| THE COLLEGE OF AIR MAGICS |
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| Special Knowledge Spells 1. Windstorm Spell (S-1) RANGE: 30 feet + 30 additional/Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May only be passively resisted. EFFECTS: The Adept creates a windstorm within an area with a radius of 30 feet + 30 additional feet per Rank. All characters within this area except the Adept must either resist or suffer D - 6 (+ 1 for every 2 Ranks) damage and must check to determine if they remain standing. Each character's Player rolls D 100. If the result is less than or equal to the sum of the character's Physical Strength and Agility minus the Rank of this spell, the character remains standing. Otherwise, the character falls prone. 2. Spell of Storm Calling (S-2) RANGE: Works at any Range. DURATION: Variable EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May not be resisted. EFFECTS: The Adept may summon any storm front which may exist anywhere in sight. Upon reaching the spot occupied by the Adept, the storm front will slow and finally cease moving and begin to downpour (snow, rain, hail, sleet, or whatever else the GM feels the clouds may contain). Generally, a storm front can be seen for 20 to 30 miles. If no front can be seen, the spell can still be cast, but the Base Chance is reduced by 20. The storm front will take D10X3 (- 1 per Rank) minutes to arrive. 3. Spell of Ice Construction (S-3) RANGE: 15 feet + 5 additional per Rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 225 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The Adept may create 10 cubic feet of ice (+ 10 additional cubic feet per Rank) in any shape(s) of the Adept's choice. The objects always appear entirely within range of the Adept and may not appear on top of or inside (partially or wholly) any character or entity. 4. Spell of Controlling Avians (S-4) RANGE: 1 mile + 1 additional/Rank DURATION: Concentration/maximum of 1hour + 1 additional per Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May be actively & passively resisted. EFFECTS: The Adept may control 1 avian (+ 1 additional avian per Rank) within range unless the avian successfully resists. If the Adept fails to gain control or loses control, the avian will immediately attack him and his companions. 5. Spell of Freezing Wind (S-5) RANGE: 10 feet + l0 additional/Rank DURATION: 30 seconds + 30 additional/Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May be actively & passively resisted. EFFECTS: The spell causes arctic conditions to prevail in a 10 foot cube. The area may be increased by 1 foot (all dimensions) per Rank. Any character in this area (including the adept) must resist or take D-4 (+ 1 per Rank) damage due to freezing. Increase the Base Chance of infection as a result of damage from this spell by 30. If a creature of fire (efreet, salamander or elemental) is caught within the effective area of the spell, the creature takes D-1 (+ 1 per Rank) damage. 6. Spell of Ice Projectiles (S-6) RANGE: 25 feet + 5 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 30% RESIST: May only be passively resisted. EFFECTS: The spell attacks one target within range per Rank (minimum of 1). If the target fails to resist, he suffers D - 3 (+ 1 per Rank) damage due to being pierced by type-A weapons made of ice. In addition, his chance of infection is increased by 10 as a result of any wound from ice projectiles. 7. Lightning Spell (S-7) RANGE: 60 feet DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 225 BASE CHANCE: 30% RESIST: May only passively resist (then suffers half damage). EFFECTS: The Adept may throw a single bolt of lightning 60 feet long from his fingertips. The bolt must extend the entire 60 feet and will rebound any feet not traveled initially. Any target that is in the path of the bolt must successfully resist or suffer D + 5 damage + 1 additional point for every 3 or Fraction Ranks (and become automatically stunned). 8. Spell of Hibernation (S-8) RANGE: May only be cast over self or adjacent character DURATION: Variable according to Rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 20% RESIST: May be actively or passively resisted. EFFECTS: The Adept may cause himself or one other character to enter a state of suspended animation lasting for the following periods (dependent upon Rank): Rank Duration 1-3 1 week 4-8 1 month 9-11 3 months 12-16 6 months 17-19 1 year 20 Any duration of the adept's choice The target of the spell will awaken when the spell is over with no ill effects except that his Physical Strength will be reduced by D-6 due to muscle atrophy. This reduction is temporary and the character can regain his previous Physical Strength at the rate of 1 point per day. Physical Strength cannot be reduced below 1. 9. Weapon of Cold Spell (S-9) RANGE: 5 feet + 5 additional/Rank DURATION: 20 seconds X [D - 5] X Rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The weapon over which the spell is cast becomes infernally cold without harm coming either to the weapon or the user of it. The Base Chance of hitting with the weapon is increased by 1 and by an additional 1 for each Rank the Adept has acquired with the spell. The damage done by the weapon is increased by 1 for every 3 Ranks (or fraction of 3) the Adept has acquired with the spell. The damage is increased by 1 per Rank (instead of for every 3 Ranks) if used against a Fire character. 