Magic and Spells

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    Magi.c eJecti.on 0here are two methods chapters may decidebetween to track character spells - Memorizationand Cast on the Fly. Each chapter will pick one orthe other for their events.

    MemorizationThe Memorization system requires the caste..to choose whichspells they will cast at the start of each reset period. All castershave access to all spells when memo..izing.

    Cast. on the FlyThe caster can select what spell he uses fo..each slot at the time ofcasting.

    Spell AuraThere are two types of physical ..epresentations for spell aura; themanufactured spe11orb and the traditional spell packets. Checkwith your local chapte ..so see which aura types you can use assomevenues restrict one type or the other.TI,e spell orb is a manufactured product made of soft foam and

    can be no bigger than the size of a tennis ball, Soft foam balls canbe purchased at most sporting good sto..es and toy stores. Foamballs are made by companies such asWilson (called the Foam FlightPractice Ball) and Ned makes a soft foam tennis ball.Spell packets a..e constructed with bird seed and fabric, TI,e bi..d

    seed should be the small variety, with no StmfloW.seeds or otherheavy 01' sha..p items that could hurt.Do not use replacements! Rice can get wet and tun, into a

    hardened ball. Rubber balls or tightly packed rubber bands willbe too hard. IfY011 are caught using something othe..than birdseed, you will have yow' packets and spell tags, if tags are used,confiscated and will lose yow' spells for the :restof the day.To make a spell packet, the bi..dseed is placed in the cente..of the

    fabric, and the fabric is gathered around it and a small rubber bandis used tobind the fabric or it can be sewn shut. Packets should beloosely packed - tight balls ofbirdseed can hurt!TI,e packet may be of any color except orange 01' yellow. O..ange

    packets are used to :repres,,"t alchemical gas globes, and yellow

    packets are used for arrows,A good size for your fabric is 6"x 6", and a good amount of

    birdseed is 3/4 tbsps. Youcan use different amounts but, you shouldnever use somuch material that the resulting packet cannot fitinto a 35mm film canister, Packets that are larger thai that will beconfiscated by a marshal.Youmay want to personalize your spell packets in some way by

    using a distinctive cloth or writing on the packets. This isa goodway tomake sure you can get your packets back after a battlewithout arguing with other spell caste..s about whose packets arewhose.Spell packets are visible as an opaque colored au..a of ene:rgy only

    when held in the hand. In game they are visible but they do notproduce any light. They a..e not in-game items and cannot be stolen.fwnbled or :removed.Youshould not cany in your hand more spell packets than you

    can actually cast (although you can have plenty of extras in yourpouches 01' pockets). Ifyou only have 3 spells, you cannot have 42.spell packets between yow' finge..s. Youmay also cany packets torepresent scrolls or magic items that ..equire a thrown packet to bethrown but those items must be :readily available and not slashedaway in a backpack.

    Casting SpellsTo cast a spell, the caster must have a spell packet in hand, Thehand and ann with the spell packet in it must be "free" (Hands thatare holding something else, or are tied or bound either physically orwith a binding spell are not "free'"). 1he caster must then co:rrect1yrecite the verbal for the spell in a voice loud enough tobe heardby a person standing next to you even if the..e isno one standingnext to you. Within three seconds after finishing the verbal, thecaster must then th:rowthe packet at the target. The short phraseor "incantation'" of the spell is spoken inplain English so the victimwill know what spell has been cast. In galne, these wo..ds areunderstood by anyone, but have a "magical effect" associated withthem that makes them different from normal speech. Even thoughyou can speak the language, you cannot "[ake" a spell incantation orothe..wise bluff the casting of a spell. You also cannot bluff the startof a spell incantation. Ifyou start the incantation, the spell is used.

    S p e l lc a s i er s expend the power to cast a spell assoon as the in-cantation has begun. You cannot start the incantation for a spell,change your mind, and then sti ll have that spell. You must waituntil the next reset to restudsj and tocast the spell again.

    Spell DisruptionIfa person takes body damage while casting a spell, the spell isdisrupted. Itdoes not wo..k and is lost hum memory. A spel1can be disrupted by anything that deals body damage, includingweapons, traps, or othe..spells. This is known asDisruption or SpellDisruption and is sometimes applicable to other types of attacks asnoted in their descriptions.

