| THE COLLEGE OF ENSORCELMENTS & ENCHANTMENTS |
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| Special Knowledge Spells 1. Ventriloquism Spell (S-1) RANGE: 90 feet DURATION: 5 minutes + 3 additional/Rank EXPERIENCE MULTIPLE: 100 BASE CHANCE: 60% RESIST: May not be resisted EFFECTS: The spell allows the Adept to project his voice and alter it so that it sounds like any other voice the Adept has heard. The voice may be projected so that it appears to be emanating from anywhere within the radius of the spell. 2. Bolt of Energy Spell (S-2) RANGE: 15 feet + 15 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 50% RESIST: May only be passively resisted. EFFECTS: The Adept may cast a bolt of energy at a target and will, as a result, inflict [D - 5] + 1 per Rank damage on the first person or object through which the bolt passes. 3. Spell of Opening (S-3) RANGE: 15 feet + 15 feet for every 2 or fraction of 2 Ranks DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 150 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: Instantly opens locks, bolts, and doors, including those locked by the Mage Lock Spell (S-6). 4. Spell of Enchanting Weapons (S-4) RANGE: 5 feet + 5 additional/Rank DURATION: 20 seconds x [D - 5] x Rank (1, if unranked) EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May not be resisted EFFECTS: Increases the Base Chance to hit with the weapon over which it is cast by 1 + an additional 1 per Rank and increases the damage done by the weapon by 1 for every 3 or fraction of 3 Ranks. 5. Web of Entanglement Spell (S-5) RANGE: 15 feet + 15 additional/Rank DURATION: Concentration / maximum: 15 minutes + 15 minutes per Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 35% EFFECTS: This spell works similarly to the Web of Fire Spell (S-4, p.50) of the College of Fire Magics except that it allows the Adept to project a sticky web instead of a web of fire from his fingertips. Any objects or individuals immediately between the caster and the target of the spell (along the flight path of the web) will be struck by the web and ensnared. The web can ensnare a number of human-sized targets equal to the Rank of the spell. Ensnared characters may not move, and can only take actions in every other pulse. In order to free himself from the web, each ensnared character's player must roll his character's Physical Strength or less on D100 or successfully cut the web. The web is cut whenever any Strike against it with a weapon that is rated for type B damage results in 10 or more Damage Points to the web. Once any character cuts the web, all characters cease to be ensnared by it. 6. Mage Lock Spell (S-6) RANGE: 15 feet + 15 additional/Rank DURATION: 1 hour + 1 additional/Rank (until dispelled at Rank 20) EXPERIENCE MULTIPLE: 150 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The spell may be cast over any portal (door, window, etc.) that can normally be opened or closed. It effectively locks the portal with an unpickable lock. The portal may still be forced open by brute strength. The Physical Strength(s) of all characters attempting to force a portal locked in this manner are added together and multiplied by the Difficulty Factor of the task. The Difficulty Factor is always a function of the Rank of the spell: Rank Difficulty Factor 1-5 3 6-10 2 11-20 1.5 7. Spell of Enhancing Enchantment (S-7) RANGE: 15 feet + 15 additional/Rank DURATION: 10 seconds + 5 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 25% RESIST: May only be passively resisted. EFFECTS: The Rank of this spell is added to one characteristic of any spell being cast within range unless the caster of the subject spell successfully resists. Only range, duration, base chance, or (where appropriate) damage may be affected by this spell. 8. Spell of Levitation (S-8) RANGE: 15 feet + 15 additional/Rank DURATION: 10 minutes x [D - 5] x Rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 125 BASE CHANCE: 25% RESIST: May be actively & passively resisted. EFFECTS: Causes the target of the spell to rise into the air 15 feet + 1 additional foot per Rank at the rate of 2 feet every 10 seconds. The spell is limited to vertical movement and will in no way propel the target horizontally. 9. Spell of Enchanting Armor (S-9) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: Subtracts 2 per Rank from the Strike Chance of any character attempting to hit the target with a physical weapon. At Rank 11 and above it also permits the character's armor to absorb 1 additional point of damage. This spell may be cast on one target only and the target must be armored. 10. Wizard's Eye Spell (S-10) RANGE: 15 feet + 15 additional/Rank DURATION: 1 minute + 1 additional/Rank. EXPERIENCE MULTIPLE: 200 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: The Adept creates an invisible, intangible eye which he can move about within a radius equal to the spell's range. The eye originates in the same spot as the Adept and operates as would any normal eye except that it is not attached to the Adept physically. 