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Spells

 

Every spell listed here is available at every NERO Chapter.

The information after the spell’s in-game name includes the spell’s level, whether it is Celestial or Earth, whether it can be made into a Potion or Scroll, and its duration.

 

Awaken

Althena’s Mental Clarifier            

4              CE        PS                         Instant

This spell awakens the recipient from a Waylay, any sleep effect, and the charm effects Charm, Shun, Silence, Dominate, Fear, and Vampire Charm. It does not include Love, Love Potion #9, or Enslavement.

“I command you to Awaken.”

Banish

Lititia’s Elemental Banishment

9      E                                        Instant

This spell sends any extraplanar creature from Tyrra to its plane of origin and will keep the creature on its own home plane for 24 Tyrran hours. All items carried by the creature will be left behind unless spirit linked. This spell cannot be used to return to Tyrra from another plane.

“With mystic force I Banish you.”

Bind

Lasset’s Mystic Binding

4      CE                            Line of Sight

This spell snares the arms of its victim, binding them straight to its sides. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may walk, run, or leave the combat area as desired. This spell does not prevent the victim from being searched or being given a Killing Blow, although a moving victim is unlikely to allow either action.

“With mystic force, I Bind you.”

Bless

Bearkiller’s Protection

1      E          P                       Indefinite

This spell gives the recipient two extra Body Points. These points are the first Body Points lost to damage. As long as these points last, they will protect a spellcaster so spells may be cast while taking damage.

This spell cannot be used to revive an unconscious person or harm an undead.

As long as these points last, they will protect the spellcaster so that spells may be cast while in battle. If a Bless and a Greater Bless are both present, then it is the player’s choice as to which is lost first.

“I grant you the power of a Bless.”

Cause Critical Wounds

Morgin’s Enhanced Aberration

6      E          P                           Instant

This spell will do 16 hit points of body damage to the target. It does not affect armor. Against undead, this spell will cure the creature of 32 points of body damage.

“I call upon chaos to Cause Critical Wounds.”

Cause Disease

Korac’s Demise

3      E          P                       Indefinite

This spell will infect the recipient with a debilitating disease. The infection is not contagious, but makes the victim unable to run.

The victim will appear increasingly listless and ill as the disease progresses and will lose a Body Point every half an hour. These Body Points can be regained through healing spells.

The loss of a Body Point every half an hour will continue until the disease is cured by a Cure Disease or a Dispel Magic.

The spell Purify Blood will not cure someone under the effects of this spell.

This spell might not be effective against creatures with no metabolism.

“I call upon chaos to Cause Disease.”

Cause Light Wounds

Suvina’s Minor Aberration

1      E          P                           Instant

This spell will do 2 points of body damage to the target. It does not affect armor. It will heal 4 Body Points of damage on an undead creature.

“I call upon chaos to Cause Light Wounds.”

Cause Mortal Wounds

Tali’s Greater Aberration

8      E          P                           Instant

This spell will do 24 points of body damage to the target. It does not affect armor. It will cure 48 Body Points to an undead creature.

“I call upon chaos to Cause Mortal Wounds.”

Cause Serious Wounds

Accolon’s Corrupter

4      E          P                           Instant

This spell will do 8 points of body damage to the target. It does not affect armor. It will cure 16 Body Points to an undead creature.

“I call upon chaos to Cause Serious Wounds.”

Cause Wounds

Suvina’s Lesser Aberration

2      E          P                           Instant

This spell will do 4 hit points of body damage to the target. It does not affect armor. It will cure 8 Body Points to an undead creature.

“I call upon chaos to Cause Wounds.”

Charm

Dalton’s Mystic Befriending

7      CE                            One Hour

This spell makes the victim view the caster as his or her best friend in the whole world. While this spell is in effect, no amount of logic or roleplaying will convince the victim that he or she has been Charmed, and the victim will not remember the casting of the spell.

An attack on the victim by the caster’s party will not immediately break the spell, but if the caster cannot come up with a good reason why he or she is not helping to defend the victim, then that will. If the caster attacks the victim, then the spell is broken immediately.

