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General Knowledge Spells Continued 9. Spell of Putresence (G-9) RANGE: 15 feet + 15 additional/Rank DURATION: Immediate EXPERIENCE MULTIPLE: 100 BASE CHANCE: 50% RESIST: May not be resisted. EFFECTS: The Adept may, by casting this spell, spoil enough food to generously feed 1 person (+ 1 additional person per Rank). The food will thereafter be inedible.
10. Spell of Harming Entity (G-10) RANGE: 15 feet + 15 additional/Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% RESIST: May be resisted. EFFECTS: The necromancer may cast this spell at any one target within range. If the target fails to resist, it will be in intense agony for the duration of the spell and must check to see if concentration is broken. Its strike chance is reduced by 10 (+1 per rank) for the duration of the spell. He suffers no damage points as a result of the spell.
11. Spell of Igniting Flammables (G-11) RANGE: 15 feet + 15 additional/Rank DURATION: Immediate EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: The spell causes flammable material (cloth, paper, wood, and similar items, but not flesh) to burst into flames. The flames may be extinguished.
12. Spell of Hypnotism (G-12) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes + 30 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May be resisted. EFFECTS: The Adept may lull an entity of his choice that is within range into a trance-like state in which he will be subject to suggestion. The spell may only be cast over a target with whom the caster is normally able to communicate verbally. It can never be cast over a totally hostile character. Once the subject has been hypnotized, the Adept can make suggestions which the subject will readily accept unless they conflict directly with his best interests. The subject will remain suggestible so long as concentration is maintained and will continue to implement suggestions for 3 (+ 3 additional per Rank) hours after the suggestion have been made, even when no longer hypnotized. The subject will never have any idea where the suggestions it is implementing came from.
13. Mind Cloak Spell (G-13) RANGE: May only be cast over self. DURATION: 1 hour + 2 additional/Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The Adept cloaks his own mind so that his thoughts cannot be detected or "read." The Adept's Resistance versus Mental Attack (S-1) is increased by 10 + 2 additional per Rank while the spell is in effect.
14. Call Master Spell (G-14) RANGE: May be cast at any range DURATION: Immediate EXPERIENCE MULTIPLE: 350 BASE CHANCE: 10% RESIST: May not be resisted. EFFECTS: The Adept may call himself (and his plight where appropriate) to the attention of the representative of the Powers of Darkness with whom he signed his First Pact. The Power may ignore the caster or may come to his aid or otherwise respond. The response is up to the GM. Whatever the result of the spell, the Power will exact a price from the Adept for any aid, no matter how paltry (perhaps even insisting that the Adept swear the Lesser or Greater Pact in advance of receiving any aid). The Base Chance of casting this spell is increased by 10 (instead of 5) if the Adept has made the Lesser Pact and by 20 (instead of 10) if he has sworn the Greater Pact.
General Knowledge Rituals
1. TheTarot (Q-1) The Adept may read the tarot to gain in- sight into the future. It takes half an hour to read the tarot and the Adept may not move or perform any other action during that time. The performance of the reading allows the Adept to exercise during the ritual the following actions: A. Ask the Dead: This action is executed as a talent in the same manner as the talent of that name (T-1)of the College of Necromantic Conjurations. Base Chance: 100% B. Limited Precognition: This action is executed as a talent, but with the same results as for the Spell of Limited Precognition (G-2) of the College of Sorceries of the Mind. Base Chance: 20% C. Ritual of Magic Divination A witch/warlock may determine if an individual or object is currently or has, been recently under the effects of a spell or spells by employing the Ritual of Magic Divination. The object or individual must be present during the ritual which lasts for 1 hour. At the end of the ritual, the Witch’s player makes a Cast Check to determine if the ritual has had the desired effect. The Base Chance for this check is 40%. The Base Chance is modified by the addition of 10 for each Rank the witch has in the use of the ritual. It is reduced by 5 for each week (or fraction of a week) since the spell(s) was cast. If the ritual is successful, the nature of the spell (its exact name and College) is revealed to the witch. There is no possibility of backfire from this ritual. The Experience Multiple to increase by one Rank is 500.
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Special Knowledge Spells 1. Spell of Converse With Animals (S-1) RANGE: 10 feet + 10 additional/Rank DURATION: Concentration/.maximum: 3 hours X Rank, effects linger for ½ as long afterwards EXPERIENCE MULTIPLE: 50 BASE CHANCE: 50% RESIST: May not be resisted EFFECTS: This spell has the same effect as the spell of the same name (G-1) of the College of Earth Magics.
2. Spell of Nightvision (S-2) RANGE: 15 feet+ l5 additional/Rank DURATION: 1 hour + 1 additional/Rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The Adept causes the target to develop vision equal to that of a cat for purposes of seeing in the dark, but monochromatic and somewhat distorted (geometrical). The greater the Rank of the spell, the less distortion.
