| THE COLLEGE OF ARCANE MAGICS |
|||
| Special Knowledge Spells 1. Spell of Opening (S-1) RANGE: 15 feet + 15 feet for every 2 or fraction of 2 Ranks DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 35% RESIST: May not be resisted. EFFECTS: Instantly opens locks, bolts, and doors, including those locked by the Mage Lock Spell. 2. Arcane Bolt Spell (S-2) RANGE: 20 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May only be passively resisted EFFECTS: The Adept may cast a bolt of energy at a target and will, as a result, inflict [D - 4] + 1 per Rank damage on the first person or object through which the bolt passes. 3. Teleport Object Spell (S-3) RANGE: 30 feet + 20 per rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 400 BASE CHANCE: 35% RESIST: May be resisted. EFFECTS: This spell allows the mage to teleport an object which he can see of knows the precise location of to a desired spot in range of the spell. Items held in a someone’s hand get a base resistance roll of 20%. Magic items get a roll of 40% for resistance. The arcanist may teleport one pound per rank. 4. Spell of ghost form (S-4) RANGE: self DURATION: 1 minute + 1 per rank EXPERIENCE MULTIPLE: 500 BASE CHANCE: 20% RESIST: May not be resisted EFFECTS: By means of this form the adept and his equipment can take on a ghost like form a shape. The person will be near invisible (1/2 PC to see or Witchsight) and can walk through walls and other solid objects. He or she may climb down or up from their current location at ½ their TMR. The person may turn from ghost form to actual form in a pulse. While in ghost form he or she may not engage in physical combat though magical combat is possible. Preparing and casting spells makes the person visible for those two pulses and vulnerable to spells. 5. Spell of Battle Rage (S-5) RANGE: 50 feet DURATION: 6 pulses +1 per rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 40% RESIST: May not be resisted EFFECTS: This spell place the individual in a fighting frenzy. The target adds +1% per rank to their base chance and +1 to damage for every 4 ranks. The target is also immune to fear and being stunned for the duration of this spell. 6. Shapechangers Spell (S-6) RANGE: self DURATION: 2 hours per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The arcanist is able to take on the form of an animal or person by means of this spell. The adept must have in his or her hands at the time of casting the pelt of the animal or a hair/blood from the individual they wish to become. The adept may choose a creature or person that is not larger or smaller that 50% of their own height. They still retain their EN & FT while in this alternative form. 7. Spell of animating object (S-7) RANGE: 20 feet +20 additional/Rank DURATION: 2 minutes + 2 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 45% RESIST: May not be resisted. EFFECTS: The spell will cause 1 object per rank to act as if it alive. The item will move around and generally get in the way and be a distraction. Objects will try to move from any touching or grabbing hold them. 2 X MD to catch an item as it “jumps” out of the way. Objects no bigger than a table will be animated. 8. Dance of Death Spell (S-8) RANGE: 15 feet + 15 additional/Rank DURATION: immediate EXPERIENCE MULTIPLE : 600 BASE CHANCE: 05% RESIST: May be resisted. EFFECTS: This spell effects 1 person and one for every 5 ranks (total of 5 at rank 20). The victim of this spell who fails to resist will start dancing up and down franticly and uncontrollably for 10 seconds. By the end of the first pulse they are dead and in the second pulse they shake wildly to frighten the living. Anyone witnessing this spell must roll under 4 X WP or roll on the fright table. Associate and companions of the adept are immune to the fear effect. 9. Spell of Summoning Gremlins (S-9) RANGE: 30 feet DURATION: D days EXPERIENCE MULTIPLE: 300 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: This spell summons 1 dust mephit per rank. These little gremlins will not attack the summoner, but will not have to obey him or her either. Usually they will help since they are grateful to be summoned, but they can turn on the adept if annoyed. PS 6 MD 20 AG 20 MA 10 WP 15 EN 6 FT 6 PC 12 TMR 4/8(FLYING) PB 9 MR 40 DEF 60 6 CLAWS 38 IV 84% -2 DAMAGE B MC Natural Armor 4 BREATHE WEAPON: CLOUD OF DUST 15 FEET, 2 X EN TO RESIST, OR -20% TO HIT BECAUSE OF COUGHING AND WATERY EYES, ADEPTS MUST MAKE CONCENTRAIN CHECK. 10. Spell of Alarm (S-10) RANGE: 15 feet + 10 additional/Rank DURATION: 1 minute + 1 additional/Rank. EXPERIENCE MULTIPLE: 250 BASE CHANCE: 40% RESIST: May not be resisted. EFFECTS: The Adept designates an area with in the range of the spell as subject to a temporary ward. The caster names a password that must be spoken before on enters the area, otherwise an alarm will go off that is mental (only in the arcanist mind) or a small ringing bell that can heard by anyone within 25 feet of the caster. 11. Spell of Eye bite (S-11) RANGE: self, must have eye contact (usually within 50 feet) DURATION: 1 pulse +1 for every 3 ranks EXPERIENCE MULTIPLE: 400 BASE CHANCE: 35% EFFECTS: The adept gains the ability to make a gaze attack against a person for each pulse that the spell is in effect. The caster can choose one of 3 variations on the spell: Fear (as the spell), Sleep (for one hour), or Confusion -20% to base chance & one less strike (6 pulses). 12. Spell of Drunkenness (S-12) RANGE: 20 feet + 10 feet per rank DURATION: 5 minutes + 5 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 30% EFFECTS: This spell causes the target to become suddenly drunk (stage 3 from the bogie table). The following stats apply. Characters at this stage are more foolhardy, roll under 2 X WP and have hardly any fighting ability. They are unable to cast any spells, cannot use any skill, but can still try to fight at -55% and -9 damage. If they drop their weapon they must roll under ½ the MD to pick it back up again. They can be stunned rather easily at this stage if they suffer only a fourth loss in FT. If they are stunned they will not wake up for another six hours. Then they will suffer -20%, -3 damage the following day due to a hangover. Mages must make concentration checks before casting any spells. Character can stop at this stage if they roll under WP. Characters will return to normal when this spells duration ends. 13. Spell of Dual-Paralysis: (S-13) RANGE: 30 feet + 15 per rank DURATION: 1 hour per rank (double duration against planars) EXPERIENCE MULTIPLE: 650 BASE CHANCE: 20% EFFECTS: This spell is use by adepts of this college to paralyze targets for potential use in the confinement ritual. The spell causes its targets to be totally stiff and unable to move any voluntary muscles. They still breathe and maintain their pulse and awareness of the area around them but can do nothing to help themselves. Planars subtract 20% from their MR against this spell. Special Knowledge Rituals 1. Ritual of Confinement (R-1) The arcanist must have a specially prepared lamp or vase to confine an entity. The lamp or vase cost 20 TG. This spell will force one entity from another plane into the lamp if it does not roll under half of its MR. The being to be confined must be subdued, bound or paralyzed in some way. It cannot leave the lamp unless it is rubbed or the vase containing it is unsealed. The confined being cannot do anything to harm the one who frees it from confinement and for the first time it is out it can be returned if the holder of the lamp/vase wills it. If it is set free from the vase or lamp again it may opt to attack the possessor who will possess double MR against this creature. The GM may add other stipulations upon the creature that is confined based on any special qualities contained in the lamp or spells that are placed upon it. The base chance is 40% +3% per rank. The experience point multiple for this ritual is 650 per rank. This ritual takes 2 hours to perform and backfiring gives the confined creature an opportunity to escape or break free. |
|||