A victim of this spell will not do anything completely against his or her own nature (such as attack his or her own party) unless a very good reason can be given by the caster. The spell does not turn the victim into a mindless robot blindly following orders, but it does require the victim to stay by the side of the new “friend” and listen to his or her “suggestions.” (Note that this assumes that they both speak the same language. You cannot obey a “suggestion” that you don’t understand.)

This spell only works on creatures that have a mind as defined by the game. Several creatures (such as lesser undead, golems, or some giant insects) do not have a mind that can be affected by this spell.

After the spell’s duration expires, the victim remembers everything that happened except the actual casting of the Charm spell. Depending upon the circumstances, the victim might sometimes realize that he or she had been charmed.

If hit with another Charm spell or Charm effect, the most recent one will take precedence if there is a conflict. This does not necessarily negate the first Charm effect.

Note that this spell is not strong enough to override Control Undead, Enslavement or Vampire Charm.

“I command you to be Charmed.”

Circle of Power

Lania’s Power Circle

9      CE                            1 Hour

This spell allows the caster to inscribe a circle of protection against harm. Before casting the spell, a visible, physical representation of the Circle must be drawn in the dirt or represented by something physical like chalk, a ribbon or some string. This physical representation is in-game and can be erased, moved or stolen at any time before the spell is cast.

The caster must be fully within the completed circle. This spell cannot be cast until the phys rep is complete. Anyone who steps on the phys rep while it is being raised will be pushed inside or outside of the Circle (player’s choice). The phys rep does not have to be a perfect circle, but if the phys rep is too big, or both of the ends are not almost touching, then the spell is blown.

It is up to 6 feet in radius by 10' tall and is a cylindrical dome in shape with a bottom. The circle has about the same amount of friction as a normal wall or floor, although objects and creatures cannot lean against, rest against, or be placed on top of the circle.

If any large, immovable object, such as a tree or building, is in the way of a rising circle such that it would be both on the inside and outside of the circle, the circle fails. This includes the height restriction. In the case of a tree that is taller than 10 feet, a circle cannot be successfully placed around it. For ease of play, a single circle or multiple circles can never be used to encircle a tree (or any other large object), unless the tree’s height can easily be measured. In the case of a ceiling less than 10 feet tall, the circle will be of reduced height, so that the entire ceiling will be on the outside of the circle.

Larger Circles can be made by having multiple spellcasters casting the spell simultaneously. Both the radius and the height of the circle are increased. For example, a 12 foot radius Circle may be made by two casters. The casters do not have to be from the same school.

Circle of Power, Ward, Wizard Lock and Wall of Force effects may not overlap in any way. These barriers may be within one another, but must always be fully within, or fully external to, each other. For example, you may surround a circle with another circle, you may put a Ward on a building that is fully within a Circle, etc. Celestial and Earth spells may combine freely for these effects.

Nothing may enter or leave the circle once the circle is cast, including spells, thrown gasses, weapons and creatures. Traps placed near the Circle will not affect anyone or anything inside. Spells may be cast within the circle, but they cannot be effective outside of the circle. Air may pass through, but other gases may not. A gaze attack such as a Vampire Charm can be effective through a Circle of Power. A Gypsy Curse can also be used through the Circle. Creatures inside a circle are still considered inside Line of Sight.

The spell lasts for one hour, but may be dropped by the caster at any time if he or she touches the circle and states “Circle down.” If there is more than one caster in a larger circle, any one of the casters may drop the Circle. The statement “Circle Down” is out-of-game, although any observers who hear the statement are aware that the Circle was dropped, and they might know who dropped it.

The circle will also go down if the caster leaves the circle magically or dies (needing a Life spell). If there is more than one caster, the Circle will remain up until all of the casters leave or die.

The circle is not affected by Dispel Magic.

This spell can also be used to create a Circle that can be used for the casting of a Formal Magic Spell. Details on casting a circle usable for these rituals is available through your local chapter.

For information on Permanent Circles, see the chapter on Magic.

“With eldritch force, I build a Circle of Power.”