3. Spell of One with the Dead (S-3) RANGE: touch DURATION: 1 day + 1 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 50% RESIST: May not be resisted EFFECTS: This simple spell allows the living to walk among the dead and not be attacked by them. This spell does not alter appearance, it merely causes the non-sentient undead to ignore you unless order to attack. It does not work on undead with a will and mind of their own.
4. Spell of Blight on Crops (S-4) RANGE: Sight DURATION: 1 year + 1 additional/Rank EXPERIENCE MULTIPLE: 125 BASE CHANCE: 45% RESIST: May not be resisted. EFFECTS: The spell causes 1 acre (+1 additional acre per Rank) of orchard or cultivated land within sight to lose fertility. There is a 20% (+ 1 per Rank) chance of future crops failing while this spell is in effect. Those years that the crops do not fail, they will be stunted.
5. Skin Walking (S-5) RANGE: self DURATION: 6 hours + 6 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 40% RESIST: May not be resisted. EFFECTS: Through this spell, a person can take on a full semblance of someone they have slain. The target of this spell gains a perfect visual disguise of the slain individual, in addition to their voice and intonation, tics, mannerisms and so on. A person very familiar with the deceased may roll under PC to notice the fraud. Simple aura reading will reveal that it is not the person impersonated, but most forget to do that! True seeing will reveal the imposter and a heightened sense of smell will alert them that all is not right. Animals will naturally be somewhat skittish around the imposter, and a per dog or cat may (25% attack the imposter) Spell Focus: The skin from the face of the slain individual to be imitated. The skin must be peeled off and placed over the face of the target of this spell. The skin is only good for 1 day per rank by the person skinning the victim. Persons who rely on this spell are known to carry three or four such skins at a time.
6. Spell of Pestilence on Livestock (S-6) RANGE: Sight DURATION: 1 month + 1 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 45% RESIST: May not be resisted. EFFECTS: The spell may be cast on the live- stock of anyone owner as long as they are all within sight. All livestock of that owner in sight are cursed and will die in 3 weeks unless they resist (individually) the curse. Any new stocks which come into contact with the infected stock while the curse is in effect will also die.
7. Spell of Imbue Guardian (S-7) RANGE: touch DURATION: see below EXPERIENCE MULTIPLE: 800 BASE CHANCE: 10% RESIST: May not be resisted EFFECTS: You cast this spell on a willing creature that has remained in a single location (an area no bigger than a 100-foot radius) for at least 24 hours. From this point on, while remaining in this area the creature gains the following benefits: 80% to detect ambush, Telepathy & True Seeing at Rank 20and 360-degree vision. The guardian does not need to eat or sleep and does not age. Lastly, no effect can move an unwilling guardian out of the area—the character cannot be unwillingly teleported away, charmed, or compelled to leave, nor physically pushed or carried out of the keyed location. (It can however be killed.) All these benefits are forever lost if the guardian freely decides to leave.
8. Spell of Controlling Animals (S-8) RANGE: 15 feet + l5 additional/Rank DURATION: Concentration/no maximum EXPERIENCE MULTIPLE: 100 BASE CHANCE: 20% RESIST: May be actively & passively resisted. EFFECTS: The caster controls the actions of any animal that does not successfully resist. It will serve him so long as he continues to concentrate. If he releases the animal or his concentration is broken, it may attack him or flee. The chance to cast the spell is reduced by 5 if the Adept cannot speak to the animal. If the Adept cannot make eye contact, the Base Chance is reduced another 5. The Spell of Converse with Animals may be used in conjunction with this spell if the animal's language is known.
9. Evil Eye Spell (S-9) RANGE: 15 feet+ 15 additional/Rank DURATION: 1 day + 1 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% RESIST: May only be passively resisted. EFFECTS: Any target who fails to resist has his Strike Chance and his Magic Resistance reduced by 1 per Rank.
10. Spell of Causing Disease (S-10) RANGE: 15 feet DURATION: 1 day + 1 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May be actively & passively resisted. EFFECTS: The spell infects anyone target with any of the following diseases: Rank Disease 1 -5 Measles 6-10 Consumption 11-15 Typhoid 16-18 Bubonic Plague 19-20 Pneumonic Plague The target will not die of the disease, but will become habitually ill and all who come in contact with him (except the Adept who cast the spell) will contract a potentially fatal dose from him. In effect, the target becomes a "carrier."
11. Spell of Blessing or Curse on Unborn Child (S-11) RANGE: Sight DURATION: Immediate EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May be actively & passively resisted. EFFECTS: The Adept may mar or bless any unborn child whose mother is in sight of him while she is pregnant. The Adept may in- crease or decrease anyone characteristic of the child by 1 (+ 1 for every 3 or fraction of 3 Ranks).
