NERO® Rules

The following will explain the rules and playtests we will be using this season. If there are any questions, please contact the plot of NERO Nexus.
NERO® Nexus Playtests



  • The Following Play-test from the NERO International Boards are in effect for the 2008 Season.

    o NERO Formal Cantrips v4.1
    o Base 5 Damage/Healing v1.2
    o One Handed Block v1
    o Critical Parry Modification v1
    o Critical Slay/Assassinate Modification v1
    o Stop Thrust v1
    o Additional Spells (Volume 1) v1
    o Resurrection Modification v1.1 (7/20/2000)
    o Racial Skills v1 (7/20/2000)
    o Archery Aura v1.0 (10/7/2002)
    o Base 5 Alchemy v.1.2
    o Blade Fury v1.0 (10/7/2002)
    o Damage Types v1.1 (10/7/2002)
    o Formal Magic Logistics v1.1 (10/7/2002)
    o Master Craftsmen v1.0 (10/7/2002)
    o Modified Detect Magic Spell v1.0 (10/7/2002)
    o New Character Rebuild v.1.1 (10/07/2002)
    o Return "type" v1.2 *replaces all prior Return play-tests (10/7/2002)
    o New Player Deaths v1.0 (10/7/2002)
    o Physical Attacks v1.0 (10/7/2002)
    o Spell Crossover v1.0 (10/7/2002)
    o Staff Thrust v1.0 (10/7/2002)
    o Storage Locker v1.0 (10/7/2002)
    o Limited Reset v1.0 (1/6/2003)
    o Magic Spells Volume 2 (3/19/2004)
    o Dexterity Armor (3/19/2004)
    o Alternative Lock-picking System v1.1 (10/1/2006)



  • Base 5 Damage/Healing:
    Equates a spell's level with a base 5 system of damage/healing. Simply stated a spell either harms or heals a target at 5 points per level of spell. This means a Magic Missile (Level 1 Celestial) does 5 points of damage to a target, and Cure Light Wounds will heal the target 5 points. Other spell effects such as protectives, blade-spells, curses, etc are not to be modified to this system.


  • One Handed Block:
    Allows a polearm, two handed sword, two handed blunt, or staff to block two blows with only one hand on the weapon. The third blow will disarm the holder of the weapon as per the spell effect unless they grip the weapon with two hands before the third strike. This does apply to bows and crossbows as they are considered two-handed weapons


  • Critical Parry Modification:
    Anyone with multiple Critical Slays/Parrys can use a parry while they have an active slay without expending the active slay.

  • Critical Slay and Assassinate Modification:
    Critical Slays and Assassinates will always do full damage to a creature with a threshold or a damage cap if the creature is affected by the damage call type (Normal, Magic, Silver, etc)

  • Stop Thrust:
    The wielder of a polearm, two handed sword, two handed blunt, or staff can use this skill against any opponent. The user swings and makes contact with the opponent (shields and magic armors do not stop this but dodge or phase will) and calls "Stopthrust" the opponent may not advance on the user for five seconds but may still attack, run away, or defend themselves. Anyone with the skill for an appropriate weapon or weaponmaster gets one use of this skill and gains another use for every two proficiencies in an appropriate weapon. This skill does not apply to non-melee two-handed weapons such as Bows and Crossbows.

  • Additional Spells (Volume 1):
      Elemental Blade
      ""
      4 C S Indefinite
      This spell replaces the spell flameblade and is identical in all respects but allows the recipient to swing an additional 4 points of damage and the carrier attack of choice: flame, ice, lightning, or stone for one swing.