Confine

Mannaria’s Advanced Eldritch Binder

8      CE                            Line of Sight

This spell snares the arms of its victim, binding them straight to its sides, and immobilizes the victim completely. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may not walk, run, or be moved in any way. Any item the victim is holding cannot be dropped, even if hit with a Disarm effect. However, since the effect allows the victim to be searched, anyone else can choose to physically remove a hand-held item from the victim by simply “searching” them. Even a victim with Superhuman Strength cannot prevent himself from being “searched” in this manner.

This spell does not prevent the victim from being given a Killing Blow.

“With mystic force, I Confine you.”

Control Undead

Ylivik’s Sphere of Coercion

2      E                                        1 Hour

This spell allows the caster to control one lesser undead for one hour. Tasks may not involve any sentient thought higher than an animal: “Guard this” is fine, but “Count all the leaves on that tree” requires sentience and will not work. The most recent Control Undead effect takes precedent, if there is a conflict. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

This effect is stronger than Charm, Shun, Dominate or Fear. The most recent Control Undead, Vampire Charm or Enslavement effect will take precedent if there is a conflict.

“I call upon chaos to Control Undead.”

 Create Undead

Necro’s Re-animator

7      E                                        1 Hour

This spell only works on a corpse that has not previously been animated, and will pull the character’s spirit back to reanimate its former body. The resulting zombie will then follow the caster’s commands as if a Control Undead spell had been cast upon it. Note that this spell must be cast within the five minute period between a character’s death and the point where the spirit heads to the Earth Circle for resurrection. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

This spell transforms the individual into a mindless berserker who will fight until reduced to no hit points or until ordered to stop by the caster.

The zombie can use no skills: no critical attacks, no spells, no waylays. It will do damage based on its weapons only. It cannot cast spells nor converse (although it may be commanded to parrot a particular phrase given it by the caster). If the newly created zombie has no weapon, then it will be able to attack with “claws” (up to short sword sized weapons) doing one point of damage each. The caster must provide the physical representations for the claws.

The creature’s visual appearance does not change immediately. Makeup is not immediately required for this spell, but should be donned at earliest possible convenience. A Hold may never be called in order to acquire proper phys-reps or makeup.

If the zombie is reduced to zero Body Points or the one hour time limit runs out, then the spirit is once again free and cannot be trapped again. Once freed, the spirit will attempt to resurrect only if the five minute count for a Life spell has been complete. If the zombie is reduced to zero body points within the five minute count, the body does not dissipate immediately. The spirit will remember nothing of the time spent as a zombie. The one hour time period cannot be extended by any means, even by Formal Magic.

The zombie created will have half the body points the victim had in life, as well as any armor that is left on the corpse. The new zombie is immune to all alchemical substances and the spells Charm, Death, Life, Paralysis, Sleep and Taint Blood. In addition, the zombie will take double damage from all healing spells and will be doubly cured to its maximum from all necromantic spells. It will be affected by all undead affecting spells such as Trap Undead and Sanctuary.

“I call upon chaos to Create Undead.”

Cure Critical Wounds

Morgin’s Enhanced Restorative

6      E          P                           Instant

This spell will restore up to 16 Body Points of damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. It will do 32 Body Points of damage against undead creatures.

“I call upon the earth to Cure Critical Wounds.”

Cure Disease

Korac’s Eldritch Infusion

3      E          P                           Instant

This spell will cure a character infected with a disease. This spell will not cure any Body Points lost because of the infection.

“I call upon the earth to Cure Disease.”

 Cure Light Wounds

Suvina’s Minor Restorative

1      E          P                           Instant

This spell will restore up to 2 Body Points of damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. It will do 4 Body Points of damage against undead creatures.

“I call upon the earth to Cure Light Wounds.”

Cure Mortal Wounds

Tali’s Greater Restorative

8      E          P                           Instant

This spell will restore up to 24 Body Points of damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. It will do 48 Body Points of damage against undead creatures.

“I call upon the earth to Cure Mortal Wounds.”

Cure Serious Wounds

Accolon’s Aberration

4      E          P                           Instant

This spell will restore up to 8 Body Points of damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. It will do 16 Body Points of damage against undead creatures.

“I call upon the earth to Cure Serious Wounds.”

