THE COLLEGE OF PLANAR CONJURATIONS
The College of Planar Conjurations is concerned with conjuring creatures from other planes of existence to do the bidding of the
Conjurer.  Conjurers must decide which method of conjuring they will be taught.  The School of Supplication is interested in summoning
and using various sacrifices to acquire the aid of the creature summoned.   The School of Domination is interested in controlling and
dominating creatures from other planes.  Supplicators take a benign view to planar creatures and seek to form alliances and bonds with
other creatures, Dominators view planar creatures with contempt and hostility and will rarely seek to form alliances or bonds with them.   
       
GM Note: Most of the creatures summoned will not be happy about their lives being instantly interrupted and put at the call of
another.  Even creatures that are good and lack evil intent don’t like being jerked around by mortals wielding magic.  The Conjurer’s first
move must be to establish a reason for the creature’s assistance, or to command it’s obedience if the Conjurer is a Dominator.  Some
creatures like coming to the mortal plane because of the freedom or experiences that are afforded them, others do not like remaining
here and only do so as part of their agreement for release.  Good creatures will generally try to fulfill the terms of their bond; evil creatures
will be more likely to loosely interpret what the bond means.
Talents

1. Fashion Amulet of the Planes (T-1)
The Conjurer may fashion an amulet of the planes that will protect the bearer of the amulet from attacks by creatures summoned by the
Conjurer.  The ward provided by the amulet will work as long as the bearer does not attack the summoned creature, but will loose its
effectiveness once an attack is initiated.  The amulet cost 500 silver pennies to make, and will last 2 days per rank of the talent, permanent
at rank 20.  The talent has an experience point multiple of 200.  
                                             General Knowledge Spell

1. Spell of Communication (G-1)

RANGE: 100 feet + 50 per rank
DURATION: 15 minutes + 15 per rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The conjurer is able to communicate telepathically with any creature that he or she summons.  This spell does not grant the
conjurer the ability to speak the language, it merely grants a mental link that allows him or her to communicate with a summoned being.

2. Oracle of the Planes (G-2)

RANGE: self
DURATION: immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: This spell allows the conjurer to gain information about planar creatures.  There are countless creatures in the planes, and
this spell reveals to the mage the name of race that excels in a particular area.  The mage must mediate for 1 hour with one specific
attribute in mind, the designated attribute may be a specific skill, magical college, specialized attacks, specialized immunity, ally or foe of
a particular race.  At rank 10 the mage may gain information about a particular planar race. (The GM should allow the player to see the
main attributes & abilities of the selected race. In affect the conjurer may look at the creature info sheet for a generic member of the race.)  

3. Spell of the Unseen (G-3)
RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 minutes per rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS: The target of this spell is unseen by planar creature for the duration of the spell.  The spell is broken if the target initiates an
attack.   The target can be seen with Witchsight and is still seen by others.

4. Mind Fog Spell (G-4)
RANGE: 10 feet
DURATION: 1 hour + 2 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: Conjurers must often conceal their intentions from others, and often times from the creatures they summon.   Mind fog causes
someone who attempts to read the mind of another with unimportant details and facts and will not allow the mind to be read.

5. Spell of detection & location (G-5)
RANGE: 1 mile, +1mile per rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The conjurer is able to detect the general presence of a creature not native to his or her home plane.  The spell will allow the
mage to know the general direction of the creature

6. Planar alarm (G-6)
RANGE: 500 feet + 500 additional/Rank
DURATION: 1 day +1 per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS:  Some creatures return with vengeance in mind, this spell allows the conjurer a little breathing time to plan for the arrival of the
being.  As soon as planar creature comes within the range of the spell it notifies the conjurer of the being that is approaching, if the type of
being is known to the summoner he or she will know what is coming, if not they will just know that a planar creature has entered the
area.   If the said creature is teleporting into the immediate area of the mage, he or she will have 2 pulses to prepare for its arrival.

7. Spell of Conjuring Mist (G-7)
RANGE: 20 feet + 20 additional/Rank
DURATION: 1 minute X DI0 X Rank (X l, if unranked)
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept creates a 10 cubic foot volume of mist or fog. He may add an additional 10 cubic feet per Rank to this volume.
However, all the fog must fall within the Adept's range. It may be of any shape and may be moved by the Adept so long as it is all within
range. Subtract 1 from the Base Chance for each knot of wind currently blowing.

