DragonQuest
Rulebook, version 2.19

VI. MAGIC

Table of Contents

41. Definition of Magical Terms
42. How Magic Works
43. How to Cast Spells
44. The Effects of Spells
45. Restrictions on Magic
46. Backfire from Spells and Rituals
   46.1 Backfire Table
47. Counterspells and Resisting Spells
48. Special Magical Preparations
49. Incorporating Magic into Combat
50. The Colleges of Magic
51. Magic Conventions
52. The College of Ensorcelments and Enchantments
53. The College of Sorceries of the Mind
54. The College of Illusions
55. The College of Naming Incantations
56. The College of Air Magics
57. The College of Water Magics
58. The College of Fire Magics
59. The College of Earth Magics
60. The College of Celestial Magics
61. The College of Necromantic Conjurations
62. The College of Black Magics
63. The College of Greater Summonings
64. The College of Lesser Summonings
65. The College of Rune Magics
66. The College of Shaping Magics

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Magic represents the effects exerted on the abilities of individuals by contact between this dimension and other dimensions. Where two or more dimensions or planes coincide there is a leakage of energy from one to another. Those who have the talent and knowledge can tap the energies of other dimensions and shape them for use in this plane. Such men are called magic users or Adepts.

There are three types of magic: Talent Magic operates more or less automatically, while Ritual Magic and Spell Magic each require a period of preparation before they become operational. Generally, the more difficult a task, the longer the period of preparation required. Spells may be prepared within minutes, but Rituals can take hours (or days) to perform.

Whenever an Adept desires to cast a spell, and usually when he desires to perform a Ritual, the character executes the following:

  1. He prepares the Spell or Ritual by drawing on energies from other dimensions.
  2. He then looses the Spell, or completes the Ritual. A Cast Check must be made for all Spells and most Rituals to determine if the operation has had the desired effect. The Cast Check can result in the Spell or Ritual: failing, dissipating, impacting for the desired effect, impacting for double or triple effect, or backfiring in one of a variety of possible ways.
  3. If the Spell or Ritual was designed to take effect over a particular entity with a Magical Resistance, the entity’s player (or the GM if the entity is a monster or non-player character) may then make a Resistance Check to determine if the entity is affected by the Spell or Ritual.
  4. Unless the magic fails, dissipates, backfires, or is resisted, it takes effect over the specific entity, object, or area that it was designed to affect.

These four steps are implemented for almost every attempt at using non-Talent Magic. Where this sequence is altered or suspended, a note is made in that particular Spell or Ritual description.

There are many separate Colleges of Magic. Each represents a specific type of magic, and each has a list of Spells, Rituals, and Talents common to all Adepts of that College and usable only by those Adepts.

41. Definition of Magical Terms

The following terms are used frequently as part of the rules governing magic and are listed in the order that they are encountered in the rules:

Mana: The stuff of magic, mana is a type of energy common to other dimensions.

Talent Magic: Talent magic consists of those special abilities that make use of the small amounts of mana existing on this plane and that therefore operate automatically.

Spell Magic: Spell magic consists of magical formulas which require anywhere from a few seconds to perform and which result in specific alterations of Natural Law.

Ritual Magic: Ritual Magic consists of those procedures and techniques of magic that require the magic user to spend large amounts of time (hours, usually) to prepare the powers he intends to use.

College of Magic: All magic is divided into distinct forms called Colleges which give order to the multitude of magic techniques available to magic users. Each College specializes in a particular type of magic (e.g., Fire Magics, Necromancy) and teaches its Adepts the techniques and disciplines necessary to perform its special type of magic. The knowledge governed by each College is of two types: General and Special Knowledge:

General Knowledge: All Colleges of Magic have a body of spells, talents, and rituals which are classified as General Knowledge. Such knowledge is taught to all Adepts of the College during their initial training.

Special Knowledge: All Colleges of Magic have a body of secret spells, talents, and rituals which are not taught to all Adepts as part of their apprenticeship, but may be learned later by an expenditure of time and effort. Such knowledge is termed Special Knowledge.

Adept: A member of a College of Magic is termed an Adept.

Cast Check: The process whereby an Adept’s player determines if he has successfully performed a spell or ritual.

Cast Chance: The modified Base Chance of effectively casting a spell or performing a ritual.

Resistance Check: The check that is made to determine if a resisting entity is affected by magic or if the magic dissipates.

Magic Resistance: All sentient beings have the capacity to resist magic directed against them. This ability is termed their Magic Resistance and is a function of their Willpower, modified by their knowledge, the presence of Counterspells, where the magic is performed, and how powerful it is (among other things).

Active Resistance: A special type of resistance to magic whereby the Magic Resistance of a target is subtracted from the Cast Chance.

Passive Resistance: Passive Resistance is the type of resistance engaged in by all sentients when they make a Resistance Check.

Backfire: The process whereby a spell or ritual is so spectacularly ineffective that it has unpredictable and usually unwanted results is termed backfire.

Cold Iron: All metals in a non-liquid state that are composed of wholly or substantially of iron ore products are termed Cold Iron. These include both iron and steel. Such metals in a liquid state (in a crucible, for instance) are not cold. Cold Iron inhibits the ability of individuals to use mana.

Counterspell: A special type of magic spell which protects, either specific individuals or areas, against the effects of a particular brand of magic is termed a Counterspell.

Thaumaturgies: One of the three branches of Magic.

Elementals: The second of the three branches of Magic.

Entities: The third of the three branches of Magic.

Consecrated Ground: Any ground that has been consecrated to the service of the Powers of Light as defined by the GM is consecrated ground and affects the abilities of all characters to resist magic. There is no College specifically dedicated to the Powers of Light, because it is assumed that they are non-magical in nature and are, in effect, opposed to magic. Most temples and monasteries and some graveyards will be consecrated ground. Barrows, pagan temples (those in which magic forms part of the ritual) and the dwellings of magical beings can never be consecrated ground.

42. How Magic Works

Magic is of three distinct types: Talent, Ritual, and Spell Magic. Talent Magic is discussed in section IV. as it applies to the special racial skills of characters. Talent Magic in the form of the talents accessible to Adepts of a particular College is described in the section dealing with the College to which it applies. Ritual Magic is discussed in detail in rule 48. Spell Magic is the subject of most of the rest of this section, since most magic will be of that type.

In game terms, Talent Magic is distinguished from the fact that:

  1. It is common to all members of the race or College of which it is a characteristic part and is never learned.
  2. Magical talents are automatically useable without the necessity of preparing a spell or ritual.

Ritual Magic is distinguished from other forms of magic by the fact that:

  1. It requires the expenditure of large blocks of time (several hours, usually), and
  2. A magical effect resulting from Ritual Magic will often be of a prolonged and/or delayed nature.

In addition, Ritual Magic usually requires a large number of special tools and substances and may be restricted to particular times or places (e.g., moonrise on unhallowed ground). Certain rituals may require a check similar to that implemented for spells to determine if they have the intended effect.

