RULE BOOK ADDENDUM
No matter how hard we try, some mistakes always seep through and clarifications have to be made. Here are the corrections for the NERO Alliance Rule Book arranged by page number. This does not include minor spelling mistakes.
Compiled and maintained by Mike Luther and Scott Kondrk
Please email any corrections or updates to rules@nAllianceLARP.com
(Last updated 8/16/06; newest updates highlighted in red.)
If you have version 3.1, the changes are as follows:
Overall: The word “flame” should be used in all instances instead of “fire.”
41: Traps Production Chart Heading: “Fire/Acid” is amended to read “Flame/Acid.”
50: Replace the Parry text with the following:
“A Parry allows the character to defend against any one physical weapon delivered attack, including arrows, bolts and thrown weapons, but not a Waylay or a boulder attack. It cannot be used against traps (except for weapon traps) nor can it be used against a packet delivered attack except for arrows and bolts.
A Parry may be purchased for every two Weapon Proficiencies.
Parry may be used with any weapon in which the user has the appropriate skill. It cannot be used with a crossbow, sap, thrown weapon or shield.
You may not use a Parry if you do not have a weapon in your hand or if your weapon is not free. A two handed weapon must be held in both hands to be able to use a Parry. A bow is considered a one handed weapon when using this skill.
You may only Parry a blow you could logically parry at the point where the strike is given. Your weapon must be able to reach the attacker’s weapon, otherwise the strike is too far away to parry. If you actually interpose yourself between your mage and a fighter trying to slay him or her, you may call a Parry and nullify the attacker’s blow. However, you cannot call a Parry while standing at the other end of the battle, nor can you parry a blow meant for someone else if you were at that time engaged in a fight with another person.
You also may not use a bow to Parry a blow intended for someone else at a distance.
Using a Parry when having a Prepare to Die skill active will not void the Prepare to Die skill, which will remain active.
You must say “Parry” when using this skill.
For example: Dreyfus is walking through town when suddenly he is attacked by Vorin the Assassin who says “70 Assassinate!” Since Dreyfus did not have a Magic Armor spell on him, this amount would kill him, so he wisely decides that this would be a good time to use that Parry. “Parry!” he announces, thus letting the assassin know the attack was unsuccessful.”
51: Resist Magic: The first paragraph is replaced with:
“This skill allows a character to resist one effect delivered by incanted spell, “Magic <effect>,” “Spell Strike <effect>” or “Activate <effect>”. This skill does not allow you to resist arcane delivered effects, potions, formal ritual magic, “Magic” weapon damage calls or any other effect not delivered by one of the four qualifiers listed above.”
52: Replace the Riposte text with the following:
A Riposte allows the character to defend against any one physical weapon delivered attack, including arrows, bolts and thrown weapons, but not a Waylay or a boulder attack. It cannot be used against traps (except for weapon traps) nor can it be used against a packet delivered attack except for arrows and bolts.
A Riposte will reflect all damage and/or effects from the blow back onto the one who swung the blow, in a similar fashion to a Reflect Magic spell.
A riposte may be purchased once for every four Weapon Proficiencies or Backstabs. Riposte may be used with any weapon in which the user has the appropriate skill. It cannot be used with a crossbow, sap, thrown weapon or shield.
You may not use a Riposte if you do not have a weapon in your hand or if your weapon is not free. A two handed weapon must be held in both hands to be able to use a Riposte. A bow is considered a one handed weapon when using this skill.
You may only Riposte a blow you could logically parry at the point where the strike is given. Your weapon must be able to reach the attacker’s weapon, otherwise the strike is too far away to riposte.
If you actually interpose yourself between your mage and a fighter trying to Slay him or her, you may call a Riposte and reflect the attacker’s blow. However, you cannot call a Riposte while standing at the other end of the battle, nor can you riposte a blow meant for someone else if you were at that time engaged in a fight with another person.
You also may not use a bow to Riposte a blow intended for someone else at a distance.
