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This College is concerned with general magic, but especially with charming and enchanting individuals and objects. Adepts of the College of Ensorcelments and Enchantments may practice their arts without restriction.
Talents
Witchsight (T-1) The Adept has a Base Chance equal to his Perception +4 per Rank achieved with this talent of seeing objects or entities which are normally invisible or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility). The Experience Point Multiple for this talent is 150.
General Knowledge Spells
1. Spell of Charming (G-1) RANGE: 15 feet + 15 additional per Rank DURATION: 1 hour + 1 additional per Rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 25% RESIST: May be resisted EFFECTS: The effects of this spell are identical to those for the spell of that name of the College of Naming Incantations except that the target's Generic True Name need not be known to cast the spell.
2. Belligerence (G-2) RANGE: 15 feet + 15 additional per Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% EFFECTS: The subjects of the spell become belligerent and negative toward all around them. They will disagree with everything said. In a crowded area, such as a bar, this could easily lead to combat.
3. Spell of Enchanted Sleep (G-3) RANGE: 15 feet + 15 additional per Rank DURATION: 1 hour + 1 additional per Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 15% EFFECTS: The Adept may send 1 entity which normally spends any time sleeping into a deep enchanted sleep which will last for the duration of the spell or until the entity is wakened by another entity (by being shaken, etc.). The target may not be wakened if the spell is Rank 10 or higher, but must continue to sleep until the spell wears off.
4. Spell of Walking Unseen (G-4) RANGE: 1 foot + 1 additional/Rank DURATION: 1 hour + 1 additional/Rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 40% RESIST: May not be resisted EFFECTS: Identical to the spell of that name of the College of Earth Magics.
5. Spell of Speaking to Enchanted Creatures (G-5) RANGE: 15 feet + 15 additional/Rank DURATION: 10 minutes + 10 additional/Rank EXPERIENCE MULTIPLE: 10% BASE CHANCE: 40% RESIST: May not be resisted EFFECTS: The spell gives the Adept the ability to speak and understand the language of all magical creatures.
6. Spell of Location (G-6) RANGE: 10 miles + 5 additional/Rank DURATION: 1 hour + 1 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The Adept may determine the direction in which he will find any person or object of his desire which he has previously encountered or studied and which is within range. The direction will be indicated by a large glowing arrow.
7. Spell of Mass Charming (G-7) RANGE: 15 feet + 15 additional/Rank DURATION: 1 hour +1 per rank EXPERIENCE MULTIPLE: 650 BASE CHANCE: 15% RESIST: May be resisted EFFECTS: Charms 1 entity per Rank.
8. Spell of Invisibility (G-8) RANGE: 15 feet + 15 additional/Rank DURATION: 5 minutes + 5 additional/Rank EXPERIENCE MULTIPLE: 450 BASE CHANCE: 45 % RESIST: May not be resisted. EFFECTS: At Ranks 1 through 15, the target becomes invisible, but may not initiate an attack by making a Strike Check) without first becoming visible again. At Ranks 16 and up, the target may attack while invisible. The target may always choose to become visible again at any time while the spell is in effect. Once he chooses to become visible, he may not again become invisible as a result of the effects of that spell. A new Spell of Invisibility may be cast over him.
9. Evil Eye Spell (G-9) RANGE: 15 feet + 15 additional/Rank DURATION: 1 day + 1 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20 % RESIST: May be resisted. EFFECTS: Any target who fails to resist has his Strike Chance and his Magic Resistance reduced by 1 per Rank.
10. Spell of Distraction (G-10) RANGE: 15 feet + 15 additional/Rank DURATION: 10 seconds per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 40 % RESIST: May be resisted. EFFECTS: The affected creature is momentarily distracted, and is subject to ambush in a situation where ambush does not normally exist. For the duration of the spell the target must also subtract 10 from IV as well make any perception rolls two factors lower. (5 x PC is now 3 X PC)
General Knowledge Rituals
1. Ritual of Enchantment (Q-1) The Adept may enchant any entity of his choice who is in his physical presence during the ritual. The Adept may not enchant himself. The ritual takes 1 hour and requires that the Adept first draw a Pentacle within which both he and the subject of the ritual must remain during the entire ritual. The Adept may perform no other actions while implementing this ritual. The Base Chance of the ritual being successful is 80% plus 1 per Rank. The effects last a fortnight at Ranks 1 through 10, 3 months at Ranks 11 through 19, and until dispelled at Rank 20. The Experience Multiple for this spell is 125. It requires that the Adept burn 1 ounce of black myrrh at a cost of 100 Silver Pennies or the ritual will be ineffective. The target of this ritual will be either blessed or cursed (caster's choice) with an increase or decrease in the target's Base Chance of doing anything or suffering any good or ill fortune by plus or minus 1 per Rank. All Strike Chances, Resistance Checks, etc., directly affecting the target will continue to be altered in this manner until the effects of the ritual wear off. If the ritual is used to curse, the curse is minor.
2. Ritual of Creating Crystal of Vision (Q-2) The Adept can create a crystal that acts in the same manner as a Waters of Vision Spell (S-8, p.49) of the College of Water Magics. To do so, the Adept must remain in the same place and take no other action. He performs the ritual over an available piece of crystal (the bigger the crystal, the better the image will ultimately be) in his possession. The Base Chance of creating the Crystal of Vision is 75% + 1 per Rank. The Experience Multiple is 200. The Adept must burn 1 ounce of ambergris during the ritual at a cost of 1,000 Silver Pennies. The resulting crystal may be used once per day for 10 minutes +1 minute per Rank (GM's should carefully time consultations) in the same manner as the Waters of Vision.
3. Ritual of Creating Sleep Dust (Q-3) The Adept must spend 3 hours preparing and implementing this ritual and must expend 10,000 Silver Pennies (-500 per Rank) to purchase the necessary ingredients prior to making the attempt. If the attempt fails, the ingredients are ruined and may not be reused or resold. The Base Chance of success is 80% + 1 per Rank. If the ritual succeeds, one ounce (a single dose) of sleep dust results. When thrown in the face of one target it has the effect of an instant Spell of Enchanted Sleep of the same Rank as the sleep dust. The sleep dust will only remain fresh for three weeks after manufacture. The Experience Multiple for this ritual is 250. Note: The effects of sleep dust can be passively resisted by the victim, but with a reduction of 20 to his Magic Resistance.
4. Ritual of Manufacturing Poison Dust (Q-4) This ritual works in the same manner as Q-3 and employs the same numbers for all purposes. However, instead of causing the victim to fall asleep, it inflicts D - 5 (+ l for every 2 or fraction of 2 Ranks) damage due to poisoning on individuals who fail to resist. Like sleep dust, poison dust must be thrown in the face of the target.
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