| COLLEGE OF SOLAR MAGICS |
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| 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. |
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