11. Spell of Slowness (S-11) RANGE: 15 feet + 15 additional/Rank DURATION: 10 seconds x [D - 5] x Rank (x 1, if unranked) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% EFFECTS: The spell affects 1 target plus 1 additional target per 2 or fraction of 2 Ranks. All entities subject to this spell have their running, crawling, flying, or swimming speed halved and have the time it takes them to do anything on the Tactical Display doubled (e.g., they could only attack once every two Pulses). 12. Spell of Quickness (S-12) RANGE: 15 feet + 15 additional/Rank DURATION: 10 seconds x [D - 5] x Rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% EFFECTS: The spell affects 1 target plus 1 additional target per 3 or fraction of 3 Ranks. The target's TMR is doubled, his Initiative Value is increased by 10, and he can perform Actions twice as fast. 13. Befuddle Spell (S-13) RANGE: 10 feet + 10 additional/Rank DURATION: 5 seconds x [D - 5] x Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 25% EFFECTS: The spell affects 1 target plus 1 additional target per 3 or fraction of 3 Ranks. The target's base chance is reduced by 20%, IV is decreased by 10 and takes an additional pulse to prepare spells and may drop weapon if they miss and fail to roll under 3 X MD. 14. Spell of Static Veil (S-14) RANGE: Self +5 feet radius per rank DURATION: 1 minute + 1 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 35% EFFECTS: This spell allows the caster to place a veil of him or herself that blocks scrying or other forms of watching someone from a distance. Remote items that allow a mage to see at a distance will also be incapable of seeing those under the veil. 15. Spell of Inattentiveness (S-15) RANGE: 10 feet + 20 per rank DURATION: 1 minute + 1 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% EFFECTS: This spell makes the target inattentive to things like pick-pocketing and people moving in the area behind the target. Rolls that require PC to alert the target function 50% less than normal. 16. Mind fog Spell (S-16) RANGE: 50 feet + 10 per rank DURATION: 30 minutes + 30 per rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 45% EFFECTS: This spell keeps the target from remembering details of an event. Anything involving numbers, time or place will be obscured to the target. They will be unable to relay how many, when or where something occurred while under this spell. 17. Spell of Anathema (S-17) RANGE: 25 ft. + 5 ft. / 2 ranks DURATION: 1 day / rank EXPERIENCE MULTIPLE: 600 BASE CHANCE: 25% EFFECTS: One specific action, spoken by you, becomes the most repulsive, vile and disgusting concept to the subject. He will not perform the action. If he observes others performing the action, he flees from them in disgust. If the action is something the subject likes to do or something he needs to do, he or she may roll under 3 X WP to try and do the action. You may also specify a method of atonement should the subject perform the action. The method of atonement must be something the subject would not want to do. Should the subject find that he has performed the repulsive action he will perform the method of atonement if he can. The method of atonement cannot be something the subject would normally consider more vile than the anathema. 18. Spell of Berserk (S-18) RANGE: 100 ft. + 10 ft. per rank TARGET: One creature per rank, no two of which can be more than 30ft. apart. DURATION: 1 pulse per rank EXPERIENCE MULTIPLE: 500 BASE CHANCE: 30% EFFECTS: Each affected creature become berserk, immediately attacking the creature nearest to it, friend or foe. Each creature will concentrate its attacks on the same opponent until it is dead, dying or stunned. At that point the subject will attack the nearest creature, friend or foe. Mages will use their spells intelligently, concentrating their attacks on their current opponent. They will also use area of effect spells without regard for who, other than themselves, might be in the area of effect. 18. Spell of Forgotten Knowledge (S-19) RANGE: 100 ft. + 10 ft. per rank DURATION: 30 minutes per rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 15% EFFECTS: The victim of this spell will forget current training and experience and will function at a lower rank in that skill or ability for the duration of the spell. Each time the victim tries to use an ability or spell he or she must roll under 2 X WP to use the skill at its proper rank, otherwise the skill can only be used as if it were rank 1 and the spells at ½ of their actual rank. Special Knowledge Rituals There are no Special Knowledge Rituals of the College of Ensorcelments and Enchantments. |
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