    Touch-CastingTouch-casting is pedo rmed by holding a packet and placing itagainst the target you wish to affect. TI,e obvious advantage to

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    this is that there is no chance of missing and wasting the effect. Insuch a case, the effect recipient may choose to Uaccept" the effect,thus letting it past their Spell Defenses such as SHIELD M4GIC A'ELEMENTAL SHIELD. 1herecipient must be conscious to "accept"an effect without triggedng the Spell Defences. Youmay never"'accep t '"a throwneffect, The decision to accept an effect throughtouch-casting ismade immediately after the effect is cast. This istoprevent a caster from tricking an unsuspecting victim.The recipient of a touch-cast effect can always refuse the effect

    by saying "refused. '" This will use up the effect, but have no effectwhatsoever on the recipient. 'Whenever attempting to touch-cast,you must abide by all NERO safe conduct rules.

    MeditationAny character may Medita te to regain use of Ul imes per day'" or"'expendable- skills that were blocked by the Return monsterability. To Meditate, the player must role-play deep concentrationfor 60 seconds, during which time they may perform no otheractions including speaking, moving, or the use of any in-gameskills, items or abilities. At the end ofthe meditation the characterregains any skills or abilities lost to the effect "'Return < ty p e> . ' " Onlycharacter skills and abilities may be regained by Meditating. (notMagic Items, Scrolls, Alchemy, etc.]A spell-casting character may also Meditate to regain spells that

    missed a legal target. At the end of the meditation, the characterregains the use of any thrown spells that failed to hit a valid target,as well as all spells, skills and abilities lost to the Return effect.Spell casters should not use the Meditate ability to intentionally

    miss their targets in an attempt to cause confusion for the NPCs."Decou" spells that are intentionally thrown away from the targetshould not be regained by Meditate. In effect, you can only getyour spells back from Meditate ifyou were actually attempting tohit your target and missed. Spells negated by defenses (ex. DODGE,

    cbapt:eR.: 10: rnagfcPHASE, and HE51 ST ) cannot be meditated back.

    Schools of Magic

    school of magic. The other will be thesecondary, costing more build to buy. Thereis nothing preventing you from learning bothearth and celestial magic but a separate spellpyramid must be built f01 ' each school.

    Stacked EffectsIdentical spells may not be stacked. No person may

    have a second copy ofthe same spell actively affectinghim 01" her unless the spell description states otherwise. If

    you are hit with a second effect that isn't stackable, the call isUgot it", Calling "No effect" in this situation is iriccrrect. This

    definition is extended to include all identically named NEROgatne effects, not just spells. Identical effects are not stackable,unless noted in the effect's description,The following spell types have special rules regarding spellstacking.

    Blade EffectsThese effects change the damage call of a weapon. Youmay haveno more than three blade effects active on you at any time, TI,efollowing spells are blade effects ENDOW, DELAYED ENDOW, ELEMENTALBLADE ....E.NCHANTED BL.4DE, and Sn.VER AURA. While blade effects canaffect the same tat'get, they only work one at a time.

    Charm EffectsYou can only be affected by one charm effect at a time. Ifa creatureisunder a Charm effect and ishit with another, the most recent onewill replace the previously administeredeffect as long as the neweffect isof equal or higher value to the previous effect. See Table 5-6on page 64.

    Ex. Durk the adventurer is Charmed tn j a Siren. his friend Sloancasts a charm spell at him, since Clmnn is of eqr .U!1value to the ChaTmon Durk, the Siren's clmrm effect is negated and Durk: is now ardycharmed to SloanHowever, if the second effect is of lower value on the chart (1beingthe lowest) the first charm effect remains.

    Ex. Durk the Adventurer is Charmed by a Siren, the Siren'sminion. casts Shun on Durk. Sim:e Shun is a lower value than Charn:',Durk calls "Cot it: and take no iffect 10 the Shun Durk wouldremain Charn:,edto the Siren.

    Target SpecificSome effects like WITHER UMB or SH.4T"TER have a sub-target aspart of the call, This is required for spells and optional forother delivery methods such as carrier attacks or potions. Ifthe sub-target is not specified then it is the target's choice asto which sub-target that is tlll-wi thered( WITHER LIMB) 01 ' t111-rendered(sHATTER,DESTROY) will be affected. Ifno target matchingthe description exists, the call is nGot it". Calling "N 0 effect' in thissituatiori is incorrect.

