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NERO® Armor
Play-test Suite 2004
Objective 1) To increase the value and usability of wearing actual armor. As well as simplify the rating of armor and the bonuses involved. Armor There are three ways a player may possess armor points: Physical Armor, Dexterity Armor, and Arcane Armor. The three types may be used together and add to one total of armor points. Each class has a maximum total armor which they may wear and they may use more armor than their maximum as follows: Maximum Armor Usable: Fighter - 50, Templar - 30, Rogue - 20, Scholar - 15. The skill Wear Extra Armor now allows an additional five points of armor to be worn per time purchased up to a maximum of 50 points. This limit is for all forms of armor added together and all bonuses to the armor. Physical Armor – The Physical Armor Types are Leather, Chain Mail, and Plate Mail. There is a chart below that shows the value of each Armor Type for each Body Location. Each location is worth one point for leather, two points for chain, and three points for plate except the chest and back which are worth three times as much since they cover a larger area. A suit of armor it may be rejected at any point on grounds of safety for such things including, but not limited to; protrusions, sharp edges, and unsafe materials. · Any player will be awarded five bonus points of armor simply for being fully in costume with their entire visible costume being fully fitting with the in game atmosphere. This bonus costume award is over and above the total for wearing physical armor but does count against the limit for maximal armor worn. The bonus does not receive a tag because it is separate from the actual armor rep. It is reset with or in place of physical armor. · Characters may select the armor type to use at each separate body location, making it easier for players to create their own personalized armor. Each location is considered covered in armor if at least three quarters of the entire area is covered. Locations with overlapping armor types count as the higher type. · A Suit of Armor is evaluated by adding the armor point value for each body location covered. · The values listed below are for armor that is real or looks real. High quality plastic armor can be counted as plate for example armor where a plastic barrel has been cut into small pieces and stitched together to form a representation of samurai armor, armor where plastic plates are completely incased in pockets to form a coat of plates, or armor where the plastic of a barrel is heat molded to form reasonable representations of armor pieces are all considered real armor for the ratings here. However simply cutting up a garbage can and making no attempt to disguise its true nature and gluing it to a shirt does not. Similarly tab armor or chain mail made of plastic rings are counted as real but a sweater or mesh t-shirt painted silver does not. · The tag for armor allows a character to gain protection from a phys rep rated up to the value on the tag. To claim the entire value of an armor tag the player must wear a phys rep which has been evaluated by a marshal to be worth at least the value of the tag, you cannot wear 20 points of coverage, have a 30 point tag and claim 30 points of armor in game. · In game older armor tags are worth the same value as before, you cannot turn in old tags and receive higher value armor, the new higher valued armor must be acquired in game. · If part of a suit of armor is stolen the tag must be reduced by the amount of points the sections that were stolen covered. In order for a player to receive the tag for the armor they must take the entire suit of armor not just pieces. · A player may use multiple tags of armor to add together to form a higher point total suit. However a chapter may release specific armor tags specifying exactly what part that specific suit covers. If a player is using a specific they may not use another specific tag that covers the same area. For example a player may use a two suits that just say Platemail 15 points of armor and be able to wear a rep for 30 points, but they cannot wear two suits that say breastplate simultaneously.
