|
This College is concerned with general magic, and is often seen as a practical college. Adepts of the College of Arcane Magics may practice their arts without restriction.
Talents
Witchsight (T-1) The Adept has a Base Chance equal to his Perception +5 per Rank achieved with this talent of seeing objects or entities which are normally invisible or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility). The Experience Point Multiple for this talent is 200.
Detect Aura (T-2) All living things possess an Aura which may be read for clues concerning the nature of the entity. Objects made of formerly living matter will also possess an aura. When confronted with an object whose nature is unknown, a mage may attempt to read the aura is he rolls under perception +5% per rank. . The Experience Point Multiple for this talent is 100.
|
|
General Knowledge Spells 1. Flash of Light (G-1) RANGE: 15 feet + 15 additional per Rank DURATION: 3 pulses EXPERIENCE MULTIPLE: 150 BASE CHANCE: 20% EFFECTS: The Adept expends 2 Fatigue Points (in addition to the other Fatigue Point costs for the spell) to create a blinding flash of light. All entities who are facing the Adept and within range when the spell is loosed must either resist or be partially blinded for 15 seconds. Blinded characters have their Base Chance of Striking reduced by 40 and they may move at half their normal Tactical Movement Rate. The Adept is unaffected by the spell since it emanates from his own body.
2. Invisibility (G-2) RANGE: 15 feet + 15 additional/Rank DURATION: 5 minutes + 5 additional/Rank EXPERIENCE MULTIPLE: 450 BASE CHANCE: 45 % RESIST: May not be resisted. EFFECTS: At Ranks 1 through 15, the target becomes invisible, but may not initiate an attack by making a Strike Check) without first becoming visible again. At Ranks 16 and up, the target may attack while invisible. The target may always choose to become visible again at any time while the spell is in effect. Once he chooses to become visible, he may not again become invisible as a result of the effects of that spell. A new Spell of Invisibility may be cast over him.
3. Precognition (G-3) RANGE: DURATION: Immediate EXPERIENCE MULTIPLE: 200 BASE CHANCE: 30% EFFECTS: The Adept is able to see unclearly into the future for 1 hour +1 hour per rank in spell.
4. Healing (G-4) RANGE: 1 foot + 1 additional/Rank DURATION: Immediate EXPERIENCE MULTIPLE: 300 BASE CHANCE: 40% RESIST: May not be resisted EFFECTS: The adept is capable of healing D +1 (+1 per two ranks) of either Fatigue or Endurance damage.
5. Shield Spell (G-5) RANGE: 10 feet DURATION: 30 minutes +30 per rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 35% RESIST: May be resisted EFFECTS: This spell causes the adept to be surrounded by confusing patterns of light and color that make the target more difficult to hit in combat. The spell adds 1 to defense per rank of the spell. (Doubled if cast over the adept.)
6. Spell of Ventriloquism (G-6) RANGE: 60 feet + 5 additional/Rank DURATION: 5minutes + 3 per rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 50% RESIST: May not be resisted. EFFECTS: The spell allows the Adept to project his voice and alter it so that it sounds like any other voice the Adept has heard. The voice may be projected so that it appears to be emanating from anywhere within the radius of the spell.
7. Spell of Spooking (G-7) RANGE: 50 feet + 10 additional/Rank DURATION: 10 minutes + 2 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May be resisted. EFFECTS: This spell allows the Arcanist to make strange noises to come from anywhere within the range of the spell It can also cause small objects to move and shake.
8. Spell of Bickering (G-8) RANGE: 20 feet + 20 additional/Rank DURATION: 5 minutes + 5 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 35 % RESIST: May not be resisted. EFFECTS: This spell allows the caster to cause an argument to break out between 2 people +1 every 5ranks. Depending on the relationship between those in the argument will determine how bad the argument gets.
9. Ball of Light (G-9) RANGE: 5 ft radius + 5 per rank DURATION: 1 hour + 1 per rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 50 % RESIST: May not be resisted. EFFECTS: This spell will illuminate its circle radius as brightly as a torch.
10. Silence (G-10) RANGE: 10 ft radius +5 per rank DURATION: 1 minute +1 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40 % RESIST: May be resisted if cast on a unwilling target EFFECTS: This spell allows the arcanist to form a circle of silence that sound can exit. Sound may be heard from outside the zone, but no sound will carry outside of it. This spell is usually cast on self or adjacent characters or fixed point to create a zone of silence
General Knowledge Rituals
1. Ritual of Holding (Q-1) The Adept must burn 5 ounces of white amber dust (10 TG worth) and cast this ritual over a leather sack, chest or backpack. The new bag will be able to hold four times its normal capacity and weight, but weigh only 1/16 of its total weight. The effects of this ritual last for 3 days per rank, and can be made permanent at rank 20 or by the use of specially prepared items (10 X cost of normal ones) The ritual takes 3 hours to perform and has a base chance of 50% +2 per rank. The experience point multiple for this ritual is 300 experience points per rank.
2. Ritual of Creating Mirror of Vision (Q-2) The Adept can create a mirror that acts in the same manner as a Waters of Vision Spell (S-8, p.49) of the College of Water Magics. To do so, the Adept must remain in the same place and take no other action. He performs the ritual over an available mirror in his possession. The Base Chance of creating the Mirror of Vision is 75% + 1 per Rank. The Experience Multiple is 200. The Adept must burn 1 ounce of ambergris during the ritual at a cost of 1,000 Silver Pennies. The resulting mirror may be used once per day for 10 minutes +1 minute per Rank (GM's should carefully watch time consultations) in the same manner as the Waters of Vision.
|