10. Barrier of Wind Spell (S-10) RANGE: May only be cast over self. DURATION: 30 seconds + 30 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: The spell forms a barrier of wind around the Adept that decreases the Strike Chance of any attacker in Melee Combat by 5 (+ 1 for each Rank). Hurled weapons and missile weapons have their Strike Chance reduced by an additional 2 per Rank (instead of 1). 11. Snow Simulacrum Spell (S-11) RANGE: Caster must shape object and touch it to cast spell. DURATION: Concentration/maximum of 1hour + 1/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 2% RESIST: MAY NOT BE RESISTED. EFFECTS: The caster must form a human or animal figure out of snow. This sculpture may then be animated by the spell. The animated sculpture will have the same characteristics as the sculptured entity except that all characteristics are reduced 25%. Although no longer composed of snow, the simulacrum will have an adverse reaction to the presence of heat and flame and will take an additional 2 points damage from heat and flame attacks. The time required to actually build the sculpture will depend upon the size of the entity being sculpted and must be determined by the GM. 12. Wall of Ice Spell (S-12) RANGE: 20 feet + 10 additional/Rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The Adept may create a wall 2 feet thick, 10 feet tall and 20 feet long or a ring 2 feet thick, 10 feet tall and with a 5 foot radius or a pillar 15 feet high and 4 feet thick made of ice. He may increase any dimension by 1 foot per Rank. This spell may not be cast on top of characters. 13. Ray of Cold Spell (S-13) RANGE: 35 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 30% RESIST: May only passively resist (then suffers half damage). EFFECTS: The spell projects a ray of frozen air at a target. Anything standing between the caster and the target blocks the ray. Anything struck by the ray (target or another character or object) must either resist or suffer D-1 (+ 1 per Rank) points of damage due to freezing. If a character successfully resists, the damage is halved (round up). Regardless of whether full or half damage is suffered, the Base Chance of infection increases by 20. 14. Spell of Sleep Gas (S-14) RANGE: 30 feet + 10 additional/Rank DURATION: 5 minutes + 5 additional/Rank EXPERIENCE MULTIPLE: 450 BASE CHANCE: 5% RESIST: May only be passively resisted. EFFECTS: The spell creates a cloud of knockout gas 20 cubic feet (+ 10 additional cubic feet per Rank) in size anywhere entirely within the Adept's range. Any character (including the Adept) inhaling the gas must successfully resist or suffer D-3 (+ 1 additional point per Rank) damage. In addition, a second check must be made against each character's Endurance. All characters whose Players roll a D100 result higher than their modified Endurance immediately fall unconscious. A character must check to determine if he falls unconscious (3 X EN) even if he passes his initial Resistance Check. 15. Spell of Wind walking (S-15) RANGE: l0 feet + 10 additional/Rank DURATION: 30 seconds + 30 additional/Rank EXPERIENCE MULTIPLE: 425 BASE CHANCE: 20% RESIST: May be actively & passively resisted. EFFECTS: The Adept can propel a chosen target through the air at 120 miles per hour. 16. Whirlwind Vortex Spell (S-16) RANGE: 15 feet + 15 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 650 BASE CHANCE: 1% RESIST: May be actively & passively resisted. EFFECTS: Creates a whirlwind around one human-sized target for every 3 Ranks (minimum of 1) or fraction of 3 Ranks. If the targets fail to resist, they perish (are torn apart by the winds). If the spell is cast, but a target's passive resistance is successful, the target suffers D-4 (+ 1 per Rank) damage instead of perishing. 17. Spell of Frozen Doom (S -17) RANGE: 20 feet + 20 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 500 BASE CHANCE: 1% RESIST: May be actively & passively resisted. EFFECTS: Turns the blood of one target entity to ice. This spell is ineffective against targets whose modified Magic Resistance is greater than the modified chance of casting the spell (though the spell could still backfire). Special Knowledge Rituals 1. Ritual of Controlling Weather (R-1) The Adept may gather storm clouds, increase or decrease the temperature by 5° (+ 1 additional degree per Rank), increase or decrease the barometric pressure by 0.5 inch (+0.2 inch additional per Rank) and/or cause 12 inches of precipitation to fall (+6 inches per Rank) within a radius of 5 miles (+ 1 additional mile per Rank) by spending 1 hour to perform this ritual. The Adept may not move or engage in any other activity during that time. He can maintain these alterations in the weather as long as he maintains his concentration on them (maximum of 1 hour + 1 additional hour per Rank). The Base Chance of effectively employing this ritual is 9%, 5 is added to this number for each Rank the Adept has achieved with the ritual. The Experience Multiple for this ritual is 450, and if a backfire occurs, the weather affects the Adept. |
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