The riposted attack can be blocked by a Parry, Dodge, or Magic Armor, or be Riposted back to the original target of the swing. However, you cannot use this skill twice on the same weapon attack. Using a Riposte when having a Prepare to Die skill active will not void the Prepare to Die skill, which will remain active.
You must say “Riposte” when using this skill.
For example: Dreyfus is walking through town when suddenly he is attacked by Vorin the Assassin who says “70 Assassinate!” Since Dreyfus did not have a Magic Armor spell on him, this amount would kill him, so he wisely decides that this would be a good time to use that Riposte. “Riposte” he announces, reflecting the blow back upon Vorin. Vorin says "Magic Armor" and is unharmed by the Riposted blow.
58: Carrier Attacks: “For example, a creature healed by fire cannot be healed by a creature swinging 12 Flame.” This is amended to read “For example, a creature healed by flame cannot be healed by a creature swinging 12 Flame.”
79: Dragon’s Breath: Spell description is amended to read “This spell allows the caster to throw a bolt of magical flame which inflicts 40 points of flame damage to the victim. The flame is eldritch in origin and will not otherwise set anything alight.”
80: Elemental Shield text, second paragraph is amended to read “This spell cannot be used to protect the recipient from a flame or acid trap or from elemental-based Evocation spells.”
90: Weakness description: Scroll icon should be removed. This spell cannot be made into a scroll.
96: Under Spellcrafting:
Logistics text is amended to read “The caster must also give the ritual scroll to the Logistics staff, who will verify that the ritual scroll is valid.” Remove the text “and has not expired.”
Remove the text: “Ritual casters can get these spellcrafting tags only during the first logistics period of an event.”
Text is amended to read: “Spellcrafting may be utilized at each logistics period of an event. The total number of spellcrafting levels are equal to a caster's level of Formal Magic. The number of spellcrafting levels available to the caster is per event, not per logistics period. The caster will be given a tag at the first logistics period for their total levels of spellcrafting for the entire event, but they are not obligated to use them at that logistics period. For a three day event, the total levels are multiplied by 1.5, for a faire day by 0.5 and for a module day by 0.25 (always rounding up).”
99: Under “Failure With Automatic Backlash,” the text is amended to read: “The caster uses a Game Ability other than Formal Magic, Read and Write or a Game Ability, spell or magic item specifically indicated on the ritual scroll.”
The following two conditions are removed from the list of actions that cause a ritual to automatically backlash. They will no longer have an effect on rituals:
·
A spell is cast in the Circle of Power that is not part of the Ritual.
·
A magic item is activated in the Circle of Power.
100: Under “Recipient Characters” (Second paragraph), the last sentence is amended to read: “If the individual dies, some Rituals may expire upon Resurrection.”
The Last paragraph is amended to read: “A recipient of a ritual cannot choose to die in order to avoid the affects of a Banish to Other Plane, Obliteration or Divestiture Ritual.”
102: The entire Arcane Armor text is replaced with the following:
“The Arcane Armor ritual allows the Formal Caster to construct a powerful barrier of protection similar to a suit of armor around a target. This armor may be bonded to the spirit of the individual or made into an item.
Arcane Armor will breach to zero as regular armor, but will regain its maximum value when refit. Refitting Arcane Armor does not require the blacksmith skill.
To refit Arcane Armor, the individual must kneel for one minute and concentrate. They may not utilize game skills while refitting and if interrupted must restart their minute of concentration. The recipient of an Arcane Armor ritual does not need to wear a physical representation of the protection the ritual bestows.
If cast upon the spirit, the ritual continues to exist on the possessor’s spirit for the duration of the ritual even after resurrection.
The arcane armor grants protection based upon the number of components used and the Difficulty Rating attempted by the caster. Whether cast upon a spirit or an item, the arcane armor will not function for an individual if its protection value is greater than the sum of the maximum armor permitted by their class plus their wear extra armor skill plus one point for each Formal Magic level they possess. Arcane Armor cannot be utilized at a lower level of efficiency. For example: Kiswick the scholar creates an Arcane Armor 30, but unless he possesses a significant amount of Wear Extra Armor skills and/or Formal Magic levels, he may not utilize this item.