Spell Magic constitutes the great majority of the magic available to characters. Unless otherwise stated, all magic mentioned in these rules is Spell Magic. All Spell Magic has the following common characteristics:

  1. The magic consists of individual spells, each having a defined effect, duration, range, and Base Chance of being effective.
  2. No spell may be cast unless prepared by the caster through a process of incantation to draw power to activate the spell from another plane.
  3. Spells are inexact in their workings and may fail entirely or have unexpected effects on the caster or anyone else in the vicinity.
  4. Magical spells are almost always more effective against inanimate objects than against animate objects and against non-sentient than against sentient beings due to the ability of higher orders of conscious beings to resist the effects of magic in proportion to their level of consciousness and the power of their life force.
  5. The casting of a spell drains energy from the caster in the form of Fatigue Points expended to cast the spell.
  6. Magic users are limited as to the number, type, and rank of spells they may use by their Magical Aptitude, College, and experience.
  7. >Spell magic is the primary type of magic that will be used directly during the Tactical Procedure.

43. How to Cast Spells

Casting a spell is a two-part process. First, the spell must be prepared by the Adept who taps the power of other planes of existence in order to power the spell. Preparation of a spell is subject to certain limitations as discussed in rule 45. Once prepared, the spell is loosed by an expenditure of energy in the form of fatigue Points to direct the pent-up power and give it the desired form. Once loosed, a spell will either impact or fail. If it impacts, it may take effect or it may simply dissipate. If it fails, the spell may backfire (see rule 46). The spell may be especially effective in terms of range, duration, or effect if it is cast particularly accurately. The effectiveness of the spell and the possibility of backfire are governed in part, at least, by whether or not the spell is being actively resisted.

The casting character’s player announces that a spell is being cast, its nature and target (if any). He then modifies the Base Chance of the spell as appropriate. The addition or subtraction of all values affecting the cast from the Base Chance for that spell produces a Cast Chance. The player then rolls D100. If the resulting dice roll number is less than or equal to the Cast Chance governing the cast, the spell impacts. If the dice roll is 5% or less of the Cast Chance, the effect of the spell is tripled. If the dice roll is between 6% and 15% of the Cast Chance, the effect of the spell is doubled. The Special Damage Table lists the dice rolls producing double or triple damage. If the dice roll is more than 30% higher than the Cast Chance during combat, or 40% higher when not involved in combat, the spell has not only failed, but has backfired and the Backfire Table is consulted. When a spell impacts and if it allows it, the target may, if it has a Willpower value, make a Resistance Check. The target character’s player rolls D100. If the resulting number is equal to or less than the character’s modified Magic Resistance the spell dissipates and has no effect on the character.

[43.1] It costs 1 Fatigue Point to cast a General Knowledge Spell, and 2 Fatigue Points to cast a Special Knowledge Spell.

The distinction between General and Special Knowledge is discussed in rule 50. If a character is in area designated as mana rich by the GM, the cost to cast a Special Knowledge spell is 1 Fatigue Point, and there is no cost to cast a General Knowledge Spell. Such areas are, however, rare and include primarily locations where human sacrifice is practiced regularly or where the boundary between dimensions is weak so that large amounts of mana leak through. Often mountaintops or clearings in deep jungle will contain such portals. These areas are likely to be well guarded by beasts and individuals attracted by their magic, including a larger than usual proportion of Fantastical Beasts. Even in mana rich areas, a character must pay the Fatigue Cost to cast a spell upon loosing it or it has no effect.

If the character is in area designated mana poor by the GM, the Fatigue Cost to cast a spell is doubled. Such areas will be much more common and will often include the more civilized and densely-inhabited parts of the world.

[43.2] A magic user may not cast a spell unless he has sufficient Fatigue Points to pay the cost of casting the spell.

Unless otherwise specified, the cost to cast a spell is assumed to be 1 Fatigue Point for General Knowledge spells and 2 Fatigue Points for Special Knowledge spells, as described in rule 43.1. However, a GM need not tell an Adept in advance that an area is mana rich or mana poor, and an Adept could thus attempt to cast a spell without knowing that the cost was at variance with the norm. In such cases, the Adept would have to either pay the any additional cost to cast the spell or give up the attempt. If the area is mana rich, he pays the cost to cast the spell in a mana rich area, not the normal cost for the spell. The GM tells a character only after the spell has been prepared (at the moment when the character is about to pay the Fatigue Cost to cast the spell) that the area is mana poor or mana rich. A character may always choose to abandon the attempt in such cases, but any time (and, in combat, Pulses) spent preparing the spell is lost.

[43.3] A character always expends the necessary Fatigue Points to cast a spell whether the spell is effective or not.

At the moment the character’s player rolls D100 to make the Cast Check to see if the spell impacts, the Fatigue is expended. A character may not change his mind about the spell once it is being cast and the check is being implemented. Regardless of the results of the Cast Check or any succeeding Resistance or Damage Checks, the Fatigue is expended.

[43.4] There is no Fatigue Cost to prepare a spell.

Fatigue is expended at the moment the spell is loosed, not before. Thus, a character could prepare a spell and then decide not to loose it and there would be no cost in Fatigue Points.

[43.5] A spell must be used immediately upon being prepared or it is dissipated and the preparation must be repeated before it can be used.

A character prepares a spell immediately before use. He cannot keep a spell prepared for any length of time. Once he announces that the spell is ready, the character must immediately loose it or the spell is dissipated. Only one spell can be prepared at any one time.

[43.6] A character must remain immobile and may engage in no other activity while preparing or casting a spell.

If a character moves, attacks, attempts to remain aware of his surroundings (by, say, listening for intruders) or even speaks to another player or the GM about something not related to a point of information about the spell, the preparation is interrupted and the character must begin over again.

[43.7] A character’s chances of effectively casting a spell may be increased or decreased by a variety of factors.

The following modifiers are added to the character’s Cast Chance:

Each point the caster’s MA is greater than 15 +1% Each point the caster’s MA is less than 15 −1% Each Rank the character has with the spell
being cast +3% Each hour (maximum of 10) the character spends
preparing the spell (see 48.2) +3%
[43.8] A character must spend one full minute to prepare a spell and loose it during the Adventure Sequence and a lesser amount of time to prepare and loose the spell during the Tactical Procedure.

It takes one Pulse to prepare a spell as part of the Tactical Procedure and another full Pulse to loose the spell. The details of spell casting in combat are discussed in rule 49. Due to the lack of time for proper preparation, spells have a greater chance of backfiring in combat than normally.

[43.9] There is always a chance that a character can successfully resist a spell even after the spell has successfully impacted on the character.

The character’s player makes a Resistance Check by rolling D100 and if the result is less than or equal to the character’s modified Magic Resistance, the spell does not take effect even though it did impact on the character. The Resistance Check is modified as described in rule 47.4. A spell resisted in this manner does not produce a backfire result. It is simply treated as a failed spell.

44. The Effects of Spells

Spells that are successfully cast and that are not resisted immediately take effect on the character(s) or object(s) over which they were cast. In some cases, the duration or severity of damage due to a spell, or some other aspect of the spell, will have to be determined by the GM or via a die roll. All such determinations are mentioned in the description of the spells. If double or triple effect is achieved using a spell, the casting character’s player must choose the attribute of the spell that will be doubled or tripled (see rule 44.2).

[44.1] In some cases, it will be necessary to make a Damage Check as a result of a successful spell cast.

Whenever a character is affected by certain spells, the effects of those spells will include damage to either Fatigue or Endurance. In such cases, the damage is determined by making a Damage Check in the same manner as for damage due to physical combat (see rule 25.4).