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    cbap-ceR.:tv: magtc

    Spell defensesSpell defenses carry over fro:m adventure to adventure. A fighterwho still has a SHIELD spell on him at the end of a NERO adventureweekend w:ill still have that spell at the beginning of the nextweekend or module .. This rule applies only to spells thatare "indefinite" in duration. There can be no Wardswhen the game starts.In-game, Spell Defenses are visible when they go

    off. Itis obvious to anyone looking at you that youwere protected from an attacking spell and whatdefense was used to negate it. You must state whatthe defense is at the time by saying "Reflect Magic"0" "Shield Magic" for example, thus informing allobservers that the spell was unsuccessful. Sayinguflash" 01' uno effect" is not allowed. Ifyou do notcan a spell defense within three seconds of being hit,you take the effect and the defense is lost.A spellcaster is not immune to his 01' her own spells,

    n01' can they automatically dispel 01'deactivate their ownspells, unless specifically noted in a spell's description.

    will use (Witll pmper incantation, of course). TI,e reverse of manyhealing spells are necromantic, identifiable by the word "Chaos" intheir incant. Beware however, that in- many in game places laws

    exist against necromantic spells such as cRE.4TE UNDEAD, soyou'd better be ready to face the in-game consequences.

    Isnecromancy evil? Not every person on Tyrrathinks so - in fact, it is accepted and evenpromoted by some races and cultures, However,necmmancy is illegal in most parts of the worldbecause many people believe it draws upon thedecaying and dying aspects of the earth and thusprevents the earth rom acting #naturally."The most accepted in-game explanation is this:

    Imagine the planet going through its seasonsnormally from yeal" to year. Healing spells ~go withthe flow" of this cycle and do not disrupt the orderly

    process of living and dying that are pari of this orderlysystem. Necromancy "goes against the flow- of this cycle

    by tapping into the chaotic forces that are not part of thissystem. Creating undead, for example, requires that a spirit behavein ways that are contrary to the orderly flow of the cycle. Thisin-game "theory'" has been used in the past to explain large numbersof undead randomly appearing ("The chaos in this area is so strongthat the C1jdeis being completely disrupted!') as well as aberrantweather ("'This cold wave this time of year can only be explained by

    too much necromanC1j being cast in the area!"]. Of course, thereare many scholars who believe that this theory is a load ofgoblin dung and that bad weather and undead risingare all pari of the normal cycle. It is up to you todecide as your character how you fee I about theissue. Assume for game purposes that there aremany learned treatises on both sides and fha tpeople have been arguing the point for manyhundreds of years.

    Spells such asBless and Shield which merely add hit points do nothave to beso announced.

    Visible EffectsBERSER I< , B INDF CONFINE, DISE_4SE F FEEBLEMlND, HALLUCINOlD, lMP.R. ISON,NAUSE.4,.. PARAl.YZE,.. PIN~ SIl .ENCE . .. S tEEP, TAll ', i" r BLOOD! VERTIGO, and WEB!

    Eldritch Power

    Elemental Planes

    are all visible to any viewer while they are in effect, so longas they take the time to observe them (they must ask theaffected player). TI,e spells WARD and CIRCLE OF POWERare also visible, provided that the physical representa-tion (rope, building or otherwise) can be seen andthe viewer takes the time to observe them, Youcannot call a Hold to determine whether any visibleeffects are present. The amount of time it takes toask if your character sees the effeet is the amountof time it took your character to notice the effect,and yot. should only ask for visible effects from ashari distance away at a conversational volume. There are twelve main elemerttal planes whichexist across powerful dimensional boundaries.

    TI,e world of Tyrra is made up of the combinationof these elements and their mtersections, Please see

    the Tyrran Cosmology document at NemL",:p.c01llfor more information, but it is important to note here

    that each of the twelve elemental planes has an associateddamage type: a power it uses to harm opponents.These

    planes and their associated damage types are as follows:Planes - Life, Death, Order, Chaos, Dream. Reason, Light,

    Darkness, Earth, Air, Fire and Water.Damage Types, in order - Essence, Destruction, Order, Chaos,

    Dream, Reason, Light, Darkness, Stone, Lightning, Fire and Ice.

    Many of the spells call upon an energy calledeldritchpower. This is a type of energy that only affects beingsthat are alive or animated, Ifyot. cast a FLH'E soz T spellat someone and miss and hit a tree, the tree win not catch onfire. N01' can you use an ICE BOLT spell to keep your ice cream cold.These spells can only affect crea lures that are alive 01' anima ted.