Cure Wounds

Suvina’s Lesser Restorative

2      E              P              Instant

This spell will restore up to 4 Body Points of damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. It will do 8 Body Points of damage against undead creatures.

“I call upon the earth to Cure Wounds.”

Curse

Trisilia’s Curse

7      E          P                       Indefinite

This spell will cause the victim to take double damage from all attacks that would affect them, either physical or magical. It can be removed by a Remove Curse or a Dispel Magic. The damage taken is doubled before any Spell Defenses are applied. The Curse effect does not lower a creature’s Threshold, nor does it make the creature affected by additional attacks that would not normally affect it.

“I Curse you with destruction.”

Death

Angelica’s Spirit Evictor

9      E                                        Instant

This spell causes the victim’s spirit to flee its body, if it has a metabolism. Any armor the character was wearing is still intact, but any spells active on the victim will disappear. This spell acts as a Killing Blow, and the only thing that will save the victim is a Life spell.

“I grant you the gift of Death.”

Delayed Endow

Midtguard’s Delayed Ogrestrength

2      C          S                       Indefinite

This spell endows the recipient with the ability to do two extra points of damage for one swing, if it hits the target. The total damage must be announced while swinging. Once called, the spell is used up whether the blow was successful or not. Unlike a normal Endow, the recipient may choose when to use a Delayed Endow.

Delayed Endow will not benefit creatures that have Superhuman Strength greater than +1, and will only add + 1 to a creature with +1 strength.

The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons.

This spell can also be used to perform certain limited roleplaying tasks such as dragging an unconscious or debilitated creature for ten seconds. It cannot be used to throw other creatures, break down doors, or jump long distances.

“I grant you the power of a Delayed Endow.”

Desecrate

Hector’s Vilification

4      E                              Indefinite

This spell will remain in effect as long as the subject’s hands are crossed on their chest and they do not receive any body damage. The recipient is protected against all non-ranged attacks from living creatures. Ranged attacks (such as spells, missile weapons, and gas globes) can affect the recipient.

The character with a Desecrate active may use no game abilities except touch-casting on themselves.

“I call upon chaos to Desecrate you.”

Destroy

Zalinarik’s Improved Shattering Force

6      CE        S                           Instant

This spell will utterly destroy any door, or any object up to the size of a normal door, rendering it useless. It cannot be used to create a door-sized hole in an object larger than a door.

It can target a suit of armor, reducing Armor Points to zero, although the spells Shield and Greater Shield will be unaffected. This spell will not work on a permanent magic item or a magically protected item such as a Wizard Locked door, even if the Wizard’s Lock is down.

Destroying an item that has other items within, hanging from, or fastened to it will destroy all of the items. This spell will destroy not only a shield but also any scrolls attached to the back. Destroying a trapped door or item will set off and destroy the trap as well.

After the item is destroyed, the debris must be cleared in-game. The in-game noise made is equivalent to the noise generated out-of-game by moving the destroyed item. For example, when a door is destroyed, the act of opening the door (out-of-game) is the amount of noise generated in-game.

“I summon a force to Destroy <item>.”

 Destroy Undead

Necro’s Abomination

7      E                                        Instant

This spell will destroy any one lesser undead creature. Greater undead will take 42 Body Points of damage. This spell will not affect a living target, although like all spells it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth  to Destroy Undead.”

Detect Magic

Shalizar’s Enchanted Magesight

2      CE        S                           Instant

Casting this spell on an object or person will reveal to the caster and only the caster if any magic is present (but not what kind). Any visible items worn or carried by the target will be revealed, but items hidden under clothing or in bags or boxes will not be. This spell will cover up to a door sized area.

The subject must tell the caster which (if any) magic items are visible. If the subject has any spell defenses currently active (such as Endow or Magic Armor), then the subject will detect as magical to the caster. This does not overshadow any items on the person. In other words, the fact that a subject has a Greater Shield spell upon him or her does not cover the fact that a magic item is worn.

“I call forth mystic power to Detect Magic.”

