THE COLLEGE OF BINDING INCANTATIONS
 This College is concerned with general magic, but especially with the manipulation of other spells and protection from magic.

Talents


Detect Aura (T-1)

All living (and most formerly living) entities possess an Aura which may be read for clues concerning the nature of the entity. Objects
made of formerly living matter will also possess an Aura, but one which is much weaker. The following categories of Auras are listed in
order of strength (weakest to strongest):

Formerly living matter as part of an object
A formerly living entity (not including undead)
Living plants
Lower orders of living animals
Undead types
Higher orders of living animals
Humans and most humanoids
Elves and other long-lived sentients

Whenever confronted by an object whose nature is unknown to him, a Incantor may tell the GM that he is attempting to detect the being or
object's Aura. The GM rolls D100. If the result is less than or equal to the Incantor's modified Perception, the GM must tell the Incantor
which of the aforementioned categories of Aura he is seeing and answer one question of the Incantor's choice about the being or object
(but need not give its Individual True Name). If the dice roll falls within the span of possible results necessary to achieve double or triple
effects when casting a spell (see section 27), the Incantor may ask the GM two (for double effect) or three (for triple effect) questions. The
GM may be as vague or specific as he desires. The Incantor's Perception is modified by adding the following to it:
For every 5 feet (after first 5) separating the Incantor from the being or object whose Aura he wants to read        -1
For each Rank the Incantor has with the Detect Aura Talent        5

A being may not resist having its aura read but may alter its aura so that a misreading may occur. The Experience Multiple to increase
one's Rank with this Talent is 75.
                                              General Knowledge Spell

Incantors do not possess normal General Knowledge Spells. Instead, their body of General Knowledge consists of the ability to cast
counterspells against all Colleges of Magic, and Incantors may loose a counter spell without preparing it. All counterspells are part of the
General Knowledge of each Incantor when he completes his apprenticeship. They are known at Rank 0.
Since there are 32 Colleges of Magic and each has a General Knowledge counter spell and a Special Knowledge counter spell, there are
64 possible counter spells which a Incantor may know. Incantors may know as many counter spells equal to twice their MA.  Characters
would be wise to choose counter spells after they have discovered which type of mages are operating in their area.

The following list of characteristics applies to all counter spells for all Colleges of magic:

Range: 25 feet + 25 additional/Rank
Duration: [D+5] minutes +1 additional/Rank
Exp Multiple: 100 (for General Knowledge Counter spell) or 200 (for Special Knowledge Counter spell)
Base Chance: 40%
Resist: May be resisted.

General Knowledge Rituals


1. Ritual of Dissipation (Q-1)
An Incantor may always use any counterspell he presently knows to cause the effects of a spell cast over an individual or object to be
dissipated (removed) by performing the Ritual of Dissipation. The Incantor treats this ritual as if he were employing Ritual Spell
Preparation except that he must cast the appropriate counterspell in order to accomplish the dissipation of the spell. In order to perform
this ritual, the Incantor must know the exact name of the spell that was cast over the character or object, what College the spell was a part
of, and whether or not the spell was a General or Special Knowledge spell. Only spells (not rituals) may be dissipated using this
technique. Only Incantors may use counterspells to dissipate spells once they have been cast.  Only Incantors may dispell magic by
using this ritual. At least 1 hour must be spent implementing this ritual. The Incantor may not simply cast a counterspell over a character
or object to achieve the same effect. Characters may never achieve Rank with this ritual, though the specific counterspell used may be
ranked.
                                            Special Knowledge Spells

1. Spell of Determine magic (S-1)

RANGE: 50 feet + 20 per rank
DURATION: 6 minutes + 6 per additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May not be resisted
EFFECTS: The spell allows the Incantor to detect the exact names of any spell being used within the active range of this spell.  

2. Spell of Identification (S-2)
RANGE: 15 feet
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Incantor is able to identify the nature of magical item.

3. Spell slip (S-3)
RANGE: 15 feet + 15 feet per rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell may only be cast upon other spell casters, but it causes the mage to cast a spell different than the one intended.  
The GM will make the MR roll secretly if cast on a PC, who then cast the next highest rank spell instead of the one intended.

4. Spell of Sudden Reversal (S-4)
RANGE: 5 feet + 5 additional/Rank
DURATION: 4 pulses +1 per rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: This spell causes any target that successfully resist a spell to reverse the spell back at its caster.