    Reversible SpellsMany earth magic spells are reversible (fol"example, CURE DlSEASEand CAUSE D1SE.4SE). These spells do not have to be learned OT"memorized" separately. In fact, there is no way to separate the twospells. Ifyou know the spell CURE WOUNDS, you autorna ticall y alsoknow CAUSE WOUNDS. You cannot "[orget" how to cast necromanticspells or otherwise claim to only know one side of a reversible spell.You can decide at the moment of casting which spell effect you

    Illegal Skills and PowersNo character can ever use a plot given power to gaitl informationabout a PC's actions after the fact. This incl udes approved spellsand skills such as DREAMVISlON as well as other abilities such as

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    cbap'teR.:fo: magfeclairvoyance, clairaudience, tracking or scrying of any manner,If a character wants to know what was said or done by a PC first

    hand, he must actually be present at the time of the action. Plotwill never provide this information via one of the listed abilities,or through any similar means, and a PC can never claim to haveknown it due to ESP or other special abilities after the fact.

    the scroll will be unreadable,Here is a description of some of the most common types of Formal

    Magic effects on Magic Items. This is not a complete list, but merelythe ones which most players will encounter, Please see the FormalMagic Casting Rules and individual Formal Magic Spell descriptions formore details.

    Formal Magi.c Overvi.ew 0 BaneA magical defense that reflects the attack back upon the attacker. Itworks at will (even before a spell defense if desired), and protectsagainst only one type of effect, Foe example, a Bane versus SLEEPcould beused against a SLEEP spell or a SLEEP gas poison.

    The following pages is a brief introduction to the Nero FormalMagic System. For a full explanation of the rules see www.ne:rolarp.com for the Nero Formal Magic Packet.The system may bemodified from time to time by NERO

    International,Scrolls may not contain modifications or flaws of any kind, except

    tomake the scroll unable to be copied or destructible, The scrollslisted here may not be changed in any way. Ifused, they mustbe used exactly as written. Urgent questions and Interpretationsof these rules will be left to the local Formal Magicmarshal.Characters who have learned a ninth

    level spell can then start learningFormal Magic skill levels, Oncea character has reached thispoint, they often givethemselves the title of#Wizard." Some Wizardsadd a personal bit tothis title so that theentice title might be#Wizard of EarthMagics or "Wizardof Might and Poweror #Wizard of LifeHealing." It is uptoy=haracterto decide howpreterrtious to makehis or bee title or evenwhethe:r to use one atall. Some refuse to use thetitle at all, and others use"Sorcerer, no uWarlock!" 0('some

    CloakAmagical defense that works at will (even before a spell defenseifdesired) and protects against only one type of effect such as Fie!"or Binding Magic. Foe example, aOoak versus Fire could be usedagainst both a FLAME BOLT spell os: an Elemental flame packet attack.

    ObliterationA very powerful Formal Magic that causes the

    victim to suffer the same effect as dyingand resurrecting three times, althoughonly one trip to the Earthcircle isnecessary. However, only one"pick" ismade from death'sbag. After the Formal Magicis complete, the victim isstill able to receive a LIFEspell for the next fiveminutes, and only onesuch spell is necessaryto restore the creatureto one body point. IfaLIFE spell is received, thecreature isnot forced toresurrect at all

    Spirit LinkSpirit Link magicallyattaches an item to a spirit,

    thus making it unstealable.'The item must always remain in

    contact with the creature to whichit is linked. (It does not have to touch

    the body directly: a glove or other pieceof clothing can come between the item and theperson.) When a creature with a Spirit Linked item

    dies, the Spirit Linked item becomes insubstantial with the spirrtand travels to resurrect, reforming with the sprrit, If the item isa container, it does not bring the contents with it. If thecreaturepermanently dies, the body and item return to the point where thebody dissipated. The item is then linked to the next creature with aspirrt that takes picks itup, even through gloves or other articles ofclothing or armor,

    other title.. Most people don'tbother WlZards about their titles;After all, it really isn't a good idea tohave a spellcaster who can cast Formal Magicmad at you.

    Common Formal magic SpellsFormal Magic Scrolls ace magical scrolls ofimmense powec in andofthemselves and will always detect asmagical. They ace treated asMagic Items for p=poses of stealing.A Formal Magic scroll can only be read or copied by one who has

    the skill Pormal Magic in the appropriate school. To everyone else,

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    Ifyou want to raid a Circle ofPower, the same rul e s as raiding acabin will apply;you must have a marshal p..esent, See " Searching aCabin' " an page 95