Disarm

Ganmarek’s Limited Curse of Clumsiness

1 CE S          5 Seconds

This spell causes the target to drop a specific hand-held item. The item must be dropped as soon as possible. The dropped item may not be picked up by the victim for five seconds. The five seconds begins after the item is dropped. Only the item named may be fumbled in this manner. A hold can never be called to drop the named item.

Saying a general description like “weapon” is fine, although if the target is holding two items which match the description, then it is the target’s choice as to which to drop. A shield is not considered a “weapon” for purposes of this spell.

The disarming magics are strong enough to overcome any rope or chain that you may have attached to your hand. If the chain is unshatterable then it will become “unrung.”

If a Paste of Stickiness was applied to the item in the last hour, the item will remain in your hand, but the Paste of Stickiness will be used up in the process. Spirit Link also protects against Disarm effects, but the wieldier must not use the item for 5 seconds.

Spell packets cannot be affected, while orange gas globes can be affected.

“I summon a force to Disarm your <item>.”

Dispel Magic

Killraven’s Diabolical Disrupter

8      CE        PS                         Instant

This spell will dispel all active spells on a given creature or object unless specifically noted by the spell description.  A Shield Magic or Reflect Magic will protect all other spells on a person from a Dispel Magic, but will be used up in the process. A Dispel Magic potion isn’t stopped by a Shield Magic or a Reflect Magic, and will dispel those spells and all others spells active upon the drinker.

“I call forth mystic power to Dispel Magic.”

Dragon’s Breath

Arcevol’s Draconian Enchantment

8      C          S                           Instant

This spell allows the caster to fire a bolt of magical flame, doing 32 hit points of eldritch fire damage to the target. The fire is eldritch in origin and will not otherwise set anything alight.

“I call forth a Dragon’s Breath.”

Duplicate Ward Key

Elenaro’s Duplicate Astral Displacement

9      C                                        5 Days

This spell is cast upon an identical key to a Ward or a Wizard’s Lock while a working key is in the lock. When this spell is cast, the caster must be touching both keys. The second key becomes just as effective as the first; either key can be used to open the Ward or Wizard’s Lock. A Duplicate key has all of the same properties as the original key. See the Ward spell for more details.

“With eldritch force I build a Duplicate Ward Key.”

Eldritch Blast

Diranda’s Energy Expeller

9      C                                       Instant

This spell allows the caster to affect a target with a bolt of magical flame, ice, or lightning, doing 36 hit points of eldritch damage. The caster may choose which type of damage to throw at the time of the casting, signifying such through the verbal. The damage will not otherwise set anything alight or freeze anything.

“I call forth a(n)  <flame, ice or lightning> Blast.”

Elemental Shield

Peldin’s Elemental Barrier

6      E          P                       Indefinite

This spell protects the recipient from the next effect with the word “elemental” in the verbal. It is then immediately used up.

“I grant you the power of an Elemental Shield.”

Enchanted Blade

Turing’s Aura of Enchantment

6      C          S                       Indefinite

This spell allows the recipient to do up to two extra points of damage for one swing if it hits the target. The spell is used up whether successful or not. The weapon is considered to be magic for the one strike attempt. The recipient may choose when to use the Enchanted Blade, and must announce the total damage of the swing while saying “Magic” instead of “Normal” or “Silver.” The spell lasts until dispelled or used up.

The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. Enchanted Blade will have no effect with a Damage Aura effect greater than +1. It will only add one to a Damage Aura effect of +1.

The extra damage comes from the spell’s eldritch effect, and its bonus can added fully to damage done by creatures with Superhuman Strength.

“I grant you the power of an Enchanted Blade.”

 Endow

Barantur’s Charm of Ogre Strength

1      C          S                       Indefinite

This spell endows the recipient with the ability to do two extra points of damage on the next swing, if it hits the target. The total damage must be announced while swinging. Once called, the spell is used up whether the blow was successful or not.

Endow will not benefit creatures that have Superhuman Strength greater than +1, and will only add one to a creature with +1 strength.

The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons.

This spell can also be used to perform certain limited roleplaying tasks such as dragging an unconscious or debilitated creature for ten seconds. It cannot be used to throw other creatures, break down doors, or jump long distances.

