THE COLLEGE OF PLANAR CONJURATIONS
                                          Special Knowledge Spells
1. Call cohort (S-1)
RANGE: adjacent
DURATION: immediate
EXPERIENCE MULTIPLE: 400
RESIST: May be resisted
BASE CHANCE: 40%
EFFECTS: Instantly teleports one pre-designated person to the conjurer’s side.  The spell must be cast over the cohort and that person
will be the person called forth until a new person has the spell cast over them.  

2. Spell of dismissal (S-2)
RANGE: 50 feet + 20 per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 500 (250 for Supplicators)
RESIST: May be resisted
BASE CHANCE: 30%
EFFECTS: Dismisses a planar creature to its home plane and is barred from planar travel for one month.

3. Spell of Planar jaunt (S-3)
RANGE: 5 feet + 5 feet per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 500
RESIST: May be resisted
BASE CHANCE: 30%
EFFECTS: This spell is similar to the ritual listed below, but the conjurer does no have control over the destination.  A plane of reality is
chosen and the conjurer and companions are teleported there, they will not arrive in midst of other creatures or in a deadly environment,
but such creatures or hazards may be nearby.  They can also use this spell to travel back home from another dimension, but again the
location will be randomly chosen by the GM.

4. Whip of the Master (S-4)
RANGE: 30 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 25%
RESIST: May be resisted.
EFFECTS: The spell causes a summoned entity (+1 per rank) to suffer extreme pain. Any creature who does not resist may not 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.  
This spell may only be learned by Dominators.

5. Spell of Ego Projection (S-5)
RANGE: 5 feet (+5/Rank)
DURATION: 1 hour ( + 1/Rank)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 10%
RESIST: Can be resisted.
EFFECTS: The Adept's ego can occupy the body of a summoned entity that is  within range, if that entity fails to resist. While the spell is in
effect, the Adept's own body is unoccupied. He has left it and now occupies another body; but his ego is tied to his own body by a blue
cord of energy that appears as an aura that can be observed in the same way that an aura can be detected. So long as the Adept's ego is
tied to his body, he can return to it in a number of seconds equal to [(20 -1/Rank) x number of hundred-foot increments separating the
body occupied by the Adept and the Adept's own body]. There is no stretching limit to the cord, which can pass through any material. If the
Adept's ego is ever separated from his body by cutting the cord that binds the two, the Adept cannot return to that body, and he is instantly
cast out of the body he occupies. The Adept then becomes a Spectre and is played by the GM. The Adept character cannot be resurrected
or otherwise reenter the game should this happen. His body remains intact, but he is dead.
An Adept can direct the actions of any entity whose body he occupies as if it were his own body. However, should the Adept attempt to
impel the occupied entity to do any- thing suicidal, the GM rolls DlOO. If the result is less than or equal to the Willpower of the occupied
entity, the Adept is cast out and returns to his own body. He cannot attempt to reoccupy an entity from which he is cast until he casts the
spell anew. When checking to see if the Adept is cast out, subtract the Adept's Rank with this spell from the Willpower of the occupied
entity. Note: No Willpower Check is made if the occupied entity attempts (under the Adept's direction) to do something repugnant to the
occupied entity; only suicidal actions elicit a Willpower Check.
An Adept can be cast out of a body of another entity only by a Willpower Check or by a Ritual of Dissipation or by having the cord that binds
his ego and body cut. A cord can be cut only by someone who detects its aura and strikes it with a silvered or magical weapon. Unless
one of these events occurs, the Adept remains in control of the occupied entity until he chooses to abandon control or returns to his own
body automatically at the end of the spell. The spell is always broken whenever the Adept exits the occupied body for any reason. The
Adept can reenter an entity's body only by casting a new spell.
While the Adept is out of his own body, it remains stationary in a supine position. If the Adept exits his body while standing, the body will
fall, and there is usually some chance of resulting damage. The body can be carried along by the Adept (while he occupies another body)
or by his companions, or it can be left where it lies. However, the body is inanimate so long as the Adept is not in it, and the body cannot
move, cast spells; or perform any other action. The Adept will not know the state or location of his body (if it is attacked or moved) until he
returns to it. If the body is killed (Endurance reduced to zero), the Adept will die upon returning to his dead body. If the Adept's body is
occupied by another ego when he returns to it, the Adept reenters the body normally, but is not in control unless the ego in control of the
body attempts to cause the body to commit a suicidal act, and a subsequent successful Willpower Check or Ritual of Dissipation, etc.,
leads to the casting out of the alien ego.
   If a backfire occurs, the Backfire Table is not consulted. Rather, the Adept's ego will leave his body but will not enter the subject's body.
Instead, the ego will find itself DlO miles away from the body in a random direction, floating in mid-air. It can then return normally (but can
take a great deal of time getting back).
While occupying another entity's body, the Adept uses his own Willpower and Magical Aptitude, but all other characteristics of the alien
body are used in place of the Adept's own characteristics. This includes all Rank, actual magical knowledge, skills, attributes, and so on.
The Adept always knows everything the occupied entity knows, in addition to what the Adept's own mind (attached to the ego) knew.
However, since the occupied body is not trained to perform the same skills and magic as the Adept, the Adept cannot use his own skills
and magic while in control of another body. If the host body is killed, the Adept can return to his own body immediately or stay with the
host. The Adept will die if he is still in the host body D10 + rank hours after the host body's death, however. A host body that is dead and
still occupied by an alien ego cannot be resurrected until the alien ego is driven out.

