COLLEGE OF SOLAR MAGICS
                                              Special Knowledge Spells

1. Embrace of the Sun (S-1)
RANGE: May only be cast over self or adjacent characters
DURATION: Immediate
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Cures 1 point of Endurance or Fatigue (+ 1 for every 2 or fraction of 2 Ranks). This spell only heals half as much if done in the
dark or at night.

2. Spell of Creating Sun-sword (S-2)
RANGE: 15 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] x Rank ( x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: Any sword within range may have this type of spell cast over it. The sword will then have 1 ( + 1 per Rank) added to its Base
Chance and I (+ 1 for every 3 or fraction of 3 Ranks) added to the damage it will do whenever it is used against a creature of night and
darkness.  

3. Sunbolt Spell (S-3)

RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: May be passively resisted.
EFFECTS: The Adept casts a bolt of intense light & heat to be fired at any one target within range. The bolt appears directly above the
target (which must bee seen) and strikes it for [D - 4] (+ 1 per Rank) damage unless they resist.

4. Nova Burst Spell (S-4)

RANGE: 60 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The Adept calls down from the heavens a solar flare with a 25 foot diameter which crashes into an area within range, doing
[D - 4]  ( + 1 per Rank) damage to all entities within the emblazed area who fail to resist. The flare must be targeted to hit a specific hex
and takes 2 minutes to arrive (- 10 seconds per Rank).  This spell may only be cast when the adept is outside.

5. Web of Sunlight Spell (S-5)

RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/maximum of 15 minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May only be passively resisted (which will  halve damage).
EFFECTS: This spell operates in the same manner as the Web of Fire of the College of Fire Magics except that it affects only creatures
of darkness  Entities that are not creatures of night and shadow may ignore the web entirely.

6. Nova Eruption Spell (S-6)
RANGE: 75 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May only be passively resisted.
EFFECTS: This spell has the same effect as S-4 (Nova Burst Spell) except that 3 areas erupt into flames & intense heat.  At least one
cubic foot of each area must overlap with one cubic foot of another area The nova eruption  will arrive in 5 minutes  (- 20 seconds per
Rank).

7. Dehydration Spell (S-7)

RANGE: 60 feet + 15 additional/Rank
DURATION: Concentration/maximum of 1 minute + 1 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 2%
RESIST: May be actively & passively resisted.
EFFECTS: The spell causes one target of the Adept's choice which is within range to suffer the effects of intense dehydration.  Effected
creatures must roll under AG to walk (then ½ their TMR) Must roll under MD to lift anything, and must roll under WP remain standing.
Creatures from the elemental plane of water perish from this spell if they fail to resist.

8. Solar blast Spell (S-8)

RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 2%
RESIST: May only be passively resisted.
EFFECTS: The Adept throws from his fingertips a column of white flames 30 feet long and 5 feet wide. He may increase the length or
width by 1 foot per Rank. All targets occupying hexes through which the fire passes must resist or suffer [D - 4] (+ 1 per Rank) damage.

9. Spell of Purifying Light (S-9)
RANGE: 10 feet + 10 per rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 5%
RESIST: May not be resisted.
EFFECTS: The Adept uses the healing power of the sun to halt poison in an individual, or to neutralize all poison on an individual.  
Poisonous animals loose their poison for a 24 hour period due to this spell.

10. Spell of Radiance (S-10)

RANGE: 20 foot radius from the caster + 5 feet per two ranks
DURATION: 2 pulses + 1 per rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May not be resisted.
EFFECTS: This spell radiates an area with the light and warmth of the sun and fills individuals with an overwhelming sense of calm.  
While under the protection of this spell individuals are healed of 4 points of EN or FT per pulse, immune to fear and infection, and gain
+20% to MR from spells cast by undead & creatures of the night.

11. Spell of Sky piloting (S-11)
RANGE: 90 feet + 15 additional/Rank
DURATION: Concentration /4 hours + 1 additional/Rank,
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This spell may be used to strengthen the structure of any ship or boat giving it the ability to fly. At Rank 10 and above, a small
sail craft may be constructed instantly out of available wood using this spell. At Rank 15 and above, a large craft may be constructed
(one 40 feet or more in length). The effects of this spell are cancelled if the Adept fails to maintain it by concentrating on it. At the end of
the spell, all of its effects are undone. If the spell was used to build a ship or boat, the craft immediately falls apart (even in mid-air).  The
ship moves at normal movement in the air and may ascend at half movement and descend at double movement.


Special Knowledge Rituals

1. Ritual of Conjuring and Controlling Blazing Sphere (R-1)

The Adept may summon and control a Blazing Sphere from another dimension. The Adept must spend one hour performing the ritual
and may not move or perform any other activity during that time. At the end of the ritual, the Adept's player performs a Cast Check. The
Base Chance for this ritual being successful is 1% + 3 per Rank. If the ritual is successful the sphere will appear within 15 feet of the
Adept and will continue to be directed by the Adept (moving at a TMR of 9) so long as he concentrates on it (maximum of 5 minutes + 5
minutes per Rank). Once he stops concentrating, the sphere will immediately return to its own dimension. If the Adept fails to conjure
the sphere, nothing at all happens. If a backfire results, the sphere appears and moves randomly about. Anything which comes in
contact with the Blazing Sphere and fails to resist is immediate disintegrated, if something does resist it suffer D10+4 damage. The
experience point multiple for this ritual is 450.