THE COLLEGE OF BLACK MAGICS
The College of Black Magics is organized somewhat differently from other Colleges in that its knowledge is available only to those
who make various pacts with the Powers of Darkness. There are three pacts which an Adept may make. They are organized in
order of importance:

1. The First Pact: Upon entering this College, the Adept swears an oath of allegiance to the Powers of Darkness. This is the First Pact. In
exchange for this oath, the Adept is given all of the General Knowledge of the College of Black Magic at Rank 0 and may achieve up to
Rank 15 with that knowledge. He may not achieve Rank above 15 or learn any of the Special Knowledge of the College of Black Magics.
2. The Lesser Pact: In order to learn the Special Knowledge of the College of Black Magics, the Adept must make the Lesser Pact. This
pact consists of reaffirming the Adept's allegiance and giving up a token of that allegiance to the Powers of Darkness. The GM and the
Adept's player must arrive at an agreement in advance as to what must be given up. The Adept may offer anything. The GM should insist
on something that the Adept's player is particularly proud of or has found to be a strong point in his character. The price should be stiff,
but not totally crippling. It could include reducing the Physical Beauty of a particularly handsome character by 10 points or more, taking the
character's eyesight, taking the character's shadow and/or reflection, or any other price that involves some sacrifice. Once the pact is
agreed to, the Adept may learn most Special Knowledge of the College at Rank 0 and may progress to Rank 15 with that Special
Knowledge and to Rank 20 with the General Knowledge of the College. In addition, an Adept who has sworn the Lesser Pact will be given
a Familiar in the form of a small animal (cat, bat, dog, etc.).
The Familiar will be devoted to the Adept and will serve him faithfully, but
the Adept must always provide for the Familiar or it will die. Different familiars place different demands upon the mage.
 All Adepts
who swear the Lesser Pact will receive a diabolical brand, an invisible mark somewhere on their person which brands them. Familiars
are often minor devils who appear in animal form except when required to adopt their natural form by the Adept.  See the appendix at the
end of this college for the characteristics, abilities and demands of minor devils.
3. The Greater Pact; If the Adept wants to learn those spells and rituals that compose the part of the Special Knowledge of this college
that he has been denied access to, he must make the Greater Pact and sell his soul to the Powers of Darkness. A character who has
sold his soul in this manner may never be resurrected. However, he attains access to all knowledge of the College of Black Magics
(General and Special) and may achieve up to Rank 20 with that knowledge.  
Once made, a Pact of this College other than the First Pact may never be renounced. An Adept who has made only the First Pact may
always quit the College, losing all of his magic knowledge and abilities. However, neither the Lesser Pact nor the Greater Pact can ever
be totally renounced. If an Adept attempts to renounce them, he immediately loses all knowledge and abilities acquired as a result of his
membership in the College and suffer a curse of the GM's choice from the Damnum Minatum.  

Adepts of the College of Black Magic may only practice those talents, skills and rituals permitted them by the Pact they have made.

They may never practice any of the arts of this College until they have made the appropriate Pact. The First Pact must be sworn before
either the Lesser or Greater Pacts can be sworn and the Lesser Pact must be sworn before the Greater Pact can be sworn.

The Base Chance of performing any talent, spell or ritual of this College is modified by the addition of the following
numbers:

It is daylight -10
It is nighttime +10
The Adept has made the Lesser Pact +5
The Adept has made the Greater Pact +10
It is a High Holiday of the Powers -10 of Light
It is a High Holiday of the Powers 20 of Darkness
Talents

1. Witchsight (T-1)

The Adept has a Base Chance equal to his Perception (+ 5 per Rank achieved with this talent) of seeing objects which are normally
invisible or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility). The
Adept also possesses the night-vision of an Elf. The Experience Multiple for this talent is 200.

2. Projected Image (T -2)

The Adept can, by remaining stationary and concentrating for the duration of the talent's workings, project an image of himself standing
within 15 feet ( + 15 additional feet per Rank) of his actual position. While he continues to concentrate, the illusion of himself will remain
and his actual per son will be invisible. Once he breaks his concentration, he will become visible and the illusion will fade. It takes about
10 seconds ( -1 second per Rank) for the image to form and the Adept to become invisible. The Experience Multiple for this talent is 150.