6. Spell of using another’s senses (S-6)
RANGE: Touch
DURATION: Concentration; maximum of 5 minutes (+5/Rank)
EXPERIENCE: MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The Adept can use this spell to allow himself to see, hear, smell, and taste the same things as the target of this spell senses
for the duration of the spell. Any conjured entity can be used for this spell. The target must first have been Bound or agree to this spell
before the spell is attempted, and the Adept must communicate with the target for the duration of the spell. Thus, the Adept can use the
target as his external eyes, ears, etc. The creature can be sent to spy or do any other task with the Adept as its guide, so long as it
remains within range of the Communication Spell (G-1).

7. Spell of Conjuring X (S-7 and beyond))
RANGE: 50 feet.
DURATION: 1 day per rank for dominators, or until the completion of the task if the creature is supplicated.
EXPERIENCE: MULTIPLE: 300
BASE CHANCE: 30% (Will be modified by the type of creature summoned)
RESIST:  Can not be resisted.
EFFECTS: The Conjurer is able to summon a creature (+1 for every four ranks) for the specific spell.  The Conjurer will have to check with
the GM as to the item needed to supplicate the creature, and some will require specific items or activities even when bound to the
Summoner’s will.  This spell may never be used to conjure a demon, elemental or divine creature.
Samapharu's Partial Guide to Planar Creature
Abeil: Bee men who will agree to serve as long as they are given honey to drink, depending on the task will determine the amount of
honey need.   +5% to conjure.  They are enemies of the Formorians.
Aeon:  Magical Slavers, They may not be summoned by Supplicators, and Dominators must assure them of a slave at the end of their
service and the opportunity of combat at least once a day. -10% to conjure
Ash rats: Rats that are at home on both the elemental planes of fire & earth, and will obey the Supplicator if given something to eat and
not forced into a freezing environment. +15% to conjure
Asperi: Horse capable of planar travel, most will serve for a trip if given winter oats and are ridden with a golden saddle & gear. -5% to
conjure.
Assassin Orb:  Flying orbs that exist solely to hunt and devour targets.  Assassin orbs must be provided with the flesh of a freshly killed
sentient creature when summoned before they will accept a “contract.”
Azer: Dwarves from the elemental plane of fire & earth.  Azer do not like to be summoned, but can be persuaded by offers of gold, gems
or other precious metals. Azer wage a constant war against the Dao and will join any who are opposed to them.  Azer hate Dominators
and will plot vengeance when forced to follow the will of another.  
Bladeling: Humanoids of pointed spikes constantly at war with Kytons.  They do not serve willingly, but will gladly join anyone who is
actively battling Kytons.  Bladelings are immune to class A & B weapons.
Breathdrinker: Evil creature hailing from the Plane of Air,  Breathdrinkers are often summoned as assassins and spies. Breathdrinkers
may only be summoned on mountain tops.
Clockwork Horror: Arachnid constructs that seek only raw material and metals. Their main desire is to manufacture more of their kind.  
They do not care for living creatures, but will serve if they can obtain suits of armor and other metals to rework.
Dactyl: Reptile collectors & merchants.  Dactyls are both welcomed and despised in many areas.  They are welcomed because they are
some of the most active merchants, but they are despised for being slavers.
Dakeen: A race of Bounty Hunters & Rangers, one of the former slave races of the  Aeons and  allied with the Nange & Zug who were
also former slaves.
Dao: Genies from the elemental plane of earth, they view mortals with contempt, but can be bought with offers of gold, exotic foods and
beautiful women.  Dao hate Azer and will attack any who are allied with them.  
Djinn: Genies from the elemental plane of air, they are for the most part jovial and willing to work with mortals, they are enemies of the
Efreeti.  
Efreeti: Genies from the elemental plane of fire, they are enemies of the Djinn.  The will often ally with the Dao, although they do not like
the materialism of the Dao.
Firebat:
Formorian: Ant men that prize order and purpose above all else and are enemies of the Abeil.
Galeb Duhr:
Githyanki: Psychic Warrior
Githzerai:  Psychic Monks
Glimmerskins:
Grell:
Immoth:
Kyton:
Lillend:
Magmin:
Marrash:
Mephits:
Nange:
Ocean Strider:
Paraelementals:
Planar Dreadnought:
The Abandoned:
Vaporighu:
Weirds:
Zug: