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THE COLLEGE OF CELESTIAL MAGICS
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The College of Celestial Magics is concerned with the practice of those magic arts having to do with shadow, night, and stars. There are three distinct divisions of the College of Celestial Magics. They are: 1. The Star Mages: Dealing with heavenly bodies: 2. The Dark Mages: Dealing with night and darkness. 3. The Shadow Weavers: Dealing with the power of light and shadow. All members of the College of Celestial Magics must be associated with one of these three divisions and may change divisions only by forsaking their present division, losing all of their current magical knowledge and entering a monastery for 6 months of meditation and training in the new divisions of their College. Man's natural fear of the power of darkness gives this College special power. Consequently, in addition to the other information included under this College, it contains the Fright Table which must be rolled on as a result of certain spells.
Adepts of the College of Celestial Magics may practice their arts without restriction.
The Base Chance of performing any talent, spell or ritual of the College of Celestial Magics is modified by the addition of the following numbers:
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If adept is a Star Mage and: It is full daylight -20 It is a starless night - 5 It is a night of the new moon +15 It is a night of the full moon +5
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If adept is a Dark Mage and: It is a day with bright sunlight -25 It is a day with an overcast -20 It is twilight + 5 It is a moonlit night -5 It is a cloudy night or a night of the new moon +10 He is in total darkness except for artificial light* +15 He is in total darkness (not even torches present)* +25
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If adept is a Shadow Weaver and: Is standing in bright sunlight - 20 Is standing in medium sunlight (late afternoon) -10 Is standing in direct rays of setting Sun -5 It is twilight10 It is full night 5 Is standing in total darkness (no light, including torches) -10 Is standing in light shadow +5 Is standing within 5 feet of deep shadow +5 Is standing in deep shadow +15
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Talents
1. Speak to Shadow Creatures (T-1) The adept can speak to all shadow creatures and most nocturnal animals within 10 feet (+ 10 additional feet per Rank). The communication may be verbal in some cases, but will usually employ a combination of telepathic contact, sign language, and a few verbal symbols at the lowest Ranks. The Experience Multiple for this talent is 50.
2. Night Vision (T-2) The Adept has the ability to see in the dark with the same vision (near perfect) as a cat. However, everything will appear monochromatic and somewhat distorted (geometrical). The higher the Rank, the less distorted the vision will be. The Experience Multiple for this talent is 100.
3. Detect Aura (T-3) This talent is identical in all ways to the talent of the same name of the College of Binding Incantations.
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General Knowledge Spells 1. Spell of Blending (G-1) RANGE: May be cast over self only DURATION: 1 hour + 1 additional/Rank EXPERIENCE MULTIPLE: 50 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: Same as for the spell of the same name of the College of Earth Magics.
2. Spell of Light (G-2) RANGE: 15 feet + 15 additional/Rank DURATION: 15 minutes X [D-5] x Rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 75 BASE CHANCE: 50% RESIST: May not be resisted. EFFECTS: One 10-foot cube may be brightly lighted as described in the spell of the same name of the College of Fire Magics.
3. Spell of Darkness (G-3) 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.
4. Spell of Shadow Form (G-4) RANGE: 15 feet + l additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE' MULTIPLE: 150 BASE CHANCE: 10% RESIST: May not be resisted. EFFECTS: The target of the spell is enveloped in a confusing pattern of shadows. Any attempt to hit the target while the spell is in effect will have 2 (+ 2 per Rank) subtracted from the Strike Chance. This subtraction applies only to physical weapons, not magic.
5. Wall of Starlight Spell (G-5) RANGE: 15 feet + 15 additional/Rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: Creates a 10-foot high I foot thick Wall of Light 20 feet long or a 10 foot high, 1 foot thick Ring of Light with a 5 foot radius, or a pillar of starlight 5 feet thick by 15 feet high. The Adept can increase any dimension by 1 foot per Rank. The spell may not be cast on top of other entities. Shadow and darkness-aligned creatures (including Dark Mages and Shadow Weavers) suffer [D - 5] ( + 1 per Rank) damage if they come in contact with the wall. Any entity damaged by the spell must roll on the Fright Table.
6. Wall of Darkness Spell {G-6) RANGE: 15 feet + 15 additional/Rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: Works the same as the Wall of Starlight except that light aligned creatures (including Star Mages) suffer damage due to contact with it. 7. Witchsight Spell (G-7) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: This spell gives any one target of the adept's choice the ability to see normally invisible entities or objects or those which have been rendered invisible by magic (i.e., via the spells of Blending, Walking Unseen, and invisibility). It also gives the target the night vision of an Elf. 8. Strength of Darkness Spell (G-8) RANGE: 15 feet DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The target's Physical Strength is increased by 1 (+ 1 for every 2 or fraction of 2 Ranks) for the duration of the spell. This spell may only be cast by Dark Magics who are not exposed to natural light (only torches or magical light). 9. Spell of Walking Unseen (G-9) 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.
General Knowledge Rituals 1. Ritual of Reading the Stars (Q-1) The Adept may, by remaining in one place and taking no other action except performing this ritual, read something. of the future in the stars. He must occupy a vantage point where he has a clear view of the sky (not indoors or in a hollow), and it must be a clear night. The ritual may not be performed during the day or during an overcast. It takes I hour to perform. The Base Chance of success is equal to the Adept's Magical Aptitude + 4 per Rank. The Experience Multiple is 150. The GM provides all answers writ in the stars in the form of generalized statements that can be as accurate or misleading as the GM feels appropriate. 2. Ritual of Summoning and Binding Shadow Creatures (Q-2) The Adept may summon and bind l creature of night and shadow ( + 1 for every 5 or fraction of 5 Ranks). The Base Chance of the ritual being effective is 20% (+4 per Rank). Any shadow creature called must be native to the area. If the ritual succeeds, the creature will arrive in a state of being bound to the will of the Adept. If it backfires, the creature will arrive and attack the Adept. If merely unsuccessful, the creature will not arrive at all. Bound creatures will serve the Adept so long as he continues to concentrate on controlling them (no maximum length of time) or until released by the Adept. If his concentration is broken, the Adept will be attacked. If he simply releases the creatures, they will flee his presence. The Experience Multiple for this ritual is 200. Creatures of night and shadow include nocturnal animals and lesser undead, for purposes of this spell.
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