12. Spell of Virility (S-12) RANGE: 15 feet DURATION: 1 day EXPERIENCE MULTIPLE: 200 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The spell is cast over any target (male only) of the Adept's choice within range and increases the target's virility by 5 ( + 5 per Rank). It lasts I day.
13. Spell of Creating Restorative (S-13) RANGE: Adept must touch substance being transmuted DURATION: Immediate EXPERIENCE MULTIPLE: 200 BASE CHANCE: 30% RESIST: May be passively resisted. EFFECTS: The spell creates out of potable water a potion which, when imbibed, subtracts 2 from Endurance and adds 4 to Fatigue. The amount subtracted from Endurance is increased by 1 and the amount added to Fatigue is increased by 2 per Rank. The effects of drinking the potion may be resisted. The Adept must take 10 minutes to prepare 1 dose of the potion and must burn 200 Silver Pennies worth of costly oils during the creation of the item.
14. Wall of Bones Spell (S-14) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 30% RESIST: May be resisted. EFFECTS: The Adept conjures a wall of inter- laced bones 1 foot thick, 10 feet high, and 20 feet long or a circle of bones 1 foot thick, 10 feet high and with a 5 foot radius. The Adept may increase the height and thickness by 1 foot and the radius by 3 inches per Rank. An entity coming insight of the wall must either successfully resist or roll on the Fright Table (see 44.8). The wall can suffer 100 points of damage and then turns to dust. Bright sunlight inflicts 20 points per Pulse on the wall. Only Adepts who have made the Greater Pact may learn this spell.
15. Mass Fear Spell (S-15) RANGE: 30 feet + 15 additional/Rank DURATION: 30 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 10% RESIST: May be resisted. EFFECTS: The spell has the same effects as the Spell of Fear of the College of Celestial Magics except that all characters within range except the Adept must resist or roll on the Fright Table. Only Adepts who have made the Greater Pact may employ this spell.
16. Spell of Agony (S-16) RANGE: 30 feet + 15 additional/Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 10% RESIST: May be resisted. EFFECTS: The spell causes all entities in the affected area except the Adept to suffer extreme agony. No character who does not resist may take any Action except to pass. Characters that successfully resist reduce all Strike Chances by 30 and take twice as long to perform any Action. Only Adepts who have made the Greater Pact may learn this spell.
17. Fire and Brimstone Spell (S-17) RANGE: 15 feet+ 15 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 250 BASE CHANCE: 20% RESIST: May be resisted. EFFECTS: The Adept may cast a bolt of sulphurous flame at a single target. If the target fails to resist, it takes [D-4] (+ 1 per Rank) damage. The Base Chance of infection is increased by 20 as a result of damage inflicted by this spell.
18. Spell of Animation of the Dead (S-18) RANGE: 30 feet + 15 additional/Rank DURATION: 3 hours + 30 minutes per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: This adept animates 3 (+1 per rank) corpses within range of the spell. The will serve the necromancer in all ways. If the corpses are recently dead they will be ghouls, if they have been dead for more than a month skeletons or another type of lesser undead determined by the GM. 19. Hellfire Spell (S-19) RANGE: 10 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 675 BASE CHANCE: 5% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: This invisible fire attacks one human-sized target for every 3 (or fraction of 3) Ranks the caster has achieved with the spell. The target's Magical Resistance is automatically reduced by 20. The spell does [D + 1] (+ 2 for each Rank) damage. If a character successfully resists, he suffers only half damage (round up). It may only be learned by an Adept who has made the Greater Pact 20. Shadow Wings Spell (S-20) RANGE: 10 feet + 10 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The caster creates great batwings of darkness on himself or any single character within range. These wings will bear the target through the sky wherever he desires at a rate of 30 miles per hour (+ 1 mile an hour per Rank). This spell may only be cast by Shadow Weavers and Dark Mages. It may only be learned by an Adept who has made the Greater Pact.
21. Skin Change Spell (S-21) RANGE: The Adept must touch the pelt being enchanted DURATION: Immediate EXPERIENCE MULTIPLE: 350 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The Adept may enchant any animal pelt or skin in his hands so that anyone who wears it will turn into the type of animal to whom the pelt originally belonged, but will retain his own mind and memories. He may only resume his own form by having a counter spell cast over him. Only an Adept who has made the Greater Pact may learn this spell. The pelt is destroyed once the wearer is transformed.
22. Earth Tremor Spell (S-22) RANGE: 15 feet+ 15 additional/Rank DURATION: Immediate EXPERIENCE MULTIPLE: 350 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: This spell causes a 5-foot square area of ground (+ 25 additional square feet/Rank) to shake and roll as in an earth- quake. Only an Adept who has made the Greater Pact may employ this spell.
