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GENERAL KNOWLEDGE SPELLS CONTINUED
9. Spell of Summoning Lesser Undead (G-9) RANGE: 40 miles ( + 5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 300 BASE CHANCE: 15% RESIST: Cannot be resisted. EFFECTS: The Adept can summon one (+1/two Ranks or fraction) monster from the Lesser Undead class. Only one type of Lesser Undead can be summoned per cast. The Lesser Undead must be native to the area. They will appear in 5 minutes (-20 seconds/Rank) after the spell is cast. The monsters appear in an uncontrolled state, and there is a 70% chance that any Lesser Undead except ghosts will attack someone or something upon appearance. Ghosts never attack. Note: This spell can be cast only at night or in a place that is not exposed to the direct rays of the sun.
10. Spell of Communication with Lesser Undead (G-10) RANGE: 45 feet ( + 5/Rank) DURATION: 1 hour ( + I/Rank) EXPERIENCE: MULTIPLE: 250 BASE CHANCE: 45 % RESIST: Cannot be resisted. EFFECTS: The Adept can communicate telepathically with any Lesser Undead within range for the duration of the spell. Communication must be active in nature; that is, the Adept's thoughts will be known to the Undead only when he "beams" them directly to the monster, and only those thoughts that the Undead wish to impart to the Adept will be known to him.
11. Wall of Thorns Spell (G-11) RANGE: 15 feet (+15/Rank) DURATION: 15 minutes (+ 15/Rank) EXPERIENCE: MULTIPLE: 200 BASE CHANCE: 30% RESIST: Can only be passively resisted. EFFECTS: The Adept can cause a wall of thorns to grow out of any soil (but not out of solid rock) .The wall will be 1 foot thick, 10 feet high, and 20 feet long. The Adept can instead choose to have the wall take the form of a circle 1 foot thick, 10 feet high, and with a radius of 5 feet. The Adept can increase the height and thickness by 3 inches per Rank. An entity touching the wall will either successfully resist or suffer D -3 damage (not absorbed by armor) due to wounds inflicted by the enchanted thorns. The wall can be destroyed by chopping it down (or a hole can be cut through which the party can pass). However, only magical or silvered weapons will cut through the entangled branches and thorns. A full 100 points of damage are required to chop down the wall entirely; to successfully chop a hole through the wall requires 10 points ( + l/Rank of the creating Adept).
12. Spell of Summoning Fog (G-12) RANGE: 40 miles ( +5/Rank) DURATION: Immediate EXPERIENCE: MULTIPLE: 100 BASE CHANCE: 30% RESIST: Cannot be resisted. EFFECTS: The Adept can summon a bank of fog equal to 100 cubic feet in volume ( + 50/Rank). The fog will arrive in 10 minutes (30 seconds/ Rank) and will reduce visibility to 20 feet ( -2/ Rank) .It will last until burned away naturally by the sun. The fog is not created by the Adept, but summoned. Therefore, the Adept could not summon fog in an area or at a time where it would not normally be found (mid- afternoon on a sunny day in the desert, for example). The Base Chance for this spell is modified by the addition of the following numbers: If the terrain type is plain or waste -10 For each knot of wind in the area -1 If the terrain type is field, rough, or woods +5 If the terrain type is marsh or ocean +15 If the spell is cast during the night + 20 If the spell is cast within 3 hours (before or after) of dawn +30
13. Empath Spell (G-13) RANGE: Adept must touch subject DURATION: Immediate EXPERIENCE: MULTIPLE: 200 BASE CHANCE: 25% RESIST: Cannot be resisted. EFFECTS: The Adept can feel the emotions and physical sensations currently experienced by the spell's target. In addition, the Adept can absorb wounds from Endurance and Fatigue at the rate of 2 points cured for every 1 that the Adept agrees to subtract from his own Fatigue (never Endurance). Thus, an Adept could remove 6 Damage Points from a character by inflicting 3 Damage Points on himself.
14. Energy Drain Spell (G-14) RANGE: Adept with rank under 10 must touch, at ranks 10 and above 10 feet +10 per rank DURATION: Immediate EXPERIENCE: MULTIPLE: 400 BASE CHANCE: 20% RESIST: Can be resisted. EFFECTS: The Adept must touch the target of this spell while casting. The touch is automatic, but the spell must be prepared normally. Upon successfully doing so, the adept can gather from the target 1 point of FT (EN when FT is exhausted) +1 point per three ranks. These points are added to the adepts FT (Never EN). The adept’s FT cannot be raised above its normal maximum level via this spell, although previously lost FT can be regained up to that maximum and additional EN & FT can be drawn from a victim and dissipated into the ether once the adept’s FT maximum has been reached. The base chance of this spell is modified by subtracting the target’s WP from the adept’s WP and adding the result to the success percentage of the spell. If the target is unconscious, stunned, or otherwise unresisting the adept’s full WP is added to the success percentage of the spell.
General Knowledge Rituals
1. Ritual of Conjuring Lesser Beasts {Q-1) The Adept can conjure one (+1/Rank) monster from the following classes: Apes and Pre-humans (+20). Felines (+15), Small Land Mammals (+10), Common Avians ( +5), Fish ( +3), Other Aquatics ( + 2), Lizards and Kindred (+5), Snakes (+7), Insects and Spiders ( +10), and Riding Animals ( +10). The Base Chance for this ritual is 35% (+3/Rank). In addition, the number following each class listed is added to the Base Chance whenever an entity from that class is the subject of the conjuration. Only one type (e.g., House Cats or Leopards, not both) can be conjured per ritual. The ritual lasts for one full hour. At the end of that time, if the ritual is successful, the desired number and type of entity appears within 50 feet of the Adept in a bound state. They will remain in that state for a number of hours equal to the caster’s rank in the ritual. If the ritual is unsuccessful, nothing occurs. If the ritual backfires (the dice roll is 30 higher than the Cast Chance) the desired number and type of entities appear in an unbound state within the circle of protection and automatically attack the Adept and/ or his companions. The Experience Multiple for this ritual is 250.
2. Ritual of Conjuring Lesser Undead (Q-2) The Adept can conjure one (+1/Rank) Lesser Undead of anyone desired type. The Base Chance for this ritual is 20% (+3/Rank). The ritual takes one hour to perform. If the ritual is performed successfully, the desired type and number of Lesser Undead appear within 100 feet of the Adept in a bound state. They will remain in that state for a number of hours equal to the caster’s rank in the ritual. If the Adept rolls 25 or more higher than the success chance for this ritual, the ritual backfires, and the desired number and type of undead appear within the circle of protection, which is broken, and the conjured Undead immediately attack the Adept and/or his companions. The Experience Multiple for this ritual is 400.
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