      "I grant you the power of an elemental blade"

    • Stone Bolt
      ""
      5 C Instant
      This spell delivers 20 points of eldritch stone damage.
      "I call forth a Stone Bolt, "

    • Enchanted Blade
      ""
      6 C S Indefinite
      This spell replaces the existing spell of the same name. It will allow the recipient to swing magic against one opponent in the manner of a critical attack. It will not confer any additional damage. This spell follows the stacking rules of no more than three upon any one person.
      "I grant you the power of an enchanted blade"

    • Restore Limbs
      ""
      7 E Instant
      This spell replaces the existing spell restore limb. It is identical to that spell but restores all four limbs at the same time. The opposite wither limb still only affects a single limb.
      "I call upon the earth to restore your limbs"

    • Eldritch Blast
      ""
      9 C Instant
      This spell replaces the ninth level celestial spell of the same name and gives the caster the option to use stone as well as flame, ice, and lightning.
      "I call forth a (Flame, Ice, Lightning, Stone) blast, "


  • Resurrection Modification:
    Anyone who resurrects at a full earth circle will have their skills renewed. Field resurrection and regeneration will not renew skills. This does not include craftsman skills or production skills, but does reset Formal Magic casting ability as if the person being resurrected had not cast any Formal Magic Spells that game day.

  • Racial Skills:

    • Strongarm: This skill can be purchased by half-orcs and half-ogres one time only for a cost of 10 Build Points. It allows the buyer to swing an additional point of damage with every swing of a weapon in which they are Proficient. It DOES NOT confer the Monstrous equivalent of Strength.

    • Dodge: This skill can be purchased by Hoblings one time only for a cost of 10 Build Points. It is identical to the Stealth Skill of the same name.


  • Archery Aura:
    All weapons that fall under the skill Archery will have the damage type of each missile altered if the weapon itself is targeted by a magical aura of any type. This includes a Damage Aura, Elemental Aura, and/or Magic Aura, and means that each individual missile does not need to be targeted by the formal magic spell in order to create the desired effect.

  • Base 5 Alchemy:
    With this play-test, the following core elixirs/gasses damage/healing effects are adjusted to the values listed:
    Cause Light Damage 5
    Cause Damage 10
    Cause Serious Damage 20
    Cure Light Damage 5

  • Blade Fury:
    Every 4th Slay and/or Assassinate that is purchased has its damage doubled. This does not otherwise change the verbal for the attack in any way.

    Example: Dirk has purchased eight weapon proficiencies for his long sword (2 damage) in his right hand, and in addition he has purchased 4 Slays. His first 3 slays are calculated as per the 8th ed. NERO Rules (62), however his 4th Slay improves to "124 normal slay" damage instead of 62. When he purchases eight more proficiencies and his 8th Slay, his damage for both the 4th and 8th Slay would be 204 instead of 102.

    In all other ways this is considered a Critical Slay or Assassinate attack in respect to calling damage, strike location, duration, protections, and other abilities and/or skills. Only every 4th Slay or Assassinate is so modified, and all other Slay or Assassinate damage remains the same.

  • Damage Types:
    In addition to the standard damage types of flame, ice, lightning, magic, normal, silver, and stone, the new damage types of acid and massive have been added. These can be delivered by either weapon or packet, and act as separate damage types.

    Acid - Acid damage acts as a standard damage type, and is not destructive to the carried items of the target in any way. Acid traps are an exception and follow the rules listed in the 8th Edition rulebook.

    Massive - Massive damage cannot be blocked by weapons or shields. If a blow delivering this type of damage strikes a weapon or shield, the bearer of the item struck takes the damage delivered, as well as any carrier effects (when appropriate). The skills Critical Parry and Dodge will work as normal against this type of damage, as will all types of protective spells.

  • Formal Magic Logistics:
    Any character with the appropriate skills can cast formal magic spells at check-in as part of logistics if he wishes. In order to do so, the character turns in the required components to the production station at check-in, along with a completed Formal Magic Casting Record, and all scrolls that are to be used. The caster will not need to role-play the casting of the formal magic spells that are cast in this way, and he can only cast spells using auto-success. No spells may be cast in Dark Territory at logistics in this way. Special plot-related formal magic castings must always be cast in-game and cannot be cast using this method. At the end of logistics, the formal magic caster will have the appropriate number of levels removed from his first day's ability, and all scrolls that were not used up will be returned with the appropriate modifications to them. If for any reason the production staff person cannot complete the caster's formal magic logistics, all scrolls and components will be returned to the formal caster and he will be forced to cast the desired spells in-game using the standard rules for formal magic casting. Spells that target an unwilling spirit, an item that automatically resists such as a circle of power or ward, or that are "in-game' unlawful within the local region cannot be cast in this way.