“I grant you the power of an Endow.”

Enflame

Bester’s Stumbling Flame

6      C                                   Indefinite

This spell causes any hand-held item to burst into flame, causing 16 points of flame damage to the person or creature carrying the item. It will also act as a Disarm spell towards that item if the creature was affected by the flame.

“I summon a force to Enflame <item>.”

Flame Blade

Arcevol’s Elemental Conjuration

4      C              S              Indefinite

This spell allows the recipient to do four extra points of damage for one swing if the blow is successful. The spell is used up whether the blow is successful or not. Unlike an Endow, the recipient may choose when to use a Flame Blade.  The recipient must announce the total damage while swinging.

This damage will not set anything alight. The extra damage comes from the spell’s eldritch effect, and its bonus can added fully to damage done by creatures with Superhuman Strength.

The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time. It does not allow you to hurt a monster that can only be damaged by magical weapons.

When using this spell, you may call out “Flame” instead of “Normal,” “Magic” or “Silver.”

“I grant you the power of a Flame Blade.”

Flame Bolt

Folson’s Elemental Flamestrike

4      C          S                           Instant

This spell does 16 points of eldritch fire damage to the victim.

“I call forth a Flame Bolt.”

 Free Undead

Morien’s Malignant Mistake

1      E                                        Instant

This spell will cause an undead creature to be freed from the effects of a Trap Undead spell. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon chaos to Free Undead.”

Greater Bless

Bearkiller’s Enhanced Protection

3      E          P                       Indefinite

This spell gives the recipient 4 extra Body Points. These points are the first Body Points lost to damage. As long as these points last, they will protect a spellcaster so spells may be cast while taking damage.

This spell cannot be used to revive an unconscious person or harm an undead. 

If a Bless and a Greater Bless are both present, then it is the player’s choice as to which is lost first.

 “I grant you the power of a Greater Bless.”

Greater Shield

Barantur’s Improved Protective Field

3              C             S              Indefinite

This spell gives the recipient 4 additional Armor Points. The extra points are the first Armor Points lost due to damage.

As long as these points last, they will protect a spellcaster so spells may be cast while taking damage. 

If a Shield and a Greater Shield are both present, then it is the player’s choice as to which is lost first.

“With eldritch force I grant you a Greater Shield.”

Harm Undead

Doria’s Bane of the Doomed

3              E                              Instant

This spell will do 18 Body Points of damage to an undead creature. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth to Harm Undead.”

Help Undead

Doria’s Boon of the Doomed

3              E                              Instant

This spell will heal an undead creature for 18 Body Points of damage. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon chaos to Help Undead.”

Ice Bolt

Swansona’s Cold Strike

3              C             S              Instant

This spell does 12 points of eldritch cold damage to the victim.

“I call forth an Ice Bolt.”

 Ice Storm

Kalliestro’s Elemental Maelstrom

7              C             S              Instant

This spell does 28 points of eldritch cold damage to the victim.

“I call forth an Ice Storm.”

Imprison

Midtguard’s Forceful Imprisonment

9              C                             1 Hour

This spell seals the victim into a rigid, form-fitting and unbreakable barrier, trapping them within. The victim cannot move, speak, touch-cast, Gypsy Curse, or perform any game skills requiring movement.

The spell lasts for one hour, but may be dropped by the caster at any time if he or she touches the victim and states “Imprison down.” This statement is out-of-game, and can be used even if the caster is Silenced or inside the Imprison. Any observers who hear the statement are aware that the Imprison was dropped, and they might know who dropped it. A Dispel Magic will bring down the Imprison, but will not dispel any other spell effects on the creature inside.

Any creature sealed within an Imprison spell cannot be affected by any spell, nor will they take any damage from physical attacks or traps. However, it does not provide complete and absolute protection against harm. The victim will suffocate if placed underwater (assuming the victim needs to breathe to survive). The Imprisoned creature will also die from massive damage from falling from a great height. The Imprison spell does not stop any falling damage that is caused to a character. That encounter’s marshal will decide all falling damage. The largest and most powerful mass mechanical traps are also sometimes capable of overcoming magical effects such as Imprison. For instance, while an Imprisoned creature wouldn’t immediately perish from a deadly ceiling trap, the ceiling would probably give way, crashing around the creature. While others in the room would die immediately, the Imprisoned creature would not die until after the spell expired.

