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.