3. Special Alchemy (T -3)
The Adept, upon making the First Pact, gains certain knowledge of Alchemy. Among the specific benefits accruing to the Adept are the
following:
A. The ability to distill venoms from such plants as belladonna. See the Alchemist Skill.
B. The ability to distill a dose of a potion of Toad Sweat that will remove blemishes, warts, corns, pimples, etc., at the rate of 1
disfigurement (wart, corn, etc.) ( + 1 additional per Rank) per dose. The Experience Multiple for this potion is 100 and its cost is 50 Silver
Pennies. The Base Chance of effectively preparing it is 60%.
C. The ability to make these amulets:
1. Amulet of Elder Flowers: Makes the wearer proof against the Evil Eye. Cost: 50 Silver Pennies.
2. Amulet of Hypercium: Increases the wearer's Magical Resistance by 10 to any magical act performed by a demon. Cost: 100 Silver
Pennies.
3. Amulet of Luck: Made from tiger's or alligator's teeth, it increases the wearer's Magical Resistance by 3 and subtracts 2 from any Strike
Check made against the wearer. Cost: 300 Silver Pennies.
4. Amulet of Diamonds: Increases the wearer's Strike Chance with any weapon by 2. Cost: 1000 Silver Pennies.
5. Amulet of Jade: No undead will willingly approach closer than 30 feet to the wearer in most cases. Cost: 500 Silver Pennies.
6. Amulet of Iron: No demon will willingly approach closer than 10 feet to the wearer in most cases. Cost: 250 Silver Pennies.
7. Amulet of Jet: No demon will willingly approach closer than 50 feet to the wearer in most cases. Cost: 600 Silver Pennies.
8. Amulet of Aquilaeus: The wearer subtracts 10 from all rolls on the Fright Table. Cost: 300 Silver Pennies.
9. Amulet of Alectorius: Made from the corpse of a Black Cock which has been cured on an anthill for 3 days, this amulet will increase the
average value of treasure found by the wearer and his companions by 5OJo. Cost: 600 Silver Pennies.
10. Amulet of Amethyst: Wards bad dreams and assists the wearer in achieving a  restful sleep. Increase the wearer's Fatigue recovery
during sleep periods by 2. Cost: 700 Silver Pennies.
11. Amulet of Beryl: Increases the wearer's ability to detect traps and ambushes by 5. Cost: 500 Silver Pennies.
12. Amulet of Betony: Decreases the Base Chance of infection by 5. Cost: 650 Silver Pennies.
13. Amulet of Bloodstone: Prevents miscarriage and decreases Base Chance of infection by 10. Cost: 1000 Silver Pennies.
14. Amulet of Carbuncle: Decreases damage done by poison by 2 points of damage per Pulse or day. Cost: 1200 Silver Pennies.
15. Amulet of Calcedony: No undead will willingly approach closer than 10 feet to the wearer in most cases. Cost: 600 Silver Pennies.
The "cost" is the cost of materials necessary to manufacture the amulet. Each amulet requires 3 days to manufacture once the necessary
materials have been gathered or purchased.
D. The ability to distill from a variety of substances a Love Philter which will cause the imbiber to fall in love with the first entity of whom he
or she sets eyes after drinking it (regardless of species or sex). The Base Chance to prepare the Philter is 30%  (+ 3 per Rank) and The
Experience Multiple is 200. The cost of the materials will average 600 silver pieces. The effects of the substance will last for 1 week (+ 1
week per Rank).
E. The ability to distill from a variety of substances a Potion of Fertility that increases the chances of conception by 5O% (+ 5 per Rank). It
has a 30% Base Chance of working and may be actively or passively resisted by the imbiber. The effects last for one day. The Experience
Multiple for this potion is 200 and its value is 100 Silver Pennies. Note: Base Chance of conception is normally 5O%.
                                                 General Knowledge Spells
1. Spell of Fear (G-1)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: One target of the Adept's choice that is within range is seized by almost uncontrollable fear. The target's player must, if the
target fails to resist, roll on the Fright Table to determine the result of the spell.

2. Spell of Darkness (G-2)
RANGE: 15 feet + 15 additional/Rank
       DURATION: 15 minutes X Rank (x 1, if unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept creates a volume of darkness (1000 cubic feet) of any shape he desires. At Ranks 1-5, the spell creates darkness
equal to a cloudy night. At 6-10, it creates darkness equal to a sealed room. At Ranks 11 and up, it creates absolute blackness that no
non-magical light source (including torches) can penetrate. The volume of darkness created may be increased by 500 cubic feet per
Rank.

3. Spell of Walking Unseen (G-3)
RANGE: 1 foot + 1 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The target may move unnoticed (not invisible) even if individuals are staring directly at him. If, however, he touches or is
touched by an entity (or something worn or held by the entity), the spell is immediately broken and he is seen.

4. The Damnum Minatum (G-4)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Until dispelled by the appropriate counter spell
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 50%
RESIST: May be resisted.
EFFECTS: The Adept curses anyone target within range with a particular unpleasantness as listed below
(Rank: Possible Curse):
1-3: The Adept may afflict the target with boils, warts, clumsiness (subtract 1 from Agility) or maladroitness (subtract I from Manual
Dexterity). If the effects of the curse are doubled or tripled, the Adept may inflict 2 or 3, instead of one of these results.
4-6: The Adept may afflict the target with gout, amnesia (subtract 1 Rank from all magic and skills) or weakness (subtract 2 from Physical
Strength).
7-10: The Adept may afflict the target with total deafness, poor health (subtract 3 from Endurance), financial disaster (bad luck leading to a
loss of wealth) or cowardice (subtract 3 from Willpower and add 5 to all rolls on the Fright Table).
11-13: The Adept may afflict the target with total blindness, delirium tremens (subtract 5 from Manual Dexterity and reduce Perception by
3) or total Amnesia (the target remembers nothing -from his own name to any spells).
14-20: The Adept may afflict the target with total muteness, leprosy, or accelerated aging (10 years per month).

5. Spell of Storm Calling (G-5)
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.

6. Wind Whistle Spell (G-6)
RANGE: Works at any range
DURATION: D10 hours
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept is able to create a wind of up to 30 knots over the area he occupies. The wind will take D-2 minutes to arrive and the
Adept's Player must state before that time what direction the wind is blowing. The actual velocity of the wind is determined by rolling D100:
Dice        Velocity
01-10        20 knots
11-25        10 knots
25-50        3 knots
51-75        10 knots
76-90        20 knots
91-100        30 knots
The Adept may add or subtract (his choice) a number equal to his Rank from the dice roll used to determine velocity. He need not
announce his intention to do so until after he has rolled the dice and ascertained the result.

7. Spell of Protection Against Were-Creatures (G-7)
RANGE: 15 feet
DURATION: 30 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell creates an invisible Circle of Protection with a 15 foot radius which will not willingly be crossed by any were-creature
in beast form unless they successfully resist the circle's effects upon first encountering it.

8. Spell of Summoning Enchanted Creature (G-8)

RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept may summon 1 enchanted fantastical creature of his choice (+ 1 additional for each 5 or fraction of 5 Ranks). Only
creatures that are native to the area may be summoned. It will take them 5 minutes to arrive and they will be uncontrolled when they do
arrive.


More Spells