[44.2] The casting character’s player determines what effect a multiplication of a spell’s power will have on the spell.

There are three characteristics of a spell that can be multiplied by the caster as a result of a spell taking double or triple effect: range, duration, and damage. Range is the maximum distance (usually given in feet) over which the spell can be cast (i.e., between the caster and his target). Duration is the length of time in minutes, hours, days that a spell will last. Damage represents the amount of injury a spell can do as a result of being successfully cast against a character or object expressed in terms of Damage Points.

Whenever a spell is cast for double its normal effect, the casting character’s player has the option to double either the range, duration, or damage of the spell. Not all spells are ranged (i.e., can be cast over a distance), have a set duration, or do damage. An attribute that does not apply to a particular spell cannot be multiplied.

Whenever a spell is cast for triple effect, the casting character’s player has the option of tripling either the range, duration, or damage done by the spell or of doubling any two of these three characteristics or of decreasing the target character’s Magic Resistance by 20%.

[44.3] A character may not attempt to cast a spell at a target that is not within a range in hopes of achieving a double or triple effect.
[44.4] The description of each spell lists its specific effects, range, duration and other appropriate material.

Each spell is fully described under the College to which it belongs. The following information is included.

Range: The maximum radius in feet within which the caster can make the spell take effect.

Duration: The maximum length of time in minutes, hours, or days that the spell remains in effect.

Experience Multiple: The multiple used in conjunction with the rank to be achieved to determine the cost of increasing a character’s Rank with a particular spell (see rule 161.4).

Base Chance: The basic percentage chance of causing the spell to take effect on a particular object or person within a circumscribed area.

Resistance: The conditions under that the workings of the spell can be resisted by a being subject to its effects.

Effects: The general purpose and consequences of the spell. Includes potential damage as well as special effects.

45. Restrictions on Magic

Adepts may be restricted as to when and where they can employ magic according to general rules covering all magic or by specific restrictions concerning their College only. Restrictions of a general nature are discussed in this section. Restrictions covering only individual Colleges are discussed under the sections dealing with those Colleges.

[45.1] A character may never prepare a spell or engage in ritual magic while in physical contact with cold iron.

He can exercise any Talent Magic he can possess as a result of his race, but not Talent Magic stemming from his membership in a College of Magic. Cold iron is defined as any metal composed substantially or wholly of iron ore and its direct products, iron and steel.

The amount of cold iron that will prevent an Adept from using his powers is relatively small, but not minute. Generally, no more than a few ounces is sufficient to prevent the working of all but racial Talent Magic. However, the final determination as to whether or not a character is affected by cold iron on his person is up to the GM. The Adept must be in direct contact with cold iron for this stricture to apply. In all cases, such determinations are the province of the GM.

An Adept cannot prepare a spell, use the special talents of his College, nor perform Ritual Magic while wearing armor made of cold iron or holding weapons or tools made of cold iron under the provisions of this rule. This does not mean, however, that Adepts cannot wear armor or use weapons or tools. There are several possible means of circumventing the effects of cold iron.

Note: This provision is meant to apply to the substitution of other materials for cold iron in items normally made of metal. A quarterstaff, for example, would not be any less effective in the hands of a magician since it is a weapon made of wood anyway. However, arrows would be less effective, since their (normally metallic) heads would have to be made of stone or bone.

Example: A character in armor plate would still be affected by any spell cast at him despite the presence of the armor.

[45.2] A character must have the freedom to make the necessary gestures and sounds in order to cast a spell or perform a ritual.

Mute, bound, paralyzed, unconscious, stunned, or restrained characters or those engaged in Close Combat cannot use Spell or Ritual Magic, though Talent Magic is usually possible.

[45.3] A character cannot employ a type of magic or a spell or ritual with which he is not familiar.

Only those spells, talents, and rituals that the character has mastered as a result of his race or College or studies after initiation into the College (i.e., the development of Special Knowledge spells) can be employed by a character.

[45.4] A character cannot perform a spell or ritual without the necessary equipment or working materials where such are required in the description of the spell or ritual.
[45.5] A character cannot cast a spell or execute a ritual if his concentration is broken.

Generally, a character’s concentration is broken by being engaged in Melee or Close Combat. Other types of attack or the intrusion of loud noises could serve as a distraction as well. For example, an arrow whizzing past the caster’s ear might break his train of thought and spoil a spell. Whether such events do, in fact, keep a character from casting a spell is up to the GM. If he decides that an event may have broken the character’s concentration, the character’s player must roll D100. If the result is less than or equal to Willpower × 4 , the character is not bothered by the intrusion and continues what he was doing. Otherwise, the character is distracted and the spell or ritual must be started over again.

Note: This rule is meant to describe the effects on the process of performing magic when a character’s concentration is broken. It does not apply to the controlling of spells already cast or to the concentration necessary to control an animal, monster, etc., once a Spell of Controlling has been successfully cast. A character’s concentration for these purposes will not be broken by his entering combat or being attacked. It will only be broken if he is killed or knocked out or (perhaps) if he is stunned.

46. Backfire from Spells and Rituals

There is a chance that a spell will backfire. If the Adept’s player rolls a number more than 30% higher than the Cast Chance while attempting to cast a spell during the Tactical Procedure, or 40% higher than the Cast Chance while attempting to cast a spell during the Adventure Procedure, the spell backfires. It does not hit the intended target. Instead, the GM rolls D100 and refers to the Backfire Table to determine the exact effect of the backfire. Possible effects include Fatigue penalties, affecting characters other then (or including) the original target of the spell, affecting the caster himself, or inflicting a variety of curses and disabilities on the caster. Backfire never occurs as a result of the functioning of talents and seldom as the result of the functioning of rituals. Where a backfire can occur as a result of the functioning of a ritual, the possible results are often described in the section dealing with that ritual, if not, the GM should invent one.

When a spell has backfired, the GM rolls D100 and consults the Backfire Table. The result is immediately applied to the character.