8. Energy Drain Spell (G-8)
RANGE: Adept with rank under 10 must touch, at ranks 10 and above 10 feet +10 per rank
DURATION: Immediate
EXPERIENCE: MULTIPLE: 400
BASE CHANCE: 20%
RESIST: Can be resisted.
EFFECTS: The Adept must touch the target of this spell while casting.  The touch is automatic, but the spell must be prepared normally.  
Upon successfully doing so, the adept can gather from the target 1 point of FT (EN when FT is exhausted) +1 point per three ranks.  
These points are added to the adepts FT (Never EN).  The adept’s FT cannot be raised above its normal maximum level via this spell,
although previously lost FT can be regained up to that maximum and additional EN & FT can be drawn from a victim and dissipated into
the ether once the adept’s FT maximum has been reached.  The base chance of this spell is modified by subtracting the target’s WP from
the adept’s WP and adding the result to the success percentage of the spell.  If the target is unconscious, stunned, or otherwise
unresisting the adept’s full WP is added to the success percentage of the spell.

9. Spell of conjuring a mephit (G-9)
RANGE: 5 feet + 5 additional/Rank
DURATION:  1 day per rank or until task is completed
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The conjurer is able to summon a mephit that may either be bartered with for service or may be bound to obedience.  Bound
creatures will only remain for the duration of the spell, creatures that are negotiated with will stay to the completion of their task or
“contract.”

10. Spell of Binding Conjured Creatures (G-10)  
RANGE: 20 feet (+10/Rank)
DURATION: 12 hours + 12 per rank
EXPERIENCE: MULTIPLE: 200
BASE CHANCE: 40%
RESIST: Can be resisted.
EFFECTS: The Adept can bind to his will any planar creature that is within range and is not a demon, divine, or elemental creature.   Note:
This spell requires a good deal of interaction between the GM and the Adept's player. It is recommended that the GM require the Adept's
player to state aloud the exact wording of any order, even if it is communicated telepathically. The GM then determines case by case what
interpretation is to be placed upon the order by the bound subject. There is no rule that all bound subjects must react in the same
manner to the same order, so much is left to the creativity of the GM.  
A binding of this type is broken whenever a General Knowledge Counter spell of this College is successfully cast over the bound subject
or the space they occupy as part of a Ritual of Dissipation (Q-l of the College of Binding Incantations) or whenever a counter spell is cast
over the bound subject or the area they occupy by the Adept controlling it. This type of binding does not require that the Adept maintain
concentration upon the subject to maintain the spell. Once bound, the subject cannot break the binding alone. Unless the binding is
dissipated as described herein, the subject will remain bound for the duration of the spell.
An Adept can have bound at anyone time a number of subjects equal to his Rank (+ 1) with this spell. He can have bound at the same
time subjects of any number of classes, so long as he does not have bound more subjects than he is capable of controlling. Whenever
an Adept attempts to bind one or more subjects that would cause him to exceed his Rank + 1, the spell automatically fails (no backfire),
and any previously bound subjects are released as though the Adept had performed a Counter spell over them. Whenever a binding is
broken, there is a very high chance that the bound monsters will attack someone or something, usually the closest entity. (Percentage will
be assigned by the GM.) This spell may only be learned by those choosing to be Dominators.

General Knowledge Rituals


1. Ritual of Planar Travel (Q-1)

       The nomad must use a constructed portal to pick any place known to him by personal travel, study or detailed mapping provided by a
sage.  The base chance of success is 50% +2% per rank. (+2% for every rank of the portal) and takes 1 hour per person traveling. Some
areas of planes are warded against planar travel so it is pointless to attempt travel there.  The characters that travel through the portal
have an unconscious link with the portal and may retreat to home if they do so within 1 hour + 1 per every two ranks in the ritual.  This
ritual has an experience point multiple of 750.

2. . Ritual of Portal Construction (Q-2)
Conjurers are able to construct a portal for the cost of 20 TG.  The portal is usable for a number of special knowledge spells that the
conjurer will use.  It can also be used as launching point for planar expeditions and travel.  The base chance of successfully making the
portal is 50% +2% per rank.  The raw material used to make the portal may be used in enlarging the portal in the future so there is so
need to rebuild it unless it was damaged by an attack or backfire.  The portal is capable of transporting the nomad and 1 person for every
2 ranks in the ritual.  The experience point multiple is 300 per rank.


Special Knowledge