* Leather headgear will offer protection against a “4 Waylay” or lower. Chain headgear will offer protection again a “5 Waylay” or lower. Plate headgear will offer protection against a “6 Waylay” or lower. ** A suit of armor, such as a chain shirt, may combine multiple pieces which must be identified on the armor tag. Refitting Physical Armor – When a suit of armor takes damage it can be refitted to its full value, unless it is reduced to zero (see below). Refitting in this way can be done by anyone, and requires that the person spend an uninterrupted minute during which he can use no other game skills and cannot walk around. During the refitting the character will adjust (i.e. tighten straps, reposition plates) his armor so that it offers the best protection possible. If the character receives damage, loses the use of his arms, or is rendered unconscious at any point during the process, the refit is interrupted for no effect and must be begun again. A player can even refit the armor of his companion. In this case, one character is the refitting the armor while the other is the target and the same rules apply to them as to a single character. Refitting a suit of armor which is being worn will refit all pieces of the armor not just an individual area of armor. Reducing a suit to zero is known as “breeching.” Breached armor can also be refit as normal, but the value of the tag will be reduced by two points. If a player is using multiple tags for armor and one or more tags are rendered and one or more are not rendered the player must choose the non-rendered part to be damaged in the breech, a single piece of rendered armor will not protect non-rendered armor. A destroy spell with armor as the target will affect all non-rendered pieces. A player may still wear a rep that is above the value of the tag(s) used, it simply represents damaged armor. If a player is using a tag for more armor than are actually wearing but only claiming the amount they are actually wearing and the armor is breeched they must reduce the value of the tag to the value they were actually wearing and then remove the points for breeching. Arcane Armor and Formal Effects on Armor – Arcane armor is a formal magic that creates an invisible field that surrounds a character wearing a piece of armor bearing that bears the formal magic. For each casting of arcane armor on an item the wearer of the item adds two points of armor to their total. Points of arcane armor are lost first when a player takes damage. To refit their arcane armor the player must meditate for 60 seconds. The refit of arcane armor is done separately from the refit of physical or dexterity armor. Arcane armor is never breeched. If an arcane armor item is removed the armor it conveys will reset but when an arcane armor item is placed on it takes 60 seconds before it will convey the armor points to the wearer. Arcane armor cast under the original system acts as arcane armor under the playtest except it is on the spirit and if the value is greater than 10 it only adds 10 points of armor. 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 five effect limit. The formal magic arcane armor is replaced with the following: Name: Arcane Armor Target: Item which must be a piece of armor Duration: 5 days School: Celestial or Earth (scroll must be marked as one or the other) Components: P2, C1, E1 This formal magic provides 2 points of armor to the wearer of the item per casting of the formal to a maximum of five castings. These points of armor will be lost first when a player takes damage. It requires a minute of concentration to refit back to full value. 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. Summer Armor Rules – Each chapter has the option to declare summer armor rules at any time the weather warrants it. This can only be declared by the appropriate chapter staff when conditions are such that wearing armor constitutes a safety hazard, such as in 90+ degree weather where there is an increased risk of heatstroke if armor is worn. If summer armor rules are declared (and this does not simply apply in the summer but any time a significant safety risk exists) then any player who has their phys rep with them may consider themselves to be wearing it IG when they are not actually wearing it. They must still wear full costume in order to gain any armor rating at all and must wear a clearly visible swatch of cloth with the letter “A” on it hanging from a belt to symbolize they are wearing it. For waylay protection a mesh cloth which covers the back of the head and is visible to a player approaching from the back must be worn. Two people cannot use the same phys rep of armor to gain advantage from summer armor rules. In addition no one may claim to have a suit higher than the value they are using. At any time any player may ask a marshal to confirm a player’s suit during summer armor rules. |
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NERO®
Smithing Play-test
Objective 1) To increase the value of the weapon smith and armor smith skills. Smithing – The skill Smithing replaces both Armorsmith and Weaponsmith, current levels of Armorsmith and weaponsmith add together to form total levels of Smithing in chapters who use this playtest. The cost of a level of smithing is equal to the old cost for either weaponsmith or armorsmith for a character and would gain the -1 BP cost for being a dwarf. Any character with the skill Smithing is referred to as a smith. Any character with ten levels of Smithing is considered a master smith. With a single level of Smithing a player can make 2 small weapons, 1 one handed weapon, a shield, a quiver of 20 arrows, half of a two handed weapon, or ten points worth of armor. A player could not make half a weapon so to make a full two handed weapon would take 2 levels of Smithing. There is no cost associated with creating the above items using the skill Smithing. In addition to making weapons and armor a smith may make modifications to items which are detailed below. All items made with the skill Smithing last for two years from the date of creation. Items with modifications must be acquired in game, they cannot be bought with goblin stamps.
Special abilities of Smithing: In order to use any special ability the smith must be able to do so without a forge though the total level are still doubled if they use a forge. Silvering a weapon – Silvering a weapon uses up 1 level of production ability for small weapons, 2 levels of production ability for one handed weapons, and 3 levels of production ability for two handed weapons. In addition the smith must spend 1 silver piece per linear inch of the striking surface to silver a weapon. The silvering of a weapon lasts for the duration of the weapon being silvered. A smith may break down a silvered weapon for one level of production and receive one half the silver used to silver the weapon which can only be used to silver another weapon. Making an item shatter resistant – A smith can make an item shatter resistant, doing so uses up 1 level of production for small weapons, 2 levels of production for one handed weapons, a shield, or a quiver of arrows, and 3 levels of production for two handed weapons. A non-weapon item can also be made shatter resistant and the number of levels of production required should be estimated based on the size as compared to a weapon. Thus a small statuette twelve inches high might cost 1 level of production, a pedestal might cost 2 levels of production, and a door might cost 3 levels of production. Anything larger must be carefully estimated. In addition to the cost in production levels an SR1 component must be spent in order to make an item shatter resistant. Each time this is done to a single item it will be able to resist shatter twice. It may be done a maximum of 3 times to a single item. Sharpening a weapon – A smith may sharpen a weapon which adds damage to the call of anyone swinging the weapon the bonus is not magical. This bonus is not additive with damage aura weapons and the higher bonus only will count. The bonus will last only till the next full reset period where production skills would reset. The smith must use 3 levels of production to add a plus one bonus to a weapon. The smith must spend 9 levels of production to add a plus two bonus to a weapon. The smith must spend 21 levels of production to add a plus three bonus to a weapon. No smith can add a bonus greater than plus three to a weapon. A weapon cannot be sharpened multiple times.