[46.1] Backfire Table
D100 Backfire Result
01–10 How unfortunate! Not only do you fail to cast the spell, but your Fatigue is reduced by a number equal to the Fatigue already expended in the attempt.
11–17 Worse yet! You fail to cast the spell, and your Fatigue is reduced by a number of points equal to twice the Fatigue already expended in the attempt.
18–22 For shame! You should be grateful that your teachers cannot see you in your hour of degradation. Not only do you fail to cast the spell, but your Fatigue is reduced by a number of points equal to three times the Fatigue already expended in the attempt.
23–24 This is simply not your day. You fail to cast the spell and you must reduce your Fatigue by a number equal to four times the number of points already expended in the attempt.
25 Magic may not be your calling. You might consider a future in animal husbandry instead. You have failed to cast your spell and your Fatigue is reduced by a number of points equal to five times the Fatigue already expended in the attempt.
26–35 Your spell has reversed itself and is presently taking full affect on your own person instead of on the intended target.
36–45 Once again your spell has reversed itself as in result 26–35. However, this time, in addition to the effects of the reversal, your Fatigue is reduced by a number of points equal to the Fatigue expended in attempting to cast the spell.
46–50 Your companions may well curse your name for this! The GM assigns a number to each character within Range and rolls D10.The character whose number is first rolled is the target of the spell. If no character’s number is rolled, the GM rolls again until one character’s number is rolled.
51–55 A result similar to 46–50 except that the spell’s effect is doubled (GM chooses what attribute of the spell will be doubled).
56–60 Your spell takes effect, bur only at half strength. The GM determines what characteristic is to be halved and does so (rounding down).
61 You are cursed with total blindness lasting D10 weeks.
62 You are cursed with total blindness lasting 2D10 weeks.
63 You are cursed with total blindness lasting 3D10 weeks.
64 You are cursed with total deafness lasting D10 weeks.
65 You are cursed with total deafness lasting 2D10 weeks.
66 You are cursed with total deafness lasting 3D10 weeks.
67 You are cursed with being totally mute for D10 weeks.
68 You are cursed with being totally mute for 2D10 weeks.
69 You are cursed with being totally mute for 3D10 weeks.
70 You are cursed with insomnia and night–mares and may only regain half Fatigue (rounded up) during sleep periods for D10 weeks.
71 You are cursed with insomnia and nightmares and may only regain half Fatigue (rounded up) during sleep periods for 2D10 weeks.
72 You are cursed with insomnia and night–mares and may only regain half Fatigue(rounded up) during sleep periods for 3D10 weeks.
73–75 You are cursed with a virulent skin disease which will cause you intense pain and make you hideous to look upon. The disease will reduce your Physical Beauty by 10 and your Willpower by 3 until cured by magic or the arts of a Healer. Once cured, the disease will still reduce your Physical Beauty by 1 for each full week during which it affected you. This reduction is a permanent result of scarring.
76–80 You are cursed with periodic muscle spasms of random occurrence and unpredictable duration which tend to leave you limp and exhausted. The spasms will persist until you are cured of your affliction, either by magic or the arts of a Rank 2 or better Healer. Reduce Dexterity by 5 and Endurance by half until you have been cured.
81–85 You begin to suffer from intense and regularly recurring migraines which reduce your Willpower by 1 and your Magical Aptitude by 3 until you are cured of your affliction, either by magic or the arts of a Rank 2 or better Healer.
86–90 You become arthritic and enfeebled and will remain so until cured by manic or the arts of a Rank 3 or better Healer. Reduce your Fatigue by half and subtract 4 from Dexterity and 3 from Agility until cured.
91–95 You have become subject to creeping senility which will last until cured by magic(only) and which will become worse as time goes on. Your Magical Aptitude is immediately reduced by 2 and is reduced by an additional 2 at the beginning of each week until cured. Once cured of your affliction, you will have to relearn any spells forgotten during the period of your illness. All spell attempts made during the illness will have their Base Chance of taking effect reduced by 10%.
96–00 You are cursed with total amnesia and lose all skills, Ranks and magical abilities for a period of D10 days. During this time, you may not cast spells, use special skills or talents or use a weapon except in its unranked state. Your friends will have to care for you since your surroundings are totally unfamiliar and your survival defenses will have been quite effectively short-circuited. You will willingly take their orders and advice, but you would just as willingly follow an ogre into his cave if he asked you.
[46.2] All backfire effects are cumulative.

A character may be subject to backfire any number of times and may, in fact, suffer the same curse any number of times as a result of backfire. All effects are cumulative, though their exact nature may be subject to some interpretation by the GM.

[46.3] It may be impossible to apply a specific backfire effect to certain characters or spells.

In most cases, when it is not possible for a spell to have the result indicated on the Backfire Table (see rule 46.1), there will be no backfire and the specific backfire result will be ignored.

Example: A spell designed to turn water into wood might or might not have any effect if it backfired in such a way that it was cast on one of the casting character’s companions. Whether the innocent victim was unaffected was unaffected or the water in his tissues turned to wood would be entirely up to the imagination and discretion of the GM.

[46.4] The exact effects of specific backfire results are subject to the GM’s interpretation.

In most cases, specific reductions in numerical ratings are given when a caster is cursed as a result of backfire. However, ancillary effects of the curse must be determined by the GM within the guidelines of the curse description.

Example: A character struck with senility (a result of 91–95 on the Backfire Table) would forget most of his magical knowledge during his illness and have to relearn many spells, etc. The exact rate of loss or the manner in which the determination was made as to what spells were lost would be determined by the GM. Similarly, a mute character obviously could not cast spells since he would be unable to utter the proper incantations. However, whether his player could even speak with the other players or would be limited to nodding his head or gesturing is a matter left up to the GM to decide.

In some cases (loss of sight, hearing, and voice) the effects of the curse have been left entirely to the GM’s discretion. He should keep the result of any backfire secret as long as possible. If the result has a variable duration, the GM keeps the duration secret until the effect is over.

[46.5] When a backfire leads to a character being required to lose more Fatigue than he has available, the excess Fatigue Points are removed from Endurance instead.

Whenever, as a result of backfire, a character exhausts his Fatigue and is forced to reduce his Endurance to satisfy the Fatigue loss due to backfire, the character’s player rolls D100. If the result is less than or equal to 10×Endurance Points removed, the character loses 1 Rank from the spell that backfired. If the spell was unranked, it is simply forgotten and must be relearned (even if a General Knowledge spell). Forgetting a spell or losing Rank takes place after all other backfire results are applied. They would not, for example, affect the possibility of a spell reversing itself and affecting the character who cast it in the same Pulse in which that character forgets the spell. An Adept can be stunned if forced to remove a number of points of Fatigue or Endurance greater than one-third of his Endurance as a result of a single backfire result.

47. Counterspells and Resisting Spells

A character who is a target of a spell may resist the effects of that spell if he is conscious and unstunned. Resistance may be either Active or Passive. A character engages in Active Resistance by stating this intention. He may perform no other action and his resistance affects the chances of the spell backfiring or taking effect at all. A character may Passively resist by making a Resistance Check once a spell has successfully impacted on him. A character is not prevented from making a Resistance Check by the fact that he is engaged in other activities at the time the check is made. Both Active and Passive Resistance are implemented using the character’s Magic Resistance rating. The character’s Magic Resistance is determined whenever it is used by adding to the character’s Willpower any modifications due to the character’s Magic College or lack of a College as well as special modifiers for Counterspells and general situation at the moment the check is made. A character’s chances of resisting magic may be increased by casting a Counterspell over the character.

[47.1] A character who is conscious and unstunned may make a Resistance Check to determine if he successfully avoids the effects of a spell.

The character’s player rolls D100. If the resulting number is equal to or less than the character’s Magic Resistance (as modified according to rule 47.4), the character resists the spell and it has no effect upon him. Otherwise, the character is affected normally by the spell. A character is never prevented from making a Resistance Check because he is engaged in other activity at the same time. A Resistance Check is an automatic function. It is implemented any time the character’s player states that he wishes to attempt to resist a resistible spell which is about to take effect on him. Each character may only make one Resistance Check per spell cast over him. Characters who are struck by a spell as part of a backfire result may resist.

All spells listed under the individual colleges contain a statement as to whether or not they can be resisted and whether that resistance can be Active or Passive. A character can only exercise his powers of resistance against a spell in the manner given for that spell. His resistance will always be ineffective unless it is if a type that can be used against the spell being cast.

[47.2] A character may choose to Actively resist a particular spell by stating his intention to do so, but may do nothing else during the time he is Actively resisting.