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.
2. Ritual of Summoning Animals (R-2) The Adept must spend 1 hour implementing this ritual and may not move or engage in any other activity during that time. If his concentration is broken, the ritual is destroyed and must be abandoned or restarted. At the end of the ritual, the Adept's player rolls D100. If the resulting number is equal to or less than the Adept's Magical Aptitude, then a number of small animals appear equal to the Adept's Rank (1 if the Adept has no Rank with the ritual). The animal the Adept attempts to summon must be a native of the area. Experience Multiple for this ritual is 150. If the Adept chooses to vocalize his summons (assuming he is not attempting to go undetected since the vocalization must be in the form of a shout or call), the Base Chance is increased by 25.
3. Ritual of Casting the Runes (R-3) The Adept must prepare a piece of paper or vellum on which are written the Runes of Doom. The entire ritual of preparation takes an hour. At the end of the hour, the Adept chooses which of the demons from the College of Greater Summonings will be the executor of the doom and writes this name on the paper as well The Adept's player must actually write this information down since it will only come into play in the future. Once the ritual is prepared, the Adept then passes the sheet of paper on to the victim whose name is written on the paper. The victim must voluntarily accept the paper (though he need not know what is on it). Once he accepts it, the demon named on the paper will hunt him down and kill him. Even if the demon is destroyed, it will return as soon as it is able and continue the hunt (see the College of Greater Summoning for how demons recover from injury and "death" in their own dimension). Only by passing the paper on to another entity who voluntarily accepts it can the doom be transferred. If the paper is destroyed, the doom will never be lifted and can never be transferred. The Experience Multiple for this ritual is 500. It's Base Chance of success is 10% ( + 5 per Rank). Only Adepts who have made the Greater Pact may perform this ritual.
4. Ritual of Creeping Doom (R-4) The Adept creates 13 Runesticks by carving the appropriate maledictions into human bones. He then performs a ritual over them (duration 1 hour) and buries the sticks beneath the dwelling of someone he wishes to curse. It is best if the victim's name is carved in the bones as well. For each month that the bones remain in or under the victim's dwelling, he must make a Resistance Check, the Base Chance for which is composed of the victim's Endurance multiplied by the Difficulty Rating of the resistance. The Difficulty Ratings are: Ritual Rank Difficulty Rating 0-5 4 6-10 3 11-15 2.5 16-18 2 19-20 1.5 If the victim fails to resist, he suffers a wasting disease and loses D -4 Endurance for purposes of future resistance (only). If he fails to resist for three straight months, he dies. The Experience Multiple for this ritual is 450. The Base Chance of the ritual working is 20% ( + 4 per Rank). Only Adepts who have made the Greater Pact can perform this ritual
5. Ritual of Hand of Glory (R-5) The Witch/Warlock must severe the right hand of a convicted murder. The hand must be severed during the new moon and must be wrapped in a pure wool silk sheet (10 GS). It must then be dried in the sun and the blood entirely removed. When the desiccated hand is worn as an amulet, thereafter, it will add +15% to the base chance of creating any plague, blight, curse of animating the dead. There is no base chance of experience for this ritual; it always works when done properly. Only mages who have made the Greater Pact may perform this ritual.
6. Ritual of Dead Man’s Candle (R-6) The Witch/Warlock must severe the right hand of a convicted murder. The hand must be severed during the new moon and must be wrapped in a pure wool silk sheet (10 GS). The fat and blood are then drained from the hand so that the hand may be coated with the waxy fat to form a grotesque candle. The wick is made from the hair of a murder individual. The adept then says the ritual over the “candle’ which automatically succeeds. Thereafter, any use of the candle will add +20% to the success of performing any ritual in this college. There is no experience point multiple for this ritual, and it is available only to those who have made the Greater Pact.
7. Ritual of the Chosen Bride (R-7) The Witch/Warlock must secure the cooperation or forcibly take a woman to serve as the mother of the Master’s child. Coupling of the woman and demon will result in the birth of a half-demon child which will more than likely kill the mother (90%) in the process of childbirth. The death of the mother accelerates the growth and maturation of the child by 1 month for each year until the child reaches maturity. The child will be the obedient servant of the Witch or Warlock who offered the bride to the Master; however, there is a 05% each month of the mature half-breed turning on the Witch or Warlock. If the servant is ever ordered to do something against its will or obviously suicidal there is 75% it will disobey. The GM will develop any stats for the demon-child and may assume that the child can learn magic and skills as if it had gone through actual growth and training. This ritual is always successful and may be preformed by those who have formed the Greater Pact. Witch-Warlocks may never have more than one half-demon servant at a time.
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