Rapid refit – A smith may spend one level of production, which was not already used for another purpose, in order to refit a suit of armor on a three count rather than sixty seconds. Flawless refit – A smith may spend one level of production, which was not already used for another purpose, in order to refit a breeched suit of armor to full rather than losing one area of protection. This must be done within five minutes of it being breeched. Master Crafted Armor – A master smith can make master crafted armor detailed below. Master Crafted Weapon – A master smith can make a master crafted weapon detailed below. Master Crafted Armor – A Master Smith can create exceptional suits of armor as governed by these rules. Currently the only type of master crafted armor is enhanced armor though others may be added in the future via playtest or rules changes. A Master Crafted suit of armor will cost a minimum of double the normal levels of production but could be more if defined in the particular type of master crafted armor. A master crafted suit of armor will cost a minimum of 1 SR1 per location but could be more as defined in the particular type of master crafted armor. Existing suits of armor cannot be turned into Master Crafted suits they must be made from scratch. Master Crafted Armor lasts for two years from the time that it is created. A single suit of armor can never have more Master Crafted abilities than the total number of locations that it covers and may have less based on the particular type of master crafted armor.
Enhanced Armor – A suit of Enhanced Armor will have a value that is higher than a normal suit of its type. To make a suit of armor Enhanced Armor the number of levels of production required will be double the normal to make it. An SR1 per armor location must be used in the creation of the suit. The extra points of armor gained from this technique count toward the class maximums of Physical Armor. Enhanced Armor has an additional one point of armor per location. Master Crafted Weapons – A master smith can create exceptional weapons as governed by these rules. Currently the only type of master crafted weapon is non-magical enhanced damage though others may be added in the future via playtest or rules changes. A Master Crafted weapon will cost a minimum of double the normal levels of production but could be more if defined in the particular type of master crafted armor. A master crafted weapon will cost a minimum of 1 SR1 but could be more as defined in the particular type of master crafted weapon. Existing weapons cannot be turned into Master Crafted Weapons they must be made from scratch. Master Crafted Weapons last for two years from the time that it is created. A single weapon can never have more than three Master Crafted abilities based on its size, a small weapon may have one master crafted ability, a one handed weapon may have two master crafted abilities, and a two handed weapon can have three master crafted abilities. A given weapon may have less master crafted abilities based on the particular type of master crafted weapon. Mighty Slayer – A Mighty Slayer weapon adds damage to the call for slays of anyone using the weapon. The bonus is not magical. The weapon will last two years from the point of creation. A master smith can create a weapon that adds 5, 10, or 20 points of damage to a slay between one and five times a day total. The cost for each use of a 5 point bonus is 2 levels of production and 1 SR1. The cost for each use of a 10 point bonus is 3 levels of production and 2 SR1 components. The cost for each use of a 20 point bonus is 7 levels of production and 4 SR1 components. Deceitful Blade – A Deceitful Blade weapon adds damage to the call for assassinates of anyone using the weapon. The bonus is not magical. The weapon will last two years from the point of creation. A master smith can create a weapon that adds 5, 10, or 20 points of damage to an assassinate between one and five times a day total. The cost for each use of a 5 point bonus is 2 levels of production and 1 SR1. The cost for each use of a 10 point bonus is 3 levels of production and 2 SR1 components. The cost for each use of a 20 point bonus is 7 levels of production and 4 SR1 components.