Multiple Arcane Armor rituals may never be combined. Only one arcane armor ritual may be active upon a possessor at one time. The possesser must kneel and take one minute of concentration in order for the ritual to be considered active.”
102: Added to Controlled Spirit Store Text: “The controlled spirit store ritual may not be the target of a transfer enchantment ritual.”
103: Curse of Undeath ritual is amended to read: “This ritual must be cast in conjuction with a Transform to Undead ritual or it will immediately expire. The ritual creates a spirit bottle and compels the target to regenerate in undead form at the bottle, up to twelve times. This ritual may not be the target of a Transfer Enchantment ritual.”
Enchant Wand text is amended to read: “This ritual enchants a wand. The caster chooses stone, lightning, ice, or flame at the time of casting.”
104: Add to Regenerate Text: “The regenerate ritual may not be the target of a transfer enchantment ritual.”
105: Spell Parry Text is amended to read: “This ritual is cast upon a weapon. The wielder of the weapon may utilize the Spell Parry in combination with the skill Parry to counter one effect delivered by incanted spell, “Magic <effect>,” “Spell Strike <effect>”, “Activate <effect>”, dragon magic or shadow magic. This is a times per day effect.”
106: Under Warder Glyph, the following text is added: “A warder glyph may never be used as healing of any type. For example, a mercury golem cannot be healed by a lightning storm glyph nor could a purified undead be cured by a drain glyph.”
109: Fire/Acid Traps text is amended to read:
“Flame/Acid Traps: A flame or acid trap represents a container, which when detonated sprays a burning or caustic liquid in a five foot radius. Anyone inside this radius when it detonates takes the full damage of the trap plus the additional effects listed below.
In addition to a trigger and detonating mechanism, there must also be a physical representation of the oil/acid “container.” The detonation mechanism must be attached or adjacent to the container.
The radius effect is measured out from this container even if the trap trigger is in a different location. However, the trap trigger must always connect to the trap in some way. These traps destroy all “fragile” items within their radius, unless they are protected within a sealed metal container. Common “fragile” items include scrolls, potions, papers, glass items, ritual components, and other non-metal nonweapon/ shield/armor items. Ritual scrolls are not destroyed. Only in-game items are destroyed by this effect.
Flame and Acid traps are not elemental in nature, and therefore are not stopped by an Elemental Shield. Flame traps may be resisted with the skill Resist Element, or a Cloak Flame or Bane Flame. Acid is not an element. This trap is destroyed when it detonates.”
110: Containers text is amended to read: “Flame/Acid, Explosive, and Gas traps must have a container representing their explosive or liquid contents.”
113: Heal from <damage type or effect> text is amended to read: “Some creatures are healed by certain types of spells or effects (For example, air, earth, flame, water).”
156: Gadgets text is amended to read “12 Flame (as trap).”
167: Add to the Glossary:
Dragon Magic: This skill allows the spellcaster to cast Formal Rituals as if they were standard spells. PCs may never possess this skill and only the most powerful NPC characters will ever possess it.
Shadow Magic: This skill is similar to Dragon Magic, but the caster may only cast Formal Rituals of one school as a regular spell. This skill is also NPC only.
If you have version 3.0, the changes are the ones listed above and the following:
25: Column Three: Calling Damage: “If you use an Elemental Blade, you should call out the appropriate element (stone, lightning, ice, or fire).” This is amended to read “(stone, lightning, ice, or flame)”
37: Fighting Skills Chart: The Prerequisite for Evade is listed as “Weapon Proficiency x4.” This is amended to read “Backstab”.
37: The Prerequisite for Eviscerate is listed as “Weapon Proficiency x2.” This is amended to read “Weapon Proficiency x4”
37: The Skill Cost for Critical Attack under the Templar column is listed as “6.” This is amended to read “3.”
41: Paralysis cannot be made into a potion, so should be removed from the production points chart.
