NECROMANTIC CONJURATIONS
                                              Special Knowledge Spells

1. Spell of Causing Wounds (S-1)
RANGE: 15 feet + 5 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: May be resisted.
EFFECTS: The Adept may cause ID-4] (+ 1 per Rank) damage as a result of wounds to one target within range unless that target
successfully resists. If the target suffers any effective damage he suffers an increase of 10 to the BC of infection.

2. Wall of Force Spell (S-2)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/maximum of 15 minutes + 1 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE:  30%
RESIST: May be resisted.
EFFECTS: The Adept creates a 1 " thick Wall of Force which is 10 feet high and 20 feet long or a 1" thick, 10 foot high Ring of Force with a
radius of 5 feet. The Adept can increase the height or length by 1 foot (or radius by 3 inches) per Rank. Any entity coming in contact with
the Wall of Force will either successfully resist or be thrown back (fall Prone) and suffer ID -5] (+ 1 per Rank) damage.

3. Wall of Bones Spell (S-3)
RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%        
RESIST: May be resisted.
EFFECTS: The Adept conjures a wall of inter- laced bones 1 foot thick, 10 feet high, and 20 feet long or a circle of bones 1 foot thick, 10
feet high and with a 5 foot radius. The Adept may increase the height and thickness by 1 foot and the radius by 3 inches per Rank. An
entity coming insight of the wall must either successfully resist or roll on the Fright Table (see 44.8). The wall can suffer 100 points of
damage and then turns to dust. Bright sunlight inflicts 20 points per Pulse on the wall.

4. Spell of Fear (S-4)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/maximum of 15 minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: The spell has the same effect as the spell of the same name of the College of Celestial Magics.

5. Mass Fear Spell (S-5)
RANGE: 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS: The spell has the same effects as the Spell of Fear of the College of Celestial Magics except that all characters within range
except the Adept must resist or roll on the Fright Table.

6. Spell of Scarring Terrain (S-6)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 1 year + 1 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The adept causes terrible ruin by burning out an area of ground equal to 25 square feet (+25 additional square feet per rank).  
The ground will be so damaged that it will be unable to support flora for the duration of the spell.  The spell will whither any flora in the
area of effect, fauna will be unaffected.

7. Spell of Animating the Dead (S-7)
RANGE: 30 feet + 15 additional/Rank
DURATION: 3 hours + 30 minutes per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This adept animates 3 (+1 per rank) corpses within range of the spell.  The will serve the necromancer in all ways.  If the
corpses are recently dead they will be ghouls, if they have been dead for more than a month skeletons or another type of lesser undead
determined by the GM.

8. Wraithcloak Spell (S-8)
R4NGE: 15 feet+ 1 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept causes the target to appear less corporeal and to be harder to hit. The chance of successfully striking the target of
the spell is reduced by 1 (+ 1 per Rank) for the duration of the spell. In addition, the target's stealth is increased by 10.  

9. Shadowed Weapon Spell (S-9)
R4NGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x ID -5] x Rank (x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept may increase the usefulness of any weapon within range. The affected weapon has its Base Chance increased by
1 (+1 per Rank) and the damage increased by 1 for every 3 or fraction of 3 Ranks. At Rank 6 or above, the Adept can create a weapon
entirely of darkness which will operate in the same manner as a normal weapon of its type (broadsword, mace, battle axe.) which has
had a Shadowed Weapon Spell of the appropriate Rank cast over it.  

10. Hand of Death Spell (S-10)
R4NGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 5%
RESIST: May be resisted.
EFFECTS: The Adept causes any single target to sense the Adept's hand squeezing his heart or similar organ to a pulp. Even if the
character resists, the sensation will remain and will break the character's concentration and subtract 10 from the character's Base
Chance of hitting another character or successfully performing magic. If the character fails to resist, he suffers [D +1] damage that Pulse
and each succeeding Pulse that the spell remains in effect and he fails to resist.  The spell remains in effect so long as the
necromancer spends 1 FT and implements a pass action each pulse, during which time the adepts continues to simulate the
squeezing action.  The necromancer need not recast a spell, and may continue to operate so long as he or she makes the squeezing
motion.