A Vampire Charm or other gaze attack will still work provided the Imprisoned creature’s eyes were open at the time the Imprison was cast.

As with a Ward, no gasses other than air can get inside. The barrier is not a frictionless surface, and has as much friction as a normal creature.

A victim of the Imprison is completely aware of his or her surroundings and unless unconscious or otherwise impaired will remember all that occurred while Imprisoned.

This spell will prevent the victim from being searched and only the caster may deliver a Killing Blow to the recipient. If the Killing Blow fails (for example, if the creature inside is immune to the caster’s attack), then the Imprison will drop as soon as the Killing Blow is completed and the creature may then defend itself.

 “With eldritch force I build a prison.”

Life

Angelica’s Death Bane

9      E                                        Instant

This spell must be cast within five minutes of a creature’s death. It restores the creature to one Body Point but the creature is not forced to resurrect. This spell is the only thing that can save someone who has been given a Killing Blow or hit by a Death spell.

This spell will not normally affect a living target or an undead creature, although it will remove a living person or undead creature’s Shield Magic or Reflect Magic.

If the body needing a Life spell has been dismembered, the caster must have the portion of the body containing the spirit. Once the spell is cast, the entire body reforms and any parts elsewhere will dissipate.

“I grant you the gift of Life.”

Light

Alva’s Illuminator

1      E                            Next Daybreak

This spell produces a glowing light and allows the caster to kindle a light wand. The light can then be used by anyone. It will not work without a phys rep. You cannot cast a Light spell at a person or tree and have the person or tree glow. There must be a flashlight or other out-of-game light source provided.

The spell lasts until daybreak or until it is dispelled. If using a flashlight for this spell, the lens of the flashlight must be covered by a cloth, tissue paper or a gel to diffuse the light. Do not shine the light in anyone’s face. This spell (like all spells) will remove a Shield Magic or Reflect Magic.

“I grant you the power of a Light.”

Lightning Bolt

Hanson’s Thunderbolt Generator

2      C          S                           Instant

This spell does 8 points of eldritch lightning damage to the victim.

“I call forth a Lightning Bolt.”

Lightning Storm

Hanson’s Maelstrom Effect

6      C          S                           Instant

This spell does 24 points of eldritch lightning damage to the victim.

“I call forth a Lightning Storm.”

Magic Armor

Robalyn’s Mystic Protection Field

2      CE        PS                     Indefinite

A Magic Armor spell will protect the wearer from the next single strike by a NERO-safe weapon. The recipient must state “Magic Armor.” The attack and the Magic Armor will then be expended. This does not protect against a Killing Blow or a fall, nor does it work against any traps other than weapon traps. A Magic Armor will be blown even if the amount of damage called is “zero.”

“I grant you the power of a Magic Armor.”

Magic Missile

Cornelius’ Mystic Projectile

1      C          S                           Instant

This spell does 4 points of eldritch damage to the victim.

“I call forth a Magic Missile.”

Magic Storm

Amalyzix’s Mystic Bombardment

9      C                            Concentration

At the time of casting, the caster must plant both feet. As long as both feet remain planted and the spell is not disrupted as per normal spell rules, the caster may throw a packet after completing the incant “Magic Storm.” While the spell is in effect, the caster can perform no other skill nor cast any other spell. Each packet thrown acts as a separate spell which causes 5 points of eldritch damage to the target.

“I call forth a Magic Storm, Magic Storm, Magic Storm. . .”

Paralyze

Nyrina’s Nerve Blocker

8      E                              Line of Sight

This spell completely immobilizes the victim. The target may not move any part of their body and may be given a Killing Blow while thus trapped. An Unparalyze spell or a Dispel Magic will release a victim from the paralysis. A Release spell will not work.

This spell only works on creatures that have a metabolism. Some creatures such as undead, golems or some elementals are not affected by this spell.

“I curse you with Paralysis.”

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