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NERO® Additional Magical Skills Play-test
Objective To incorporate the uniqueness of Harmonics and Nature Magic into the existing magic structure rather than duplicating existing spells in new schools.. General Rules: There are two new skills and a new duration of spells associated with this playtest. The following two skills allow for specific spells to be cast upon multiple targets. The ability, now called Manifolding and once limited to Harmonics, is no longer a separate school of magic but rather is a method of using a modifying a caster’s spells to touch cast on multiple targets and can be used with the spells from either celestial or earth magics. There are two skills associated with Manifolding: Prepare Hearth which is the prerequisite to use the ability and allows a player to pace an area to form a hearth, and Manifold which allows spells to be cast multiple times using a single spell slot if cast in the proper manner within a Hearth. Spells may only be manifolded from memory, they may not be manifolded from items or scrolls. No unrestricted item may contain an already manifolded spell. Skill: Prepare Hearth This skill allows a player to attune a room for use in manifolding spells. The room to be used follows some rigid guidelines. The room must have a roof that would keep out rain, and must have well defined boundaries that are under that roof. Those boundaries need not be walls, but they do need to be immobile. The Hearth will not extend outside any doorway or passage that leads from the room. To attune a room the caster must pace the boundaries of the room staying within arms reach of each wall and holding their arm extended palm out toward the wall. They must pace the room at walking speed and at no time during the pacing of the room may they use any other skills or take body damage or the preparation will fail. If the caster cannot do this due to some danger or obstruction then the room cannot be prepared as a Hearth. Once a room is prepared, it will last until the character who prepared it leaves its confines, dies, or is affected by a Dispel Magic or the room itself is targeted by a Dispel Magic. Multiple characters can prepare the same area, but each must do so in order for them to manifold spells within its confines. Skill: Manifold The skill manifold allows a character to multiply the number of targets they may affect with specific spells. To manifold a spell it must be cast within a hearth as defined by the skill Prepare Hearth. Being within this Hearth allows the character who prepared it to tap into deeper powers of magic and extend the number of targets certain spells can affect. To manifold a spell the character must gather everyone the spell is to be cast on around them, each target must be fully within the hearth and within reach of the caster. The caster must cast the spell in a manner reflecting his drawing upon deeper magics. He may do this through song, litany chanting, or recital of verse. To manifold a spell or to cast in continuously the caster must create original lyrics for singers or poems for orators. Each of this type of spell they wish to learn must have its own lyrics or poem and be recorded in the player’s spellbook. The lyrics or poem must have intelligible meaning which is related in content to the spell being cast and must be in English (or the predominant language of the area the game is run in, if NERO were run in France then French would be accepted) with at least one stanza of four lines per level of the spell but extra lyrics may be added to the end for artistic purposes if the character so chooses. After the required lyrics or poem the character must state the full incant for the spell. The entire song or poem must take at least two seconds per stanza to perform. A song or poem can be longer for artistic purposes. The lyrics or poem and any tune used to perform the lyrics must be in game, in period, and must relate to the magical effect. Tunes that are familiar to popular or classical culture, such as the William Tell Overture, Toccata & Fugue, or Yellow Submarine must be avoided. The entire performance of the lyrics or poem should be reasonably sonorous. It should substantially match the song as written in the player’s spellbook. Some minor variation is allowed, as with any sort of performance, as long as the performance is reasonably smooth and appears correct. Speed singing, poor accompaniment, poor vocalization, or clearly fumbled words will invalidate the casting of the spell. It is permissible for PCs and NPCs to use the same lyrics though it is preferred that for richness of the game each player using this skill should try to have their own unique lyrics. If a player fails to comply with the spirit of these rules by constantly using poor lyrics, anachronistic music, badly fumbled vocals, out of tune lyrics, or poems with poor scansion then a complaint should be brought to a local rules marshal. If a number of complaints are brought up against a particular player then the local rules marshal will review the situation and possibly remove the skill from that player’s characters due to a consensus that the person is detracting from the game. Once the recitation or song is complete the caster must touch cast the spell on each target using the complete incant. The maximum number of targets that can be affected by a manifolded spell is equal to the number of spell slots or the appropriate school of magic the character has to a maximum of six. This can be modified as follows. If the caster is accompanied by music the number is increased by one increasing the maximum by one. If the caster has additional characters singing or reciting in chorus with them who are capable of manifolding the same spell the number is increased by one raising the maximum by one. This brings the absolute maximum number who can be affected by a single manifolded spell to eight. If a target is not touched after the spell, or the target does not remain within arm’s reach, or the target leaves the hearth, that target is not affected. The caster is subject to spell disruption while casting the manifolded spell and the chorus or accompaniment can be disrupted as per rules for spell disruption as well. If the caster uses an instrument, that playing is considered to be part of the casting and both hands can be used to play. The following spells may be manifolded. These spells may be found in the eight edition core rules and in Additional Playtest Spells Volumes 1 and 2.