  • Master Craftsmen:
    A character that has 10 levels in a particular craftsman skill is considered a "master" and is rewarded for their expertise. They begin earning 5 silver pieces per day per level, rather than the usual 2 silver pieces per day per level. Other role-play benefits may also accrue. Master craftsmen, if the trade is honorable, may be addressed with the title 'Master ' by social convention.

  • Modified Detect Magic:
    A Detect Magic spell, along with its abilities conferred in the 8th edition rulebook, will reveal whether a Circle of Power is One Hour, One Year, or Two Year. The Detect Magic spell will also reveal whether items targeted by it are of Earth, Celestial, Harmonics (if play-test is in use), or Other.

  • New Character Rebuild:
    Any character can be rebuilt once at any time before it reaches 56 build points. This rebuild does not require the use of any in-game resources and/or skills, but it will count against the character as a Spirit Forge. This rebuild will allow the character to also simultaneously have a Race Change if they see fit, but this is not required. This rebuild will otherwise follow all of the rules for Spirit Forge and/or Race Change, and required notations will be marked upon the player's character sheet as appropriate.

  • Return (type):
    A creature with the ability to Return will cause a specific type of effect directed at it to be returned to its point of origin. It functions like the Resist skill in that the creature can choose when to use a Return. Returned effects are instantly restored to the caster's skill set, although the character will not be able to use the skill again until they meditate for sixty (60) seconds. Return can only be used on daily or times ever effects such as spells, Critical Slays, Assassinates, etc. Return can be used against stored spells/effects from formal magic items and/or production items, and in this case the Return acts like a Resist in that it prevents the effect and the charge is lost. The creature card will specify the types of Return available to that creature in a similar way to Resists. This play-test is an expansion of the original Return Magic Play-test, and replaces it without eliminating the original function of it. Non-spell abilities that are Returned in this way do not require that a spell book be used in order to make them usable again, but all other rules for Meditate will apply. The use of this play-test does not automatically mean that the "Meditate" play-test will be in use as well.

  • New Player Deaths:
    Any first-time NERO player will not have any of the deaths taken during his first event count toward his character. This means that any newbie will essentially get unlimited deaths during his first event. This policy is done as a service to new players so that they can get used to the game before being penalized for their deaths, not as a way to abuse the system and be immortal. All deaths taken by a newbie should still be role-played appropriately. Any player that is deemed to be abusing this policy for intentional gain or detriment to the game or other players will be dealt with accordingly, at the discretion of the local chapter affected. This benefit only given during a player's first game, and experienced players that start a new character will not be allowed these unlimited deaths.

  • Physicals Attacks:
    Physical attacks represent an actual physical force such as a glob of ooze to form a Physical Web, a big rock to form a Physical Stone Bolt, or a burst of wind to cause a Physical Repel. These can now be delivered by either weapon or packet, and are stopped by the standard spell defense Magic Armor.

    When delivering a physical attack via packet the player calls out "Physical ."

    When delivering a Physical attack via weapon the player calls out "Physical Strike ."

    All standard game effects (including Pin/Bind/Web/Confine) delivered in this way are now treated exactly as the spells, and will follow the rules for these with regards to their duration, effects, and removal.

    Entangle is now recognized as a new game effect, and is intended to replace the old uses of Physical Pin/Bind/Web/Confine. It is outlined in the following passage.

