THE COLLEGE OF CELESTIAL MAGICS
                                                Special Knowledge Spells

1. Spell of Healing (S-1)
RANGE: May only be cast over self
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Cures 1 point of Endurance or Fatigue (+ 1 for every 2 or fraction of 2 Ranks).

2. Spell of Creating Shadow-Starsword (S-2)

RANGE: 15 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] x Rank ( x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: Only Star Mages may create a Starsword, and only Dark Mages or Shadow Weavers may create a Shadow Sword. Any sword
within range may have this type of spell cast over it. The sword will then have 1 ( + 1 per Rank) added to its Base Chance and I (+ 1 for
every 3 or fraction of 3 Ranks) added to the damage it will do whenever it is used against a creature of opposite alignment. Starswords do
extra damage to creatures of night and shadow and shadowswords do extra damage to all other creatures.

3. Starfire Spell (S-3)

RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept casts a bolt of staff ire at any one target within range. The first entity or object the bolt hits along its flight path suffers
[D - 4] ( + 1 per Rank) damage unless they resist.

4. Meteor Spell (S-4)

RANGE: 60 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The Adept calls down from the heavens a meteor with a 25 foot diameter which crashes into an area within range, doing [D -
4]  ( + 1 per Rank) damage to all entities within the impact area who fail to resist. The meteor must be targeted to hit a specific hex and
takes 2 minutes to arrive (- 10 seconds per Rank). Only Dark Mages and Star Mages may use this spell.

5. Shadow Wings Spell (S-5)

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.

6. Web of Starlight Spell (S-6)

RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/maximum of 15minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May only be passively resisted (which will  halve damage).
EFFECTS: This spell operates in the same manner as the Web of Fire of the College of Fire Magics except that it affects only creatures of
night and shadow who must, if damaged, roll on the Fright Table. It may only be cast by Star Mages. Entities that are not creatures of night
and shadow may ignore the web entirely.

7. Web of Blackness Spell (S-7)

This spell is identical in all ways to S-6 above except that it affects only creatures of light and may only be cast by a Dark Mage or a
Shadow Weaver.

8. Meteor Swarm Spell (S-8)
RANGE: 75 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May only be passively resisted.
EFFECTS: This spell has the same effect as S-4 (Meteor Spell) except that 3 meteors are summoned. At least one cubic foot of each
meteor must overlap with one cubic foot of another meteor. The meteors will arrive in 5 minutes  (- 20 seconds per Rank). Only Star
Mages may cast this spell.  

9. Dwarf Star Spell (S-9)
RANGE: 60 feet + 15 additional/Rank
DURATION: Concentration/maximum of 1 minute + 1 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 2%
RESIST: May be actively & passively resisted.
EFFECTS: The spell causes one target of the Adept's choice which is within range to suffer the effects of an increase in the force of gravity
of 1 gravity (+ 1 additional gravity per Rank) unless the target resists.

10. Black Fire Spell (S-10)
RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 2%
RESIST: May only be passively resisted.
EFFECTS: The Adept throws from his fingertips a column of black flames 30 feet long and 5 feet wide. He may increase the length or
width by 1 foot per Rank. All targets occupying hexes through which the fire passes must resist or suffer [D - 4] ( + 1 per Rank) damage
and must roll on the Fright Table. The Base Chance of infection is increased by 20 is a character suffers damage from this spell.

11. Spell of Shadow Walking (S-11)
RANGE: May only be cast over self
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 1%
RESIST: May not be resisted.
EFFECTS: The Adept may cause himself to be instantly transported from one spot which is in shadow to another spot which is within
shadow. The destination must be in sight or must have been carefully observed beforehand. The destination may also be up to 5 miles
(+ 1 additional mile per Rank) from the spot the Adept currently occupies. Only Shadow Weavers may use this spell.

12. Spell of Whitefire (S-12)
RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: This spell is cast at a single target of the Adept's choice that is within range. The target must resist or it will be flash fried. The
target's Willpower must be less than the modified chance of casting the spell or it will have no effect upon him, though it may backfire.

13. Spell of Fear (S-13)

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.

Special Knowledge Rituals

1. Ritual of Conjuring end Controlling Dark SpherelR-1)
The Adept may summon and control an inky black sphere from another dimension. The Adept must spend one hour performing the ritual
and may not move or perform any other activity during that time. At the end of the ritual, the Adept's player performs a Cast Check. The
Base Chance for this ritual being successful is 1% + 3 per Rank. If the ritual is successful the sphere will appear within 15 feet of the
Adept and will continue to be directed by the Adept (moving at a TMR of 9) so long as he concentrates on it (maximum of 5 minutes + 5
minutes per Rank). Once he stops concentrating, the sphere will immediately return to its own dimension. If the Adept fails to conjure the
sphere, nothing at all happens. If a backfire results, the sphere appears and moves randomly about. Anything which comes in contact
with the Dark Sphere and fails to resist is immediate disintegrated, if something does resist it suffer D10 damage and is thrown to
ground, dropping any hand held items. The experience point multiple for this ritual is 450.