The cost of the skills are as follows:
Duration: Continuous Continuous is a specific form of concentration which requires the caster to continually chant a litany, recite a verse, or sing a song with the limits listed under manifold. At the end of each repetition the caster may state the incant for the spell and deliver the effect as specified in the description of the spell. As long as the caster continues to repeat the verse they may continue to recast the spell using only one spell slot. Each spell with this duration may impose other limits upon the caster to continue the spell. The caster may not speak outside the words of the verse or incant and may not use other skills while continuing a spell and may not pause longer than 5 seconds. Taking body damage will interrupt any spell being continued. If a continuous spell is used once the cast may simply state the incant.
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NERO® Additional Spells (Volume 2)
Play-test Objective: · The Objective of this play-test is to flesh out and fill some of the gaps in the spell lists and improve the versatility of spell casters by incorporating spells and concepts previously tested in the Harmonics and Nature Magic Packages as well as several other spells which have been submitted to NERO International. · Please note many of these spells are dependent on the skills defined above in the Additional Magical Skills Playtest. Level 1
Calm Animal Xavier’s Bestial Soother 1 E 1 Hour
By means of this spell the caster can calm one creature who is designated as an animal. This calm makes the creature docile and non-aggressive for the duration of one hour. They cannot take any aggressive actions such as participating in combat nor will they attempt to remove the spell. The animal might wander off or simply sit down and rest for a while. This is a form of charm and will over-ride any normal behavior so long as it is effective it can be stopped by the ability Resist Charm. If anyone attacks the creature in any way this effect will immediately be dispelled. An Awaken or Dispel Magic will also work to remove this effect. This will not affect magical animals, hybrid animals, animal men, only ordinary animals, fish, and birds. For example an eagle would be affected but it would not affect a gryphon, a phoenix, or a biata. A bull would be affected but it would not affect a minotaur or a bull scavenger. A horse would be affected but a unicorn would not. This spell has no effect on any being which is not designated as an ordinary animal though it will still trigger a shield magic or similar protective.
“I command this animal to be Calm”
Improved Hearth Edgar’s Enhancing Area 1 C, E 1 Hour This spell must be cast on an area already prepared as a hearth using the skill Prepare Hearth. Once cast by the character who prepared the hearth the duration of the hearth is extended to 1 hour but only works for the school of magic from which it was cast. The hearth no longer ends if the caster leaves it, is targeted with a dispel magic, or dies but it will end if the room is targeted with a dispel magic. When cast the caster must place an individually recognizable stylized “H” up on the door or wall obviously indicating that a hearth is in affect, the “H” is OOG the way a “W” is for a ward. If the room is dispelled the “H” must be removed. A player must confirm their “H” is still present before using an improved hearth. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each Improved Hearth must have its own “H” which must be recognizable by the player who cast it and distinct from any others.
“With eldritch force I build an Improved Hearth”
Shun Animal Xavier’s Bestial Repulsion 1 E 1 Hour This spell causes an animal to feel great discomfort around the caster. The animal will not initiate attack on the caster while the spell is in effect, and the animal will immediately move at least 10 feet away from the caster and stay at least that far away while the spell is in effect. If the animal is within the 10 feet when the spell is cast, the animal must move away, but never in a manner that will endanger the animal or cause direct harm to the animal. In other words, the animal cannot be made to jump off a cliff or walk towards a magical rift or do any other action which would cause harm (much like a Charm spell cannot force the victim to take self-destructive actions). This spell does not create a 10 foot magical circle around the caster which is effective only upon the animal; if the animal has to come closer than ten feet in order to get away (say for example, to pass close to the caster in order to get to an exit), then that is permissible. While within that 10 foot area however, the animal can take no in-game actions against the caster. This spell is a type of charm and can be resisted with the ability Resist Charm, and it can be cured with an Awaken spell or Dispel Magic spell. Stronger charms such as Vampire Charm or Enslavement will override its effects. This will not affect magical animals, hybrid animals, animal men, only ordinary animals, fish, and birds. For example an eagle would be affected but it would not affect a gryphon, a phoenix, or a biata. A bull would be affected but it would not affect a minotaur or a bull scavenger. A horse would be affected but a unicorn would not. This spell has no effect on any being which is not designated as an ordinary animal though it will still trigger a shield magic or similar protective.