    Entangle : Some monsters can shoot a substance as a means to trap victims (such as giant, sticky strands of silk). This effect is most often delivered as a Physical attack, but can also be delivered as Magic, Elemental, or Arcane depending upon the delivery method listed on the creature card. The effect lasts for 10 minutes and is Binding in nature. An Oil of Slipperiness applied to the target's body less than an hour before being struck by an Entangle will protect against one such attack. Formal protectives (i.e. Cloak, Bane) against Binding will also work. A Release spell or an Alchemical Solvent will free the victim. The victim can be cut out by someone using an edged weapon with a three count ("One I cut you out, two I cut you out, three I cut you out."). If you have an Endow or Delayed Endow spell, you may break free, expending the spell in the process. Someone else with an Endow type spell can likewise break you free. When using an Endow to break free of an Entangle, the character calls "Endow - I rip free one, I rip free two, I rip free three", role-plays that he is ripping free of the binding, and is then free of the effect. An Endow may be used to break another character out of an Entangle, with the same call and similar role-play. Ripping free in this way is in no way harmful to the character, and beings with Superhuman Strength can rip free of effects that Entangle them without need of an Endow of any type. There are three possible targets for an Entangle - foot, arms, body. Each of these will prevent movement of the Entangled part such that an Entangle foot will root the target's right foot to the ground in a way similar to Pin, an Entangle arms will bind the target's arms to his sides in a way similar to Bind, and an Entangle body will prohibit the movements of the target in a way similar to Web.

  • Spell Crossover:
    With this play-test, the following spells are available at the same spell level in either Earth or Celestial magic:

    • Light
    • Elemental Shield
    • Banish

  • Staff Thrust:
    Thrusting with a staff is allowed, but both hands must remain in the appropriate gripping area.

  • Storage Locker:
    Each cabin on site may have a chest or closet designated as a storage locker. This area and only this area can be used to hold tags without phys reps. The area must be clearly marked as a storage locker by an OOG notice, and it must also be defined on the marshal notes.

    A portable storage area can be used as well to carry items from module sites (not to module site if additional equipment is to be brought on a module to be used then actual phys reps must be brought) or from cabin raids in which the contents of a storage locker were taken. The portable storage area must be a container (chest, sack, etc.) that can reasonably hold the items carried within if a phys rep were actually attached. In addition the container must be stuffed to appear full if being used to carry tags without phys reps to give the impression that things are actually being carried. A tag may be removed from a storage container and attached to an actual phys rep to be used. The actual tag must be found and taken out of the container and attached to the phys rep or held by the person wielding the phys rep. You cannot remove a tag and call a hold to get an appropriate phys rep. If an item could not reasonably be expected to fit in a storage locker the tag for it may not be placed within the storage locker (for example you could not place a polearm in a 3' long storage locker). Only production items may be placed in a storage locker without a phys rep. Magic items and other game items must always have a phys rep attached.

  • Limited Reset:
    Nexus may opt to offer a limited reset of times-per-day skills other than craft/production and Formal Magic skills. This reset must offered at no less than twelve hours from the normal 6pm Saturday reset on Event Weekends. This means 6am on Saturday Morning, or 6am on Sunday morning would be valid times to perform this limited reset. This reset is in no way to be used to allow extra production, extra money for craftsmen skills, or extra Formal Magic skill usage, this included Formal Magic Cantrips. This reset also in no way resets magic-item usage in any way.


  • Additional Spells (Volume 2):
    • 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"

    • 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"

    • 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 "

    • 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"

    • 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"

    • 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"

    • Guardian of the Four
      Janos' Specific Protection
      7 C S Indefinite
      This spell grants a shield to flame, ice, lightning, or stone as determined by the caster at the time of casting. This will nearly always be the first protective spell lost if it is appropriate to defend against an attack and will be used before a shield magic, elemental shield, magic armor or any other automatic protective effect other than Displacement which still comes before this spell. This spell will defend against packet delivered attacks and weapon delivered attacks as long as the damage or effect type is appropriate. For combine effects such as enflame where the spell is both a flame attack and another effect this spell only protects against the flame attack. A player may have only a single casting of this spell upon them if another casting is placed upon them it will replace the prior one. When struck by an appropriate attack the spell automatically goes off the target may not choose to accept the spell and save this protection for later. This protective will be set off prior to any more general protective such as a shield magic.