A character may not move, attack, cast his own spell, or do anything else while engaged in Active Resistance. When a spell which is being Actively resisted is loosed, the Cast Chance for that spell is reduced by the Magic Resistance of the character with the highest Magic Resistance who is Actively resisting the spell. A character involved in combat on the Tactical Display must spend one full Pulse to Actively resist the spell after the spell has been prepared, but before it is being loosed. A character who is Actively resisting a spell does so in the manner described in rule 49.1. He must announce whose spell that is being cast he is Actively resisting at the moment he chooses to Actively resist. His Active resistance has no effect on any other spell and does not prevent him from making a Resistance Check whenever any spell (including the one he is Actively resisting) impacts on him.

Example: A group of characters is about to have a spell cast over them with a total modified Cast Chance of 67%. One character with a Magic Resistance of 27 Actively Resists. The Cast Check result is 47, and the spell has no effect (67‑27=40—47 is greater than 40) on either the resisting character or anyone else within the group.

A backfire may never be Actively resisted. A character whose concentration is broken while he is Actively resisting a spell still expends the necessary time to Actively resist the spell, but is treated as if he were simply engaged in Passive resistance. A character’s concentration is broken for this purpose whenever he is subjected to a Melee or Close Combat attack or otherwise has his elbow joggled. anything that would prevent a character from preparing or casting a spell due to breaking the caster’s concentration would also prevent Active Resistance (see rule 45.5).

Since the nature of a spell is not revealed until actually loosed, a character could attempt to Actively resist a spell not affected by Active Resistance. In this case, the Active resistance has no effect, but any time expended on resistance is lost anyway.

[47.3] A character’s Magic resistance will be affected by whether or not he is under the protection of a Counterspell.

A Counterspell is cast in exactly the same manner as any other type of spell, but it is cast only over a single specific character or area and has as its object defeating the effects of other spells cast by members of the specific College against which the Counterspell is directed. There are two different Counterspells for each College. The General Knowledge spells of each College are inhibited in their operation by the General Knowledge Counterspell for that College. The Special Knowledge spells of each College are inhibited in their operation by the Special Knowledge Counterspell for that College. The Counterspells affecting one College will not affect any other College and the Counterspells for a particular College will only affect the type of spell against which they are directed (General or Special). A character is always considered to acquire as part of his General Knowledge the Counterspells affecting his College upon joining that College. He may learn the Counterspells affecting other Colleges only by finding a member of another College willing to teach that College’s Counterspells and spending time and money learning the two Counterspells as described in rule 161.

Note: Counterspells are the only spells of a College other than his own that a character can learn. They are an exception to the general rule that one can know only the spell’s of one’s own College.

Members of the College of Naming Incantations specialize in knowing the Counterspells for all Colleges. Consequently, Namers receive a special benefit in regard to Counterspells. All Counterspells of Colleges other than a character’s own College may only be practiced by a character at Rank 0 (i.e., unranked) unless he is a member of the College of Naming Incantations, in which case he may achieve Rank with them.

Counterspells are always General Knowledge Spells of the College to which they apply, but are considered Special Knowledge spells when learned by a character of another College. All Counterspells of all Colleges are General Knowledge spells of the College of Naming Incantations.

A Counterspell of any type may be cast on one character (including the caster, himself) or on the occupants or objects in a circle 15 feet in diameter (or 7 hexes on the Tactical Display). It will always add 30% (+3% per Rank) to the Magic Resistance of a character over which it is cast (only) for purposes of resisting the type of spell to which it applies. For example, a Counterspell affecting General Knowledge spells of the College of Air Magics increases the Magic resistance of the character over which it was cast only when that character was resisting General Knowledge of the College of Air Magics. It would not protect or assist the character when resisting the spells of other Colleges or Special Knowledge spells of that same College.

Note: If a Counterspell is cast over a subject which normally does not resist magic, it has a Magic Resistance of 30%.

A Counterspell may be cast over an area instead of an individual. When cast over an area, any individual occupying that area may not use a spell of the type affected by the Counterspell until he vacates the affected area. All individuals in the area would add 30% (+3% per Rank) to their magic resistance when resisting the type of magic affecting the Counterspell so long as they occupied the area affected by the Counterspell, but would not be so protected if they moved out of the 15 foot diameter area of the Counterspell. Counterspells cast over an area in combat must be cast over a single hex and the six adjacent hexes (but the area affected could be doubled or tripled as a result of an effective casting).

A Counterspell lasts for a number of minutes equal to the results of minutes equal to the results of a D10 die roll and an additional 1 per Rank. A character or area may never have Counterspells affecting more than one College cast over him at the same time. If a being or area were already under the effects of a Counterspell affecting more than one College, any Counterspell affecting another College would not effect him. He would still be affected if he occupied an area over which a Counterspell affecting another College had been cast, but only for so long as he occupied the area. A character may never benefit from more than one Counterspell against a particular spell (i.e., he could not benefit from two Counterspells against, say, the General Knowledge of the College of Illusion).

A character may always use magic even when under the protection of a Counterspell (including a Counterspell affecting his College). Only area Counterspells inhibit the casting of the spell itself. A spell or ritual may never be performed on ground that has a Counterspell over it affecting the College of which the magic is a part.

The following list of characteristics applies to all Counterspells for all Colleges of Magic:

Range: 25 feet (+25 feet per Rank)
Duration: D10+5 minutes (+1 minute per Rank)
Experience Multiple: 100 (for General Knowledge Counterspell); 200 (for Special Knowledge Counterspell)
Base Chance: 40%
Resist: May only be passively resisted

[47.4] The following modifications affect a character’s Magic Resistance by the numbers shown:
Target and Caster are of the same Branch of Magic +15%
Target and Caster are of opposed Branches of Magic (see rule 50.1) −15%
Target is not a member of any college of magic +20%
Target is under protection of Counterspell affecting spell +30%*
Caster chooses to decrease target character’s Magic Resistance (see rule 47.2) −20%
Target is standing on consecrated ground +50%

* +3% per Rank

48. Special Magical Preparations

Special magical preparations include all of those rituals not limited to a specific College that are designed to augment the power of characters or spells or invest areas or objects with special magical properties. They are employed according to the provisions governing Ritual Magic (see rule 42 and rule 45).

All forms of special magical preparation can be coded for purposes of recording them on the Character Records by simply referring to the number of the case in which they are discussed (see rule 48.1 through rule 48.4).

[48.1] A character may increase his chance of successfully casting a spell by engaging in Ritual Spell Preparation.

The character’s player announces his intention of employing this option and states the number of hours that will be spent in preparation and the spell being prepared. For each hour spent in preparation, the Base Chance of the spell is increased by 3% (up to a maximum of 30%, assuming 10 full hours are spent in preparation). If, at any time during the preparation, the character’s concentration is broken, the entire process must be restarted from scratch or abandoned. In any case, any time previously spent in preparation is lost. A character’s concentration is always broken by the necessity of abandoning the Adventure Sequence and employing the Tactical Procedure. The character can engage in no other activity while preparing the spell. The spell must be cast immediately upon completing the Ritual Preparation. The Spell Preparation Ritual is a General Knowledge Ritual that enhances spells only. A character cannot achieve Rank with this Ritual.