“I command this animal to Shun me”
Stabilize Vendar’s Saving Touch 1 E Continuous When cast the target of this spell is stabilized as if the First Aid skill had been successfully used upon them. For this to work the target must have been able to be affected by the skill first aid. The caster may continue to perform the verse without actually casting the spell on a target each time the verse is stated without breaking the spell.
“I call upon the earth to Stabilize you”
Level 2
Empathic Healing Oleander’s Self Sacrifice 2 E Instant This spell allows the caster to transfer one detrimental effect from the target to the caster. The effects this spell may transfer to the caster are Disease, Curse, Paralyze, Silence, Sleep, Taint Blood, Weakness, Wither Limb, Drain, Drain Life, Feeblemind, Laugh, Nausea, Paralysis, Slow Poison, and Vertigo. No effect not on this list may be transferred using Empathic Healing. The caster may also heal damage by transferring body points from themselves to the target. The maximum number of body that can be cured is the current body total of the caster plus one if they are willing to drop to -1 body and begin to bleed out. Like all healing, if more healing is given then the target has body points the extra body is lost but the caster still takes the damage. The caster cannot use spell protectives or combat abilities like Dodge or Phase to negate the effect upon them. If the effect is not inflicted upon the caster because of immunity to the effect, a formal magic defense, or a magical item, then the spell fails. The caster must take the effect or use a racial resist for the spell to succeed. The caster must begin the duration of the negative effect they take upon themselves from the point they take the effect not when it was originally cast on the one they removed it from. In order to use this spell to heal the target must be healable by earth magic.
“I call upon the earth to Transfer <effect or [X] body>”
Level 3
Charm Animal Xavier’s Animal Friendship 3 E 1 Hour This spell allows the caster to charm a single creature which must be an animal. This spell duplicates the Charm spell, except that it may only be cast on ordinary animals. Since the Animal will not understand the common tongue this in general only keeps the caster safe from the animal attacking him. If the caster is attacked the animal will generally attempt to defend him and if the caster interposes himself between the animal and another target the animal will understand that it shouldn’t attack the target. If the animal has been trained to follow commands it will listen to the caster as if he were the one who normally gives the commands and will perform any commands he is trained to at the request of the caster, this does not mean the animal will do anything they are not specifically trained to do. This spell is a type of charm and can be resisted with the ability Resist Charm, and it can be cured with an Awaken spell or Dispel Magic spell. Stronger charms such as Vampire Charm or Enslavement will override its effects. This will not affect magical animals, hybrid animals, animal men, only ordinary animals, fish, and birds. For example an eagle would be affected but it would not affect a gryphon, a phoenix, or a biata. A bull would be affected but it would not affect a minotaur or a bull scavenger. A horse would be affected but a unicorn would not. This spell has no effect on any being which is not designated as an ordinary animal though it will still trigger a shield magic or similar protective.
“I command this animal to be Charmed”
Refit Armor Ulin’s Smithing Surrogate 3 C Instant This spell instantly refits armor to its full value if used before the armor is breeched or to 2 points less than its full value if used after the armor is breeched. Indestructible armor will always be refit to full value. This spell only works on actual physical armor.
“I summon a force to Refit this armor”
Level 4
Calm Golem’s Charm to Sooth the Savage 4 C, E S 10 Minutes
By means of this spell the caster can calm one target. This calm makes the target docile and non-aggressive for the duration of ten minutes. The target might wander off, head for the tavern for a drink, or simply sit down and rest for a while. They cannot take any aggressive actions while under the effect of this spell, they will not participate in combat nor will they attempt to remove the spell. This is a form of charm and will over-ride any normal behavior so long as it is effective it can be stopped by the ability Resist Charm. If anyone attacks the target in any way this effect will immediately be dispelled. An Awaken or Dispel Magic will also work to remove this effect.
“I command you to be Calm”
Courage Elder’s Spine of Steel 4 C, E Continuous This spell will remove the effect fear from the target. The caster may continue perform the verse without actually casting the spell on a target each time the verse is stated without breaking the spell.
“I rid you of your fear”
Level 5
Silver Aura Nataal’s Argent Aura 5 C S Indefinite This spell will allow the recipient to swing silver against one opponent in the manner of a critical attack. It will not confer any additional damage. If the blade the target is using would normally swing magic this spell will prevent that swing and the blade will only swing silver. The target may choose to end the effect at any time but cannot reactivate it without using another casting of the spell. The spell may be stacked with other Endow/Blade spells (maximum three spells total), but the spells will only work one at a time.
“I grant you the power of a Silver Aura”
Level 6
Circle of Harmony Edgar’s Symbolic Hearth |