    IdentifyAnExtended Celestial Circle iscapable ofperforming an Identifyon an item or person. TIleitem or person to be Iden tified and theinv..sted pe"son performing the Identify must be within the circlecomplet ely. TIle invested p.."son touches the target of the identifyand says #Idenhfy ",If the target is an object di..ectly then the invested person readsthe tag describing the item's pl"Operh..s and learns them in the timeit tak..s to read the information,If the target is a pe..son then the target tells the invested personwhich active spells 01 Pormal Magic spells are active on themaswell aswhat magical items they have in thei..possession andwhat the properties ofthose items are and how to activate themas though the items had been directly identified by the investedp.."son. Sometim ..s an Identify wil1reveal additional pmpe ..ties ofmagical crea tures, Ittakes as long to perform an identification of ap.."son as it does for the target to describe all of the results.Everyone who hears 0'observes the Identify call/process is awareof an identification taking place though they should attempt not toove..hea..the results. Ifyou a..e Out of Game able to tell who thep.."son perfo ..ming the identification is, then you know who it is ingame aswell. Ifa transform is active and Identified, the school ofit and the name ofit a..e revealed, but neither the presence nor anyinformation about a dormant transformation is revealed. You canprevent an Identification unless you're helpless.The time to Identify is In Game. Ifyou're interrupted then youare interrupted (including if contact isbroken by the subject).While there is no set o..der to presenting the information and youdecide whe..e tostart, you must give out all the information youhave with the chance of3rd party inte..ruptior,

    ResurrectionAnExtended Earth Circle is capable of providing Resun ...cticns,TIle spirit to be Resurrected must be inthe Circle. This will take5 minutes to complete and will bring a body to full body points.During the 5 minutes, it is apparent to all observers that a r..sur-rection is occurring, although the exact tdentity is U1lreCO gnizabl eto all except the invested heale ..performing the r..surrection, The

    cbopt::eR:fo: mogfehealer may choose to ,...veal the identity ofthe pe..son they at...r..surrecting, if desired. For more on resurrections, see "'Mat ters afLife and Death'" on page 22.

    Magic ItemsMagic items can be found or mad e through the NERO Formal MagicSystem. Most give the weare..the ability to utilize a spell andsome items g..ant the weare ..effects from the Formal Magic system.Until you have an item Identified, you will not have the tag for

    the item and thus will not be able to use it, even if you at...alreadyaware of the item's powe r. Youmust proceed to the Mages' Guildor monster camp to receive the tag. Ifyou are given the item andare told in-gam.. what the item's powers are and how itis used, youmay use the item but must go tothe Mages Guild ormonster campimmediately thereafte ..to get the tag. Make sure that any playerthat gives you a Magic Item phys-rep also gives you the Magic ItemTag.

    Activating Magic ItemsSpells from a magic item act just like a reguru spell. They providethe character, no matter what class or level. the ability to use that

    spell. TIle correct process to activate an item is to use the phrase#Activate- followed by the spell incant. For Example:

    '"Activate With MysTIC Force I Bind You-.Inaddition, all the normal rules for casting apply. You must have

    your hand free, have a packet, be conscious, etc. Soyou cannotactivate an item when in a Web, unconscious, dead, 01 when tiedup. Activating an item IS NOT a Cam.. Ability, so you CAN use anitem when you cannot otherwise use a Game Ability 01 Skill. such aswhen under the effects of a Taint Blood spell,

    Magic Item SlotsChapte ..s may specify how many magic items a player may haveactive at atly given time. This number isbetween one and five and is

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    cbap-ceR.:tv: magtcclearly posted at event check-in or on the chapter's website.Ifa character has more items on them than the allowed limit they

    must have a dearly delineated method to separate the active andinactive magic items tags. In order to switch between an active andinactive item at least one minute must be spent while you physicallyswitch your tags between active and inactive. Youmay only makeone switeh at a time. Ifyou lose possession of a magic item tag thatitem becomes inactive for you. During this time you may use nogame skills. Characters must be conscious with at least one handfree to switch items between active and inactive states.The following Formal Magic Spells will not cease to work on a

    magic item when it goes from active to inactive: RENDER INDE5TRUC-TIBl.E~ EXTEND FORMAl. A1AGIC, GREATER EXTENSION~ SPlruT LINK! SPIRITzocx ....and DEUMIT,Any item can still be used while inactive, but only with the benefit

    of the effects listed above.TIns limitation on active magic items applies to both Unrestricted

    and Local Chapter Only Items only asa total (ex:2 LCO and 3Unrestricted "active" items ina 5 item slot campaign.)Spirit. as Magic ItemFor only the purposes ofMagic Item Slots, a character's Spiritcounts as a single magic item that can bemade active as a whole.Only the following formal magic spells count for the purposes ofthis "item:" ENCHA~""TF CLOAK (.MINOR), BANE (MINOR,.l~ SPELL STORE".PROTECTION AUR..4,. CLOAK". BANE, EXPANDED ENCHANI'MENT, SPIRIT UNK,SPIRIT z OCI

