cast the spell again.<br />
Spell Disruption:<br />
If a person takes body damage while casting a spell,<br />
the spell is disrupted. It does not work and is lost<br />
from memory. A spell can be disrupted by anything<br />
that deals body damage, including weapons, traps, or<br />
other spells. This is known as Disruption or Spell<br />
Disruption and is sometimes applicable to other types<br />
<strong>of</strong> attacks as noted in their descriptions.<br />
Touch-Casting<br />
Touch-casting is performed by holding a packet and<br />
placing it against the target you wish to affect. The<br />
obvious advantage to this is that there is no chance <strong>of</strong><br />
missing and wasting the effect. In such a case, the<br />
effect recipient may choose to “accept” the effect,<br />
thus letting it past their Spell Defenses such as Shield<br />
Magic or Elemental Shield. The recipient must be<br />
conscious to “accept” an effect without triggering<br />
the Spell Defenses. You may never “accept” a<br />
thrown effect. The decision to accept an effect<br />
through touch-casting is made immediately after the<br />
effect is cast. This is to prevent a caster from tricking<br />
an unsuspecting victim.<br />
The recipient <strong>of</strong> a touch-cast effect can always refuse<br />
the effect by saying “refused.” This will use up the<br />
effect, but have no effect whatsoever on the recipient.<br />
Whenever attempting to touch-cast, you must abide<br />
by all NERO safe conduct rules.<br />
Meditation<br />
Any character may Meditate to regain use <strong>of</strong> “times<br />
per day” or “expendable” skills that were blocked by<br />
the Return monster ability. To Meditate, the<br />
player must role-play deep concentration for 60<br />
seconds, during which time they may perform no<br />
other actions including speaking, moving, or the use<br />
<strong>of</strong> any in-game skills, items or abilities. At the end <strong>of</strong><br />
the meditation the character regains any skills or<br />
abilities lost to the effect “Return .” Only<br />
character skills and abilities may be regained by<br />
Meditating. (not Magic Items, Scrolls, Alchemy, etc.)<br />
A spell-casting character may also Meditate to regain<br />
spells that missed a legal target. At the end <strong>of</strong> the<br />
meditation, the character regains the use <strong>of</strong> any<br />
thrown spells that failed to hit a valid target, as well<br />
as all spells, skills and abilities lost to the Return<br />
effect.<br />
Spell casters should not use the Meditate ability to<br />
intentionally miss their targets in an attempt to cause<br />
confusion for the NPCs. “Decoy” spells that are<br />
intentionally thrown away from the target should not<br />
be regained by Meditate. In effect, you can only get<br />
your spells back from Meditate if you were actually<br />
attempting to hit your target and missed. Spells<br />
negated by defenses (ex. Dodge, Phase, and Resist)<br />
cannot be meditated back.<br />
Spell Defenses<br />
There are a few spells and effects that will defend the<br />
recipient from incoming spells or attacks. Each can<br />
protect against one spell or effect only. They are cast<br />
upon the recipient in advance and stay with the<br />
recipient until “activated” by the effect they are<br />
meant to prevent. The Spell Defenses are<br />
Displacement, Elemental Shield, Magic Armor,<br />
Poison Shield, Reflect Magic, and Shield Magic.<br />
In-game, you are always aware <strong>of</strong> what Spell<br />
Defenses are active on you. Once a Spell Defense is<br />
active, then it will affect the next applicable incoming<br />
effect, regardless <strong>of</strong> whether or not you would have<br />
been affected. It will then be used up.<br />
All Spell Defenses must be called correctly, for<br />
example “Reflect Magic” or “Phase,” to be effective<br />
and must be called within three seconds or are lost or<br />
not used respectively.<br />
Spell Durations<br />
Concentration<br />
This spell lasts as long as the caster maintains<br />
concentration. While concentrating, the caster<br />
cannot run or use any game skills.<br />
Indefinite<br />
The effects <strong>of</strong> this spell are permanent unless the<br />
victim receives the proper counter spell or the<br />
spell’s effect is used up (or the victim dies). The<br />
counter spell will be listed in the spell description.<br />
Line <strong>of</strong> Sight<br />
This spell lasts as long as the caster could see the<br />
victim from wherever the caster is located. It also<br />
lasts if the victim could see the caster.<br />
Basically, if you can draw a straight line between<br />
the caster and the victim without the line being<br />
obscured by any large, immovable obstacles, then<br />
the Line <strong>of</strong> Sight is still in effect. The caster<br />
closing their eyes or hiding behind someone else<br />
does not break Line <strong>of</strong> Sight. If the caster breaks<br />
Line <strong>of</strong> Sight by imposing a very large object such<br />
as a building or large tree between the caster and<br />
the victim for longer than 10 seconds, the spell is<br />
broken. If view <strong>of</strong> the character is resumed before<br />
the 10 seconds is up, then the spell continues.<br />
These spells will cease immediately if the caster<br />
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