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.
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