SORCERIES OF THE MIND ~ SHAPER
                                             Special Knowledge Spells

1. Spell of Food & Water Creation (S-1)
RANGE: 10 feet
DURATION: immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
EFFECTS: This ability allows the shaper to create food & water for one meal for one person per rank.  The food will go bad in 24 hours,
but the water will remain.   The food must be cast upon a table or clean surface, and the water in a container.

2. Spell of Psi-bolt (S-2)
RANGE: 30 feet + 30 additional per Rank
DURATION: immediate
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 45%
RESIST: May be resisted.
EFFECTS: The spell gives the shaper the ability to fire a bolt of psionic energy at a target within range.  The bolt does D -2 +1 per rank of
the caster.

3. Spell of Multi-bolts (S-3)
RANGE: 30 feet + 30 additional per Rank
DURATION: immediate
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: This spell creates 1 psionic bolt for every 2 ranks of the spell and may be cast at multiple targets.  The bolt does D -2 +1 per
rank of the shaper.   The bolts may also be targeted at one target for multiple hits.

4. Spell of Dismissing ectoplasm (S-4)

RANGE: 50 feet +10 feet per range.
AREA: 30 foot radius burst
DURATION: immediate
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The shaper is the able to dismiss cocoons, walls, constructs and items made by members of this college.  Cocoons, walls &
items are dismissed without any resistance; constructs may roll under their MR.

5. Spell of Fabrication (S-5)
RANGE: 20 feet
DURATION: permanent
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 30%
EFFECTS: The shaper can convert material of one sort into a product that is of the same material.  Thus, you could fabricate a wooden
bridge from a clump of trees, a rope from a patch of hemp, clothing from wool or cotton.  If the shaper tries to shape minerals and
metals they must roll under 5 X PC.  The shaper may shape up to one cubic yard per rank, or one foot of one mineral or metal  

6. Spell of Ectoplasmic Armor (S-6)
RANGE: 10 feet
DURATION: 1 hour or until the armor has absorbed maximum damage before disappearing.
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The shaper is able to place a layer of ectoplasmic armor on himself or another that absorbs physical damage.  It does not
absorb magical damage, but functions more like an additional layer of armor.  This armor will absorb 20 points of damage +5 per rank
before it sustains enough damage to disintegrate it.  The savant must determine before each combat pulse how much damage the
barrier will absorb, 100%, 50% or 0% of an attack.  The player must make this clear to the GM otherwise the GM will go with the most
recently stated and remember percentage.  Only a 100% absorption will stop a grievous or endurance hit from doing damage.

7. Spell of Flaming Shroud (S-7)
RANGE: 50 feet + 10 per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS: This spell surrounds the target in ectoplasm that bursts into intense fire.  The target will take D +3 per rank of the spell, half if
the target resist.  Protection from magical fire will protect the target from this spell.

6. Multi-form Bolt (S-6)

RANGE: 20 feet + 20 per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: This spell allows the shaper to choose the type of attack that he wishes the bolt to take.  The shaper must designate if the
spell is fire, ice, electrical, or acidic.  The bolt does D -2 damage +1 per rank.

7.  Spell of Ectoplasmic Form(S-7)
RANGE: Self
DURATION: 5 minutes + 2 additional/Rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: The spell gives the shaper the ability to take on the matter of ectoplasm which confers benefits and some drawbacks. For the
duration of the spell your protection becomes 12 and you take ½ damage from class B weapons and 0 from C.  Class A weapons do
normal damage.  You may move at half you of TMR and are immune to poisons while in this form.  You may punch while in ectoplasmic
form, but not use weapons.  Your EN, FT & stats with fist remain the same.  You can stretch your arms or legs up to 4 hexes away.   All of
your equipment, weapons and armor are absorbed by this new form and do not appear on the blob like person you have become. This
form allows you to move through the smallest openings & cracks, not unlike the water form in the ritual of transformation. While in this
form any other spells benefiting you are ignored.

8. Spell of True Creation (S-8)
RANGE: 40 feet
DURATION: 1 day +1 per rank, permanent at rank 20
EXPERIENCE MULTIPLE: 800
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS:  The shaper is able to create items made of stone or metal.  He or she may make up to 1 cubic foot of stone or metal ans
may shape it accordingly.  With this spell the shaper may make armor as strong as amadite with this spell. One suit of chain takes 2
cubic feet, one suit of plate takes 3 cubic feet.  Magic weapons may be made that do +10% and +3 damage and may be enchanted with
fire, cold, electrical or acid.   Magical weapons are not permanent and will last for only 12 hours no matter what rank.

8. Spell of Plasmic carpeting (S-8)

RANGE: 40 feet
DURATION: 1 day
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS:  The shaper is able to summon a magical carpet made of ectoplasm.  The carpet may carry one person +1 per every 3 ranks
at the rate of 30 TMR per pulse.  The carpet must be grappled when moving at top speed or the riders will fall off of it.


9. Spell of Glue (S-9)
RANGE: 10 feet + 10 per rank
DURATION: 10 minutes + 1 per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The shaper is able to coat the ground with a layer of glue covering 1 hex and an additional hex for every 5 ranks.  Anyone
stepping in these hexes must roll under 2 X PS or be held fast., if success they move at 1/4 movement rate for the next two pulses while
the glue wears off.  The shaper may also glue a rope, ladder rung , weapon handle and so on.  If cast on an item held in hand the item
has the resistance of the person touching it.


There are no special knowledge rituals for this college.