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    Ifthe caster has cast other formal magicwithin the same batch, all formal magicattempted by that caster within that balchwill count in the same game day - thegame day inwhich the batch isbegun,Unrestricted. This term refers to anitem that was placed into game accordingto the Treasure Distribution Policy issuedby NERO. Magic items are also given thisclassification if they are constructed usingcomponents, scrolls, and production iternsofUnrestricted classification.Local Chapter Only (LCD): This is aspecial Plot related item or effect that canonly be used in the issuing chapter, To allother chapters, the item does not exist foruse in-game.

    cbopt::eR:fo: mogfe

    Pyramid: This term is used to describeformal magic castings that accumulatepower based upon multiple castingwithin abatch. The scrolls DAMAGE _4URA,.PROTECTION A~I.RA, and SPELL STORE areexamples of this type of formal magic. The I,;;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~first step requires only a single casting,the next step requires two additional castings (for a total of threecastings). To go further, three additional castings are needed (fora total of six:castings), with the last step involving four additionalcastings (total of ten castings). These types of formal magic cannever go past ten castings (foul'steps), and some may be limitedbelow that number. Each step counts as one effectwith regam tothe5 formal magic effect limit.

    Special Types of Formal magicScroll SpecificA formal magic designated as scroll specificmeans that the scrollis limited to a single specific type of that formal magic, it is neverall the possible choices on a single scroll. For example, the formalmagic Cloak is scroll specific - the scroll will list the specific type ofCloak that it can be used to create, it may not be used to cast anytype of Cloak,

    TransformAll T..ansform formal magic is considered dormant The existence ofa Transform is not revealed during a Celestial Identify. At tile timeofthe target's permanent death, the target becomes an NPC at thechapter where the transfo ...n was cast. Even after permanetlt death,certain Transforms can upgrade or weaken the creature as per thishandbook. See the individual formal magic scrolls for details. Afterthe permanent death oftile target, the formal magic takes effect topermanently transform the target into the specified creatitre. Thismay take place immediately, ormay take several weeks. The detailsare left to local NERO Plot. Once transformed into the creature,the Transform formal magic is complete. The newly transformed

    creature will have the currently-active spirit-affecting formal magicsas they did before the transformation, except for the Transformitself.Effects exist which .nay for limited duration invoke the full

    transformation prior to permanent death. Circumstances whichmay temporarily invoke the transformation prior to permanentdeath are determined exclusively by the Plot/Staff of the local NEROchapter. In situations where the transformation takes place priorto the permanent death, the Transform isno longer dormant, andcan be Identified in an appropriate Extended Circle of Power. TI,einvocation of tile transforma tion is generally not for use duringsitua lions where PCs are directly pitted against other PCs. TIle finaldetermination of this is up to the local chapter.Only one Transform may be in effect on any spirit at anyone time.

    A new Transform formal magic will replace an old one on a targetspirit. This includes Local Chapter Only Transform formal magic.Being an NPC means that the target iscompletely under the

    local chapter's direction. There is certainly no guarantee that thelocal chapter will even let the NPC ever come into game. If localplot chooses to allow the NPC to come into game, there isalso noguarantee that the local chapter will allow the character to pursuethe goals from its normal lifetime.

    Creation and SummoningLocal Plot must be notified well before the casting of this type offormal magic,When the creatitre appears, a new card w111be supplied,

    regardless of tile statistics of the creature when it originallyappeared,TIle caster may be required to supply an NPC toplay tile part

    ofthe creatitre or the local chapter may supply the NPc. Thispolicy varies from chapter to chapter, please check in advance withthe local chapter. The local chapter can always substitute a staff

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    ,J.'_:'_

    member or other NPC for some or all ofthe role-playingwith the creature,Whenthis formal magic is performed, the marshal should consult

    the local guidelines for information on the attitudesand personality of the creature. 1heNPC playing thecreature must abide by the personality requirementsand directives given to them by the formal magic

    Special Rules for PantherghashA Pantherghast will be genocidal against one race. The Pan-

    therghast will focus on the race named by the caster.The Pantherghast ,nay choose to role-play with thecaster before beginning the hunt. Pantherghasts seekto exterminate the hunted race.

    Figu r e 4 -1 .

    Golems