11. Hellfire Spell (S-11)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 375
BASE CHANCE: 1%
RESIST: May only be passively resisted (then suffers half damage).
EFFECTS: This spell operates in the same manner as the Spell of Hellfire of the College of Fire.

12. Spell of Life Draining (S-12)
RANGE: Adept must touch target.
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 15%
RESIST: May be resisted.
EFFECTS: The Adept drains 1 (+ 1 per Rank) Fatigue from the target if the target fails to resist. The Fatigue may be used to repair the
Adept's own Fatigue or Endurance or to increase his Physical Strength for the remainder of the Round on a one for one basis. If the
target has no Fatigue remaining, the Adept may drain from Endurance instead. He may not drain from both Fatigue and Endurance in
the same Pulse.

13. Spell of Agony (S-13)
RANGE: 30 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS: The spell causes all entities in the affected area except the Adept to suffer extreme agony.  Any character 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.

14. Spell of Dead Eyes (S-14)
RANGE: touch
DURATION: 10 minutes + 10 per rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell allows the caster to "piggyback" on one of his undead’s sensory apparatus. By casting this spell, the necromancer
becomes able to see and hear through the "eyes" and "ears" of a controlled undead creature he has animated or raised. No other
communication of senses is permitted through the use of this spell, nor are special sight or hearing qualities only one such sensory link
may be maintained at any one time. Dead eyes operate at a range of up to one mile after being cast.

Special Knowledge Rituals

1. Ritual of Summoning  and Binding Greater Undead (R-1)
This ritual works in the same manner and under the same conditions as the Ritual of Summoning and Binding Lesser Undead (Q-1)
except that the Base Chance is always half (round down) the Adept's Magical Aptitude and the Experience Multiple is 350. The ritual
summons Greater Undead and must be performed in or near an area frequented by them (barrows, churchyards, or abandoned
dwellings, underground dungeons and the like).

2. Ritual of Life Prolonging (R-2)
The Adept may prolong his life, remaining unchanged and unaged for the duration of the effects of this ritual. Once the effects of the ritual
wear off,  the Adept will begin to age at the rate of 1 year per minute until he reaches the proper biological age to match his chronological
age. The Adept must remain stationary and may take no other action while performing the ritual. At the end of the ritual, the Adept's
Player rolls D100. If the result is less than or equal to the Base Chance (5% + 5 per Rank), the ritual is effective. If the ritual backfires, the
Adept will increase his age instead of decrease it or keep it unchanged. Normally, the ritual's effects last for 1 years ( + 2 additional
years per Rank), but at Rank 10 and above, the Adept can immediately upon the ritual being completed reduce his biological age by up
to 2 years ( + 2 years per Rank) instead of (not in addition to) halting aging. Any backfire reverses the anticipated effect (accelerating
aging). The Experience Multiple for this ritual is 350. The ritual takes 8 hours.

3. Ritual of Becoming Undead (R-3)
The Adept may become an undead by employing this ritual. Once he joins the ranks of the undead, he may not reverse the effect. The
Adept must draw a Circle of Protection and a Pentacle (see College of Greater Summoning, 47) and remain within it throughout the
ritual. The ritual takes 2 hours to perform. During the course of the ritual, the Adept must murder an entity of his own race who occupies
the Pentacle with him. The entity may be bound, but must be conscious during the murder. Upon the performance of the murder, a Wight
appears over the corpse at Rank 0-10, or a Wraith at Rank 11-20. This undead becomes chained to the place in which the murder was
committed until freed by someone other than the adept entering or leaving the Circle of Protection. Upon being released, the undead will
hunt the Adept and attempt to terminate his existence in revenge. Once the murder is performed, the Adept's Player checks to determine
if it was a success. The Base Chance that it will be a success is 10% (+ 3 per Rank). If it is a success, the Adept joins the ranks of the
undead as the Greater Undead type of his choice. He may leave the Circle of Protection without releasing the undead imprisoned
therein. If the result is not a success and the Adept fails to become undead, the undead imprisoned therein will be released if the Adept
attempts to leave the Circle of Protection. If the ritual backfires, the undead will immediately be released and will attack the Adept inside
the Circle of Protection (which will be broken and will not keep the undead imprisoned). The Experience Multiple of this ritual is 550.