5. Dispel Magic (S-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: immediate or 1 hour per rank
EXPERIENCE MULTIPLE: 700
BASE CHANCE: 25%
EFFECTS: This spell allows the Incantor to dispel magic from an item or spell that is currently affecting someone of something.  Magic
items that are the subject of this spell loose their enchantment for the duration of the spell.

6. Spell of detecting remote viewing (S-6)

RANGE: Self
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 50%
EFFECTS: This spell allows the seer to sense if he or she is be observed by remote viewing, scrying or some other magical spying
device or ability.  

7. Spell of Speakeasy (S-7)
RANGE: Self or touch
DURATION: 1 day per rank of the spell
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: This spell allows the Incantor or anyone he touches to understand and speak any language he has heard in the last 24
hours.

8. True seeing (S-8)
RANGE: self
DURATION: 10 minutes + 1 per rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
EFFECTS: You see things as they really are.  The Incantor is able to see through normal & magical darkness, notices magically hidden
doors or objects, can see invisible objects, sees through defensive spells (thus loosing their defensive bonuses, recognized creatures
or items that are changed in their true form.  The subject can also see clearly in environments that would obscure sight such as smoke,
snow, fog, dust and anything else.  Incantors may roll under 5 x PC to recognize illusions that  may be effecting him or her.

9. Spell of dimensional anchor (S-9)
RANGE: 10 feet + 10 per rank
DURATION: 4 hours +1 per rank
EXPERIENCE MULTIPLE: 400
RESIST: May be resisted
BASE CHANCE: 40%
EFFECTS: This spell prevents an item or person from teleporting or being teleported while under the protection of this spell. If cast
against an unwilling target they may attempt to resist it normally.

10. Zone of Visibility (S-10)
RANGE: 15 feet + 5 additional/Rank
DURATION: 1 minute + 1 additional/Rank.
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Incantor causes any being that is invisible to be seen if it comes within range of the zone of visibility.   This may not be
resisted, it merely suppresses the walking unseen or invisibility while within the zone.

11. Power word, Stun (S-11)
RANGE: 15 feet + 10 additional/Rank
DURATION: 1 pulse per rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
RESIST: May be resisted
EFFECTS: This is the only spell that is able to overcome the barrier of resist pain and successfully stun someone protected by it.  
Anyone who fails to resist is stunned for the duration of the spell.

12. Power word, Blind (S-12)
RANGE: 15 feet + 15 additional/Rank
DURATION: 1 day per rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 10%
RESIST: May be resisted
EFFECTS: The spell causes the target to be blinded by the spell until its duration passes or is dispelled.  The target is incapable of
seeing anything while blinded by this spell.

13. Power word, Kill (S-13)
RANGE: 10 feet + 10 additional/Rank
DURATION: immediate
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 05%
RESIST: May be resisted
EFFECTS: The spell simply kills the target; it drops over lifeless if it fails to resist the spell.

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. Anti-magic field (S-15)
RANGE: 5 feet +5 feet every 4 ranks
DURATION: 1 minute + 1 per rank
EXPERIENCE MULTIPLE: 800
BASE CHANCE: 20%
EFFECTS: This spell radiates from the Incantor and causes all magic other than the field to cease working while within its radius.  The
Incantor may place a mark upon an item so that it continues to function within the field, but each character may only carry one such item
on their person.

16. Mark of the Incantor (S-16)

RANGE: 50 feet
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 40%
EFFECTS: This spell allows an item to function within an anti-magic field.

17. Spell of Deviation (S-17)

RANGE:  Self +5 feet radius per every 2 ranks
DURATION: 1 hour per rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 25%
EFFECTS: This spell causes a spell cast within its radius to randomly target someone other than the intended target of the spell.

Special Knowledge Rituals

Ritual of Magic Divination (R-1)
A Incantor may determine if an individual or object is currently or has, been recently under the effects of a spell or spells by employing
the Ritual of Magic Divination. The object or individual must be present during the ritual which lasts for 1 hour. At the end of the ritual, the
Incantor's player makes a Cast Check to determine if the ritual has had the desired effect. The Base Chance for this check is 40%. The
Base Chance is modified by the addition of 10 for each Rank the Incantor has in the use of the ritual. It is reduced by 5 for each week (or
fraction of a week) since the spell(s) was cast. If the ritual is successful, the nature of the spell (its exact name and College) is revealed
to the Incantor. There is no possibility of backfire from this ritual. The Experience Multiple to increase by one Rank is 250.