      "I grant you the power of a Shield"

    • Invigorate
      Enigma's Restorative
      7 E P Instant
      The target of this spell is cured of the drain effect but not of the drain life effect which still requires a life spell to remove.

      "I rid you of your Drain"

    • Mystic Lock
      Andraya's Dimensional Box
      7 C 5 Days
      This spell magically seals a single box or chest which becomes immobile once the spell is cast. It may not work on a container that already has magical properties such as a vampire's spirit cradle. The size of the box is limited to a rectangular solid of 3 feet by 3 feet by 6 feet and no larger. This spell may be cast on a storage locker.

      This spell requires a lock and key that must be prepared from a single piece of material. The two pieces are placed upon the box, the spell is cast, and the key is removed from the lock. A magic barrier will then appear enclosing the box. The box is completely sealed by the barrier and only the opening on which the lock was placed can be accessed at all. Nothing may enter or leave except for air itself. No gaseous forms, gases, weapons, spells-nothing. No one (not even the caster) may access the box until the key is placed back in the lock. Mystic Lock is not affected by Dispel Magic. Without the key in the lock the box cannot be opened, closed, or reached into.

      The Mystic Lock is always visible, even when down. When the key is placed in the lock, the barrier disappears only from the portal where the lock is located. If the box is left open but the key is removed one can see into the box but still cannot access anything within it.

      The Mystic Lock phys rep must be placed in the center of the lid of the box and must be clearly visible. The box must be visibly marked to indicate the presence of a Mystic Lock by placing a large "W" on the box with duct tape or masking tape. The spell tag must be attached to the back of the lock or to the marshal notes.

      It is possible to Mystic Lock a box to have two or more separate lock with different keys; for example, a chest with a large compartment and three draws can be Mystic Locked so that the lid or any of the draws cannot be accessed without the proper key. In order to do this, multiple casters are needed. Each opening must have a separate Mystic Lock cast upon it simultaneously.

      Once completed, the box will have only one Mystic Lock but will have separate keys for each opening with a lock phys rep placed. Each key must be unique and distinguishable from the other. The keys are not interchangeable.

      It is also possible to Mystic Lock a smaller container within another Mystic Lock as long as the two containers do not share the same opening.

      The size of the key and lock phys rep is variable but cannot be larger than the surface of the box it is placed upon and cannot be an in-game weapon such as a shield or sword. Unusual locks and keys must get prior approval. All Mystic Lock keys are indestructible.

      Anything left in the way of a rising Mystic Lock will be pushed to the side of least resistance. Animate objects or beings are always pushed outside and can never be placed within a Mystic Lock. Even dead bodies cannot be placed inside a Mystic Lock unless permanently dead.

      The spell Duplicate Ward Key can be used to duplicate the key from a Mystic Lock as well following the same limitations.

      "With eldritch force I build a Mystic Lock"

    • Tarry
      Pale's Dying Denial
      7 E 5 Minutes
      The target of this spell must be dead and within their five minute death count and able to be life'd. The target will have their death count extended by five minutes. This spell can be cast on a target multiple times but they must have five minutes or less left on their death count or it will not work and the spell will be lost. Tarry cannot extend a death count past the time of reset and if it has already extended the count past the initial five minutes when reset occurs the effect will end and the character will go to resurrect. This spell can never be used to allow the target to receive a life spell gained in the next reset period if the initial death count expired during the previous reset period. It can never be used to force a character to take multiple castings of the obliterate formal. At any point past the initial five minute death count the target may chose to end their count and resurrect immediately, a spirit may not be held for longer than their initial five minutes using a tarry against their will even if enslaved or controlled in any other manner.