42: Column One: In “In other words, anyone can drink a Cure Light Wounds elixir straight from the bottle, but you must have Alchemy 1 in order to mix that elixir into a drink or food.” This is amended to read “Anyone can use an ingested substance if not mixed into food or drink. In other words, anyone can drink an Intoxicant elixir straight from the bottle, but you must have Alchemy 1 in order to mix that elixir into a drink or food.”
43: Column Three: Break Command states “ If you perform any other Game Abilities during this minute...” This is amended to read “If you perform any other Game Abilities during this time”
58: Column One: Carrier Attacks: “Carrier attacks can never heal creatures. For example, a creature healed by fire cannot be healed by a creature swinging 12 Elemental Flame.” This is amended to read “a creature healed by fire cannot be healed by a creature swinging 12 Flame.”
59: Column Two: Timed Effects states, “You cannot have two of the same effect on you at the same time, so the most recent one will always prevail. For example: Finther is hit with a Confine, which holds him for ten minutes. Nine minutes into the spell, he is hit with a second Confine. The timer begins all over again.” This is amended to read, “You cannot have two of the same effect on you at the same time, so the most recent one will always prevail. For example: Finther is hit with a Shun, which holds him at bay him for ten minutes. Nine minutes into the spell, he is hit with a second Shun. The timer begins all over again.
59: Indefinite Effects: “Examples of Indefinite effects include Bless, Elemental Blade, Oil of Slipperiness, Quicksilver, and Spell Shield.” This is amended to read “Examples of Indefinite effects include Bless, Elemental Blade, Quicksilver, and Spell Shield.”
60: Column Three: Effect Groups list Wither Limb and Restore Limb. These are amended to read Wither and Restore.
63: Column Three: Example two about Reflects should be removed completely as it no longer applies.
69: Column One: “Only elixirs from the Alteration, Command, Curse, Gift, or Necromancy effects groups can be mixed into food or drink” is amended to read “Only elixirs from the Alteration, Command, Damage, Curse, or Gift effects groups can be mixed into food or drink.”
71: Column Two: Gasses states “See Page xx for details on Phys Reps.” This is amended to read, “See Page 119 for details on Phys Reps.”
71: Chart: Antidote belongs in the “Healing” Effects Group, not the “Command” Effects Group.
72: Berserk: Duration is listed as “Instant.” This is amended to read “10 Minutes.”
72: Awaken: Duration is listed as “Line of Sight.” This is amended to read “Instant.”
78: Dispel: Add the words: Dispel will remove an Amnesia if administered within the first ten minutes.
79: Drain: Duration is listed as “Indefinite.” This is amended to read “10 Minutes.”
83: Light Vorpal Coating should have a Weapon Coating icon instead of a Contact Gel icon.
86: The correct verbal for Reflect Magic is “I grant you the power of a Reflect Magic.”
87: Serious Vorpal Coating should have a Weapon Coating icon instead of a Contact Gel icon.
87: Shun: Duration is listed as “Instant.” This is amended to “10 Minutes.”
88: Wall of Force is listed as a Level 4 Celestial spell. This is amended to level 3 Celestial.
89: Vorpal Coating should have a Weapon Coating icon instead of a Contact Gel icon.
90: Wizard Lock heading should include a scroll icon.
90: Weakness description lists the Weakness effect as both Celestial and Earth. This is amended to Earth only.
96: Spellcrafting Casting reads “The verbal for casting a spellcrafted ritual is “I call forth <type> to craft the <name> ritual. Rituals that have a Necromantic Aspect use the following verbal: I call upon chaos to craft the <name> ritual.” This is amended to read: “The verbal for casting a spellcrafted ritual is I call upon the power of <type> magic to craft the ritual. Example One: A celestial mage spellcrafting the Undead Slayer ritual at +6 would incant, “I call upon the power of Celestial Magic to craft the Undead Slayer +6 ritual.” Example Two: An earth mage spellcrafting the Damage Aura ritual at +1 would incant, “I call upon the power of Earth Magic to craft the Damage Aura +1 ritual.” Example Three: An earth mage spellcrafting the Summon Undead ritual would incant, “I call upon the power of Chaos magic to craft the Summon Undead Skeletal Warrior Ritual.”
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