[48.2] A character may increase his Magic Resistance by 5% and his Magical Aptitude by 1 for each hour spent in Ritual Purification.
Experience Multiple: 200

Ritual Purification always increases both magic Resistance and Magical Aptitude by the aforementioned amounts for each hour spent in purification up to a maximum of 3 hours (for a total increase of 15% to Magic Resistance and 3 to Magical Aptitude). A character can only be under the influence of one Ritual Purification at a given time. The effects of the purification last for a number of hours equal to ((Ritual Purification Rank+D10)×the number of hours spent in purification). The die is always rolled by the GM who keeps the result secret until it is time to inform the players that the result of a purification has worn off. The ritual is always interrupted by the necessity of suspending the Adventure Sequence and employing the Tactical Procedure and must abandoned or restarted from scratch with all hours spent in purification being lost. However, once a Ritual Purification has been completed, the character can enter combat and employ all of the benefits of the purification. A character must announce when he starts purification the number of hours he will spend engaged in the ritual. He can engage in no other activity (including moving, resting, or employing other special preparations) while engaged in this ritual. Only members of the Colleges of Magic can purify themselves. Ritual Purification is a General Knowledge Ritual.

[48.3] A character may store the power of a spell in an object in his possession by employing an Investment Ritual.

Experience Multiple: 300

The character’s player announces that he is beginning an Investment Ritual and states the number of hours that will be spent in the ritual, the object to be invested with power, and the specific spell which will be stored in the object. At the end of the ritual, the character’s player makes a Cast Check to determine if the ritual has been effective. The Base Chance of the ritual being effective is always equal to the character’s Magical Aptitude, plus 3% for each hour spent in the ritual (up to a maximum of 10 hours, or 30%) plus any other modifiers normally associated with spells and rituals (3% per Rank with the Investment Ritual). It is possible to generate any of the effects normally associated with spells when an Invested spell is loosed (double or triple effect, backfire, etc.) using this ritual. If the Cast Check dice roll is equal to or less than the Cast Chance, the object of the ritual is invested with the power of the spell which is to be stored in it.

An object which has a spell stored in it in this manner may be used to cast the spell at no Fatigue cost by any character (including individuals who are not members of a College of Magic) who knows how to activate the object. Only those individuals who know the Investment Ritual of the College that was used to store the spell in the object or who have been told by the character who stored the spell in the object how to activate the power therein may use the object’s power. It is not necessary for a character to know the spell stored in an object in order to employ the object to release the spell.

Each object invested with spell power in this manner has a number of charges in it equal to the Rank the character who invested the object possessed with the Investment Ritual at the time the item was invested. Whenever the power in the item is used, the number of remaining charges is reduced by 1. When no charges remain, the item is no longer invested with the power of the spell. It may be reinvested. A particular object may never be invested with more than one spell at the same time. A character may only invest an object with a spell he knows.

Whenever a spell is released from an object in which it was invested, the spell is treated as if it was being cast by the character who originally stored it in the object. It always emanates from the spot occupied by the object, but is treated in all other ways as if cast by that character as he was when he originally invested the object with the spell power (i.e., the spell would be ranked as it was when originally stored in the object).

A spell invested in an object may only be dispelled (i.e., removed and dissipated) by a Namer casting the proper Counterspell over it. If an attempt at investing an object with a spell’s power backfires, the effect is as if the spell being invested in the object had backfired. It is applied immediately. When an object invested with a spell is used, any backfire resulting from its use affects the user of the object rat her than the object itself. The Investment Ritual is a Special Knowledge Ritual.

[48.4] A character may employ Ritual Magic to cast a Ward over an area which he occupies or is near.

Experience Multiple: 400

A Ward is an automatic spell that is activated by the intrusion of objects or living beings into the area it occupies. Whenever a character wishes to create a Ward, he announces his intention and engages in one or more hours of Ritual Preparation to create the Ward. At the end of the preparation, he immediately checks to see if the Ward is cast by making a Cast Check. If the Cast Check is successful, the Ward is cast. If the Check is not successful, no Ward exists and the attempt must be started from scratch and abandoned.

The Base Chance to create a Ward is equal to the creator’s Magical Aptitude. This is modified by +3% per hour spent in preparation, up to a maximum of 10 hours, plus any other modifiers normally associated with spells and rituals (+3% per Rank with the Ward Ritual). It is possible to suffer backfire from an attempt to create a Ward. In such cases, the spell being incorporated into the Ward backfires immediately.

Once the Ward is cast, the entry or exit of any object or being in the area occupied by the Ward (determined by the range of the spell incorporated into the Ward) can trigger the Ward. Once a Ward has been triggered, it ceases to exist. It takes full effect on the character(s) or object(s) that triggered it, but is dissipated thereafter. All Wards emanate from the exact spot occupied by the individual who cast the Ward (important for determining range).

A character desiring to create a Ward must announce what the Ward will consist of before he begins the Ward Ritual. A Ward always consists of a specific spell of the caster’s College (either General or Specific Knowledge) that the GM considers suitable for incorporation into a Ward. A Ward always consists of only one such spell. More than one Ward cannot be cast over a specific area (i.e., it is not possible to cast three or four different spells over the same doorway via a Ward).

Whenever he announces that he is creating a Ward, a character’s player must also announce under what conditions the Ward will be triggered. He can decide not to limit its effect, in which case it will be triggered by anyone or anything entering the area over which it is cast, or he can limit it to affecting specific individuals or anything in between. Thus, a character could cast a Ward that would only be triggered by passing trolls (or even more specifically, by the third troll to pass through the area occupied by the Ward). Characters (and the GM) should be aware that it can be necessary to account for the caster of the Ward and his fellow adventurers having to pass through the Ward. This can be accomplished by delaying the effect of the Ward for a length of time sufficient to allow the party to pass through (but no more than a few minutes) or by making the Ward subject to other specifications that permit the party to pass through.

Once a Ward is in effect, any individual or object could trigger the Ward and that enters the area occupied by the Ward is automatically subject to whatever individual spell was woven into the Ward. Only those spells known by the caster of the Ward can be woven into the Ward and they take effect exactly as if the caster of the Ward were present and casting the spell at the spot occupied by the character or object that triggered the Ward. All characters or objects nearby that would normally be affected by the spell are subject to its effects when it is cast as a result of the Ward having been triggered.

Wards are dispelled in one of two ways: either by a Namer casting a Special Knowledge Counterspell of the same College as the spell incorporated into the Ward, or by being triggered by an individual or an object. They exist in perpetuity until dispelled.

The Ward Ritual is a Special Knowledge Ritual.

49. Incorporating Magic into Combat

Ritual Magic cannot be employed by characters occupying the Tactical Display. Talent Magic can be used, operating automatically and requiring no special expenditures of actions or time. Spell Magic is also available to characters for use in combat, but requires the expenditure of time in Pulses. Generally, any attempts at casting spells in combat are resolved similarly to attempts at casting spells during the Adventure Sequence. However, the acts of preparing, loosing, or actively resisting a spell are only possible to characters who are implementing the proper actions discussed in rule 20 and rule 21, as modified herein.

Whenever a character attempts to cast a spell, he first prepares it by implementing a Pass action (see rule 20.4 and rule 21.8), as if he were preparing a weapon, except that he announces he is preparing a spell. Spell preparation takes one full Pulse. On the next succeeding Pulse, the character implements a Fire action in order to loose the spell. He announces that he is loosing the spell when it becomes his turn to take action. He announces which hex or character is the target of the spell.