      "I grant you the gift of Tarrying"

    • Corruption
      Balvar's Corrupting Touch
      8 E 1 Minute
      This spell restores an undead target or other target healed by necromancy or chaos to his or her full body points. Once the spell is successfully cast, the target will begin to regenerate as per the rules of the special ability Regeneration. Like the refitting of armor, Regeneration requires that the character stand or sit in one place for one minute and the process is interrupted if the character is struck by a weapon blow or packet attack that affects the character. If this process is interrupted before its completion, the spell is lost for no effect. The target may not be restored to a total of body higher than is appropriate for his race and level via this spell. This spell may not be used to aid a living character in any way. This spell only affects targets which are healed by necromancy or chaos. This spell does not remove any other negative effects. This spell is the reverse of Regeneration.

      "I call upon chaos to Corrupt you"

    • Displacement
      Rilgalinion's Camouflage
      8 C Indefinite
      This spell grants the caster, and only the caster, a shield against the first effect that hits them. It may not be cast upon another target. This will always be the first protective spell lost if it is appropriate to defend against an attack and will be used before a shield magic, elemental shield, magic armor or any other automatic protective effect. This spell will defend against packet delivered attacks and weapon delivered attacks whether beneficial or harmful. The caster may choose to accept a touch cast effect under the protection of this spell. When struck by an appropriate attack the spell automatically goes off the caster may not choose to accept the spell and save this protection for later. The proper call for this defense is " Shield."

      "I grant you the power of Displacement"

    • Regeneration
      Balvar's Healing Grace
      8 E 1 Minute
      This spell restores a living target to his or her full body points. Once the spell is successfully cast, the target will begin to regenerate as per the rules of the special ability Regeneration. Like the refitting of armor, Regeneration requires that the character stand or sit in one place for one minute and the process is interrupted if the character is struck by a weapon blow or packet attack that affects the character. If this process is interrupted before its completion, the spell is lost for no effect. The target may not be restored to a total of body higher than is appropriate for his race and level via this spell. This spell may not be used to aid a dead character in any way. This spell only affects targets which are healed by earth magic. This spell does not remove any other negative effects.

      "I call upon the earth to Regenerate you"

    • Inspiration
      Oracle's Rite of Renewal
      9 E Instant
      The recipient chooses one daily use skill that they have purchased with build points and that they have already used that day to be refreshed. This spell will restore only normal times per day skills including a single spell slot. It will not renew powers from items or production skills or special abilities of any kind only skills conforming to the current edition of the NERO rules and playtests. It will renew a single level of formal magic if the target so chooses but only for use in casting a cantrip not for casting of formal magic's. If used to renew a slay or assassinate it will renew only the base slay or assassinate it will not renew a bladefury selectively unless all other slays or assassinates have been renewed first. A single target may only be affected by one inspiration for each time they can study to reset their skills and spells and casting the spell on them again will have no effect until after the next reset point.

      "I grant you the gift of Renewal of a single skill"



  • Dexterity Armor:
    The skill dexterity armor represents a characters ability to absorb damage by learning to roll with blows. It may be bought a maximum of five times and each time purchased will add two points of armor to the characters total. A character must be in full costume to use this skill. Points of dexterity armor are lost after the physical armor is breeched. To refit dexterity armor a character must take 60 seconds to stretch and role-play shaking out their tightened muscles, they must be in a state where they are capable of moving and using skills in order to refit dexterity armor. The refit of dexterity armor is done separately from the refit of physical or arcane armor. Dexterity armor never breeches. To use dexterity armor you must be able to move if you cannot move you drop to no protection from it until you refit.
    The skill dexterity armor costs 3 build per time purchased no matter which class.

  • Alternative Lock-picking System:
    Lock tags and pick tags will have numbers associated with them which will determine how challenging the lock picking puzzle will be.

These rules will be made available at logistics of every event. NERO Nexus reserves the right to alter or remove these rules. In the case of any changes, they will be made available on this website and at the next event.
** - Denotes text from the NERO International, Inc website.