|
General Knowledge Spell
1. Spell of Far Hand (G-1) RANGE: 10 feet + 5 additional/Rank DURATION: Concentration EXPERIENCE MULTIPLE: 150 BASE CHANCE: 50%. EFFECTS: The Savant may use his mind to move an object that is non-magical and not tethered that weighs 5 pounds or less at a rate of 3 hexes per pulse. The movement of the object must be within the range of the spell.
2. Psionic backhand (G-2) RANGE: 10 feet + 5 additional/Rank DURATION: immediate EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40%. RESIST: May be resisted. EFFECTS: The Savant may use his mind to back hand an opponent. The damage of the punch is 2 FT. The target of the spell will feel as if someone nearby hit him in the back. If the target resist he or she will feel as if they have been shoved or elbowed.
3. Stomp (G-3) RANGE: 10 feet + 1 additional/Rank DURATION: immediate EXPERIENCE MULTIPLE: 300 BASE CHANCE: 50%. RESIST: May be not be resisted. EFFECTS: The Savant sends a shock through the ground directly in front of him or herself. Anyone in that shockwave must roll under 3 x AG to remain standing. Since the shockwave is not directed at a creature they do no make a magical resistance roll, rather they must use their AG to remain standing on their feet.
4. Modify light (G-4) RANGE: 100 feet + 10 additional/Rank DURATION: concentration, effects linger for 1 minute per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 40%. EFFECTS: The Savant is able to change the ambient lighting in an area of 10 cubic feet per rank by 10% for every two ranks. Thus at rank 20 he or she is able to make an area 100% brighter or darker. The change may be sudden or gradual.
5. Control object (G-5) RANGE: 50 feet + 5 additional/Rank DURATION: concentration, not to exceed 30 seconds per rank. EXPERIENCE MULTIPLE: 250 BASE CHANCE: 50%. EFFECTS: The Savant is able to control an inanimate object weighing 100lbs or less. The object can be made to “walk” or move at a rate of 2 TMR per pulse. This spell cannot be used on plants or undead. Objects can not attack a person, but may be an obstacle.
6. Modify sound (G-6) RANGE: 100 feet + 10 additional/Rank DURATION: concentration, effects linger for 1 minute per rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 40%. EFFECTS: The Savant is able to shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds such as rain or the tramp of soldiers passing nearby. A sound as quite as a snapping finger may be controlled, but no quieter. You can substitute any non-magical sound you’ve heard for the target sound. You can change the words of a speaker into inarticulate babble or completely different words. You may try to imitate an exact voice you have heard if you roll under 4 x WP. Savants can also muffle the sound all the way to nothing, or magnify it so it shatters non-magical glass or ceramic items. You can effect 1 pound per rank. Alternatively, you can modulate sound so that it only a single item of the appropriate material is effected by the shattering resonance.
7. Enhanced movement (G-7) RANGE: Self until rank 11, then may be cast of adjacent character DURATION: 10 pulses + 10 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 35%. EFFECTS: The savant is able to use his or her mind to adjust normal movement. The savant is able to add 1 foot per rank onto a running jump, or 1 foot for every two ranks to increase the jump upward. You can also slow your fall so that you can successfully land on your feet by rolling under 3 X AG.
8. Spell of Walking Unseen (G-8) 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 Magic’s.
9. Modify air (G-9) RANGE: 100 feet + 10 per rank DURATION: concentration 1 minute per rank, effects linger for 2 pulses per rank AREA: 1,000 foot radius spread + 500 feet per rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 40% RESIST: May not be resisted EFFECTS: The savant is able to control wind by increasing or decreasing the wind by 10 miles per hour + 10 miles every two ranks. If the wind is already blowing at a slower rate then the savant can change the direction of the wind up to 90 degrees. High winds can cause dust storms, fan fires, blow away small objects or even knock down people or creatures.
General Knowledge Rituals
1. Ritual of Kinetic Symmetry (Q-1) The savant is able to use this ritual to bolster psychical characteristics by the use of integrated kinetic energy. The ritual takes one hour to perform and has a 25% of success. If successful the savant is able to 5 +1 points per 2 ranks on to either PS, MD, AG or half that number on to TMR. These points must go to one attribute and the savant’s body can be subject to this ritual one enhancement at a time. The savant will also be able to maintain high levels of activity without becoming fatigued. The effects of the ritual will last 2 hours per rank. Backfire will result in the lowering of the target attribute by that number of points for 6 hours. The experience point multiple of this ritual is 400 per rank.
|