Note: The character can loose the spell at an adjacent figure despite the fact that he is using a Fire action to get the spell off.

The casting character’s player rolls D100. If the resulting number is less than or equal to the Cast Chance for the spell, the spell has been successfully loosed. In most cases, the target(s) of the spell then have the opportunity to resist the effects of the spell by Passively resisting unless they are stunned or unconscious (however, see rule 49.1). The Resistance Check is made as described in rule 47.1 (by rolling D100 against the character’s Magic Resistance). Unless the character successfully resists the spell, he is fully affected by it.

[49.1] A character can Actively resist a spell during combat by implementing an Evade action.

The character must announce when he chooses the Evade action that he is resisting magic or it is assumed that he is attempting to evade a physical weapon instead. Evading magic never assists a character in dealing with a physical attack and evading a physical attack never has any effect on a character’s Magic Resistance. The Evade action always takes one full Pulse regardless of whether it is being employed to assist the character in coping with magic or with physical combat.

[49.2] A character cannot cast or actively resist a spell while engaged in Close Combat.
[49.3] The Cast Chance of a spell is affected only by the modifiers listed in rule 43.7 and by those modifiers listed for each College individually.

It is never affected by those modifiers listed in rule 24.6.

50. The Colleges of Magic

Magic is divided into different Colleges representing specific types of magic. Each College belongs to one of three Branches of Magic. These Branches, and the associated Colleges, are listed below:

The Thaumaturgies

The College of Ensorcelments and Enchantments
The College of Sorceries of the Mind
The College of Illusions
The College of Naming Incantations

The Elementals

The College of Air Magics
The College of Water Magics
The College of Fire Magics
The College of Earth Magics
The College of Celestial Magics

The Entities

The College of Black Magics
The College of Necromantic Conjurations
The College of Greater Summonings

[50.1] A character’s Magic Resistance is affected by the Branch of Magic of which he is a practitioner.

A character’s Magic Resistance is increased by 5% whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of the same Branch of Magic. A character’s Magic Resistance is decreased by 5% whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of an opposed Branch of Magic. A character’s Magic Resistance is unaffected whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of a neutral Branch of Magic. A character’s Magic Resistance is increased by 20% whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of any College of Magic if that character is not, himself, a member of a magical College. The Branches of Magic are aligned relative to each other as shown in this chart:

 
  Thaumaturgy Elemental Entity
Thaumaturgy Same Neutal Opposed
Elemental Neutral Same Neutral
Entity Opposed Neutral Same
[50.2] Each College of Magic has its own individual requirements which must be met before a character of that College can employ any of the powers of spells of his College.

All such requirements are listed and explained in rule ##.l of each College.

[50.3] The Adepts of a College are subject to certain modifications to their ability to successfully cast spells.

All such modifications are listed in rule ##.2 for each College.

[50.4] The spells and powers available to practitioners of each College are broken down into General Knowledge and Specialized Knowledge.

A character is assumed to have mastered all of the General Knowledge of his College upon choosing that College. The General Knowledge attained is always at Rank 0. Characters may only increase their proficiency at employing General Knowledge by expending Experience Points to attain Rank with that knowledge. Specialized Knowledge includes all of the special spells and procedures of the College not normally taught to novices. Such knowledge may be accumulated only by expending both time and money to learn it. Special Knowledge is learned at Rank 0 and the Rank the character has with that knowledge may be increased in the same manner as for increasing the Rank of General Knowledge spells and procedures through expending Experience Points to progress once the knowledge has been mastered at Rank 0. The maximum Rank attainable with a spell or ritual is 20.

[50.5] A character may only employ the powers and spells of one College.

A character may never employ the knowledge, powers, or spells of a College of which he is not a member, except for counter-spells and Invested spells. Characters may only be members of one College at any one time. A character may change his College, but, if he does so, he immediately loses all knowledge (General and Special) from his old College and all Rank in magical activities and must spend six months in a house of his new College learning its discipline so as to master its General Knowledge. He may engage in no other activities while in the house. Once a character has renounced his old College, he may never return to it or relearn its General or Special Knowledge.

[50.6] A character is limited in the number of spells and rituals of lower rank that he may know.

A character may only employ talents, spells, and rituals that he knows. He may know any number of talents, but may only know a number of spells and rituals of Rank 5 or lower equal to his Magical Aptitude. He may know an unlimited number of spells and rituals of Rank 6 or higher. The General Knowledge spells and rituals of his College count against this total.

[50.7] A character may not enter any College of Magic, except the College of Naming Incantations, unless he has the Magical Aptitude to account for mastery of the General Knowledge Spells and Rituals of that College.

He may not acquire additional spells above and beyond his Magical Aptitude unless he attains Rank 6 or higher with spells already learned so as to make room for the acquisition of additional knowledge. Once a character is a member of a College, he may lose the use of General and Special Knowledge as a result of a decrease in Magical Aptitude, but he may never be forced to quit the College as a result. In such cases, the GM always determines what spells or rituals are forgotten by the character as a result of his reduced capacity. All talents, spells, and rituals are numbered and coded and are explained individually in rules ##.3, ##.4, ##.5, ##.6 of each College.

[50.8] The talents, spells, and rituals of all Colleges are numbered and coded for easy identification.

All magic powers are coded as follows:

T=Talent Magic; G=General Spell; S=Special Spell; R=Special Knowledge Ritual; Q=General Knowledge Ritual. All talents are considered to be a form of General Knowledge. Talents, rituals, and spells are numbered within their code.

All Counterspells are coded CS followed by the number of the section in which their College is described, and a G or S (for General or Special Knowledge).

Example: The General Knowledge Counterspell of the College of Air Magics would be coded CS56G by anyone wishing to use this shorthand method (which is especially useful on Character Records).

All forms of Special Magical Preparation are coded by reference to their case number (see rule 48.1 through rule 48.4).

51. Magic Conventions

The following sections dealing with the Colleges of Magic employ a number of conventions common to most fantasy roleplaying games. It is important that the reader grasp these conventions. The following list touches on the most important of them.

52. The College of Ensorcelments and Enchantments

This College is concerned with general magic, but especially with charming and enchanting individuals and objects.

[52.1] Adepts of the College of Ensorcelments and Enchantments may practice their arts without restriction.
[52.2] There are no modifiers to the Base Chance of performing any talent, spell, or ritual of the College except as listed in rule 43.7 or under the descriptions of the specific spells, talents, and rituals of the College.
[52.3] Talents

1. Witchsight (T-1)
Experience Multiple: 150
Effects: The Adept has a Base Chance equal to his Perception (+4% per Rank) of seeing objects or entities which are normally invisible or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility).

[52.4] General Knowledge Spells

1. Spell of Charming (G-1)
Range: 15 feet (+15 feet per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 500
Base Chance: 15%
Resist: May be actively and passively resisted
Effects: The effects of this spell are identical to those for the spell of that name (S-1) of the College of Naming Incantations except that the target’s Generic True Name need not be known to cast the spell. If the Generic True Name is known, the Base Chance is increased by 15%. If the Individual True Name is known, and used, the Base Chance is increased by 25%.

