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any combination <strong>of</strong> Power components totaling a<br />
value <strong>of</strong> 5. One spell, Greater Extension, specifically<br />
requires a Power component <strong>of</strong> value 2 or 4 in<br />
addition to other components. Components expire no<br />
longer than 2 years after the issue date. If there is no<br />
printed expiration date then the expiration date is<br />
assumed to be one year.<br />
Magic Items<br />
Magic items can be found or made through the<br />
NERO Formal Magic System©. Most give the wearer<br />
the ability to utilize a spell and some items grant the<br />
wearer effects from the Formal Magic system.<br />
Until you have an item Identified, you will not have<br />
the tag for the item and thus will not be able to use it,<br />
even if you are already aware <strong>of</strong> the item’s power.<br />
You must proceed to the Spirit Tree or monster camp<br />
to receive the tag. If you are given the item and are<br />
told in-game what the item’s powers are and how it is<br />
used, you may use the item but must go to the Spirit<br />
Tree or monster camp immediately thereafter to get<br />
the tag. Make sure that any player that gives you a<br />
Magic Item phys-rep also gives you the Magic Item<br />
Tag.<br />
Activating Magic Items<br />
Spells from a magic item act just like a regular spell.<br />
They provide the character, no matter what class or<br />
level, the ability to use that spell. The correct process<br />
to activate an item is to use the phrase “Activate”<br />
followed by the spell incant. For Example:<br />
“Activate With Mystic Force I Bind You”.<br />
In addition, all the normal rules for casting apply.<br />
You must have your hand free, have a packet, be<br />
conscious, etc. So you cannot activate an item when<br />
in a Web, unconscious, dead, or when tied up.<br />
Activating an item IS NOT a Game Ability, so you<br />
CAN use an item when you cannot otherwise use a<br />
Game Ability or Skill, such as when under the effects<br />
<strong>of</strong> a Taint Blood spell.<br />
The following Formal Magic Spells will not cease to<br />
work on a magic item when it goes from active to<br />
inactive: Render Indestructible, Extend Formal<br />
Magic, Greater Extension, Spirit Link, Spirit Lock,<br />
and Delimit.<br />
Magic Item Slots<br />
A player may have 5 Magic items active on their<br />
person at a time.<br />
If a character has more items on them than the<br />
allowed limit they must have a clearly delineated<br />
method to separate the active and inactive magic<br />
items tags. In order to switch between an active and<br />
inactive item at least one minute must be spent while<br />
you physically switch your tags between active and<br />
inactive. You may only make one switch at a time. If<br />
you lose possession <strong>of</strong> a magic item tag that item<br />
becomes inactive for you. During this time you may<br />
use no game skills. Characters must be conscious<br />
with at least one hand free to switch items between<br />
active and inactive states.<br />
Any item can still be used while inactive, but only<br />
with the benefit <strong>of</strong> the effects listed above.<br />
Spirit as Magic Item<br />
For only the purposes <strong>of</strong> Magic Item Slots, a<br />
character’s Spirit counts as a single magic item that<br />
can be made active as a whole. Only the following<br />
formal magic spells count for the purposes <strong>of</strong> this<br />
“item:” Enchant, Cloak (Minor), Bane (Minor), Spell<br />
Store, Protection Aura, Cloak, Bane, Expanded<br />
Enchantment, Spirit Link, Spirit Lock.<br />
All other Spirit targeting formal magic spells fall<br />
outside <strong>of</strong> the Magic Item Slot rules. Please note that<br />
Spirit Link and Spirit Lock do not cease to work on an<br />
item that has been made inactive.<br />
A PC is always aware <strong>of</strong> all formal magic spells on<br />
their spirit, including, school, specific type, and<br />
duration as applicable.<br />
Casting <strong>Rule</strong>s<br />
Anyone who possesses the skill Eldritch Formal<br />
Magic or Fenorrian Formal Magic may cast from<br />
formal magic scrolls <strong>of</strong> the appropriate school.<br />
Formal Magic Scrolls are Indestructible unless<br />
Flawed otherwise.<br />
No Formal Magic may have a duration <strong>of</strong> longer than<br />
two years.<br />
Casting Time<br />
The standard time to cast any formal magic is five<br />
minutes. However, if a formal magic is directly<br />
harmful to a PC the casting time is one hour, though<br />
the PC may opt to allow the normal five minute<br />
casting time if they inform the marshal at beginning<br />
<strong>of</strong> the formal. This option does not apply to the<br />
Obliterate formal magic or formal magic that does<br />
not target the PC’s personal items or spirit. The<br />
decision to choose this option is wholly out <strong>of</strong> game<br />
and is not subject to any in game coercion, review, or<br />
planning.<br />
The hour casting time is automatic upon the desire <strong>of</strong><br />
anyone in the Circle or the Marshal. ‘Harmful’<br />
includes destroying a ward or circle, placing a formal<br />
magic circle around a ward, using a formal magic to<br />
escape PC pursuit, etc.) If the formal magic is<br />
directly harmful to an NPC the casting time is<br />
determined by the game staff and may vary between<br />
five minutes and one hour.<br />
Game Day<br />
The game day is defined as 6:00 PM to 5:59 PM the<br />
following day.<br />
Durations measured in game-days are considered to<br />
include the current game-day or portion there<strong>of</strong> –<br />
thus an effect with a duration <strong>of</strong> one game-day will<br />
expire at the beginning <strong>of</strong> the next game-day, even if<br />
that is only one hour away.<br />
Target Effect Limits<br />
No target may retain more than 5 different formal<br />
magic effects simultaneously. If a target already<br />
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