2. Spell of Telekinesis (G-2)
Range: 15 feet (+15 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The effects of this spell are identical to those for the spell of that name (S-9) of the College of Sorceries of the Mind.

3. Spell of Enchanted Sleep (G-3)
Range: 15 feet (+15 feet per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 250
Base Chance: 15%
Resist: May be actively and passively resisted
Effects: The Adept may send 1 entity which normally spends any time sleeping into a deep enchanted sleep, which will last for the duration of the spell or until the entity is wakened by another entity (being shaken, etc.). The target may not be wakened normally if the spell is Rank 10 or higher, but must continue to sleep until the spell wears off.

4. Spell of Walking Unseen (G-4)
Range: 1 foot (+1 foot per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The subject of this spell can move unnoticed, not invisible. Even if someone looks directly at the subject of the spell, he will remain unseen. However, if someone touches the subject of the spell, he is immediately located and the spell is broken.

5. Spell of Speaking to Enchanted Creatures (G-5)
Range: 15 feet (+15 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The spell gives the Adept the ability to speak and understand the language of all magical creatures.

6. Spell of Location (G-6)
Range: 10 miles (+5 miles per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 200
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may determine the direction in which he will find any person or object of his desire which he has previously encountered or studied and which is within range. The direction will be indicated by a large glowing arrow.

7. Spell of Mass Charming (G-7)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 850
Base Chance: 5%
Resist: May be actively and passively resisted
Effects: Charms 1 entity per Rank as long as the Adept maintains his concentration. The spell takes 3 minutes to take effect and the effects linger for 3–5 minutes after concentration is broken. The victim of the spell will see the caster as his true friend and will readily accept most suggestions emanating from him. Sworn enemies of the caster (or of his race) will not be affected by this spell.

The caster may either suggest actions to the victim or may order him to act in a certain way on pain of losing the caster’s friendship. Any suggestion that is not directly and obviously inimical to the victim’s interests (as defined by the GM, but usually limited to actions that would be injurious or fatal to the victim) will be acted upon 90% of the time. The caster may only insure 100% compliance with a request by making it an order based upon the friendship that binds the victim and caster together. In such instances, however, the victim immediately makes a Resistance Check. If he resists, the spell is broken and he immediately attacks the caster in a rage. Otherwise, the victim will accept the order and be 100% faithful to it for the remainder of the spell. Whenever any suggestion is made that would lead to the victim’s injury or death, another Resistance Check is made. If the check is unsuccessful, the victim will accept the suggestion. Otherwise, the spell will be broken and he will attack the caster.

8. Spell of Invisibility (G-8)
Range: 15 feet (+15 feet per Rank)
Duration: 5 minutes (+5 minutes per Rank)
Experience Multiple: 450
Base Chance: 45%
Resist: May not be resisted
Effects: At Ranks 1–15 the target becomes invisible, but may not initiate an attack (by making a Strike Check) without first becoming visible again. At Ranks 16+ the target may attack while invisible. The target may always choose to become visible again at any time while the spell is in effect. Once he chooses to become visible, he may not again become invisible as a result of the effects of that spell. A new Spell of Invisibility may be cast over him, however.

9. Evil Eye Spell (G-9)
Range: 15 feet (+15 feet per Rank)
Duration: 1 day (+1 day per Rank)
Experience Multiple: 300
Base Chance: 20%
Resist: May only be passively resisted
Effects: Any target who fails to resist has his Strike Chance and his Magic Resistance reduced by 1% per Rank (minimum of 1%).

[52.5] General Knowledge Rituals

1. Ritual of Enchantment (Q-1)
Duration: 2 weeks at Ranks 1–10; 3 months at Ranks 11–19; until dispelled at Rank 20
Experience Multiple: 125
Base Chance: 80% (+1% per Rank)
Effects: The Adept may enchant any entity of his choice who is in his physical presence during the ritual. The Adept may not enchant himself. The ritual takes 1 hour and requires that the Adept first draw a Pentacle within which both he and the subject of the ritual must remain during the entire ritual. The Adept may perform no other actions while implementing this ritual. It requires that the Adept burn 1 ounce of black myrrh at a cost of 100 silver pennies or the ritual will be ineffective.

The target of this ritual will be either blessed or cursed (caster’s choice) with an increase or decrease in the target’s Base Chance of doing anything or suffering any good or ill fortune by ±1% per Rank. All Strike Chances, Resistance Checks, etc., directly affecting the target will continue to be altered in this manner until the effects of the ritual wear off. If the ritual is used to curse, the curse is minor.

2. Ritual of Creating Crystal of Vision (Q-2)
Duration: 10 minutes (+1 minute per Rank)
Experience Multiple: 200
Base Chance: 75% (+1% per Rank)
Effects: The Adept can create a crystal that allows him to experience visions (usually precognitive in nature) concocted by the GM. At Rank 5 and above, he may use this technique to Spy into an area to see what is going on there. The distance from the character to the area being spied into is 5 miles (+15 miles per Rank).

To do so, the Adept must remain in the same place and take no other action. He performs the ritual over an available piece of crystal (the bigger the crystal, the better the image will ultimately be) in his possession. The Adept must burn 1 ounce of ambergris during the ritual at a cost of 1,000 silver pennies. The resulting crystal may be used once per day.

3. Ritual of Creating Sleep Dust (Q-3)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 250
Base Chance: 80% (+1% per Rank)
Resist: May be passively resisted at −20% to Magic Resistance
Effects: The Adept must spend 3 hours preparing and implementing this ritual and must spend 10,000 silver pennies (−500 silver pennies per Rank) to purchase the necessary ingredients prior to making the attempt. If the attempt fails, the ingredients are ruined and may not be reused or resold. If the ritual succeeds, one ounce (a single dose) of sleep dust results. The sleep dust will only remain fresh for three weeks after manufacture.

When thrown in the face of one target which normally spends any time sleeping, it will send that entity into a deep enchanted sleep, which will last for a duration based on the ritual’s Rank when the dust was created, or until the entity is wakened by another entity (being shaken, etc.). The target may not be wakened normally if the dust is Rank 10 or higher, but must continue to sleep until the effect of the dust wears off.

4. Ritual of Manufacturing Poison Dust (Q-4)
Experience Multiple: 250
Base Chance: 80% (+1% per Rank)
Resist: May be passively resisted (−20% to Magic Resistance)
Effects: The Adept must spend 3 hours preparing and implementing this ritual and must spend 10,000 silver pennies (−500 silver pennies per Rank) to purchase the necessary ingredients prior to making the attempt. If the attempt fails, the ingredients are ruined and may not be reused or resold. If the ritual succeeds, one ounce (a single dose) of poison dust results. The poison dust will only remain fresh for three weeks after manufacture.

When thrown in the face of one target, it inflicts D10−5 DP (+1 DP per 2 Ranks, or fraction thereof) due to poisoning, unless resisted.

[52.6] Special Knowledge Spells

1. Ventriloquism Spell (S-1)
Range: 90 feet (+5 feet per Rank)
Duration: 5 minutes (+3 minutes per Rank)
Experience Multiple: 100
Base Chance: 60%
Resist: May not be resisted
Effects: The spell allows the Adept to project his voice and alter it so that it sounds like any other voice the Adept has heard. The voice may be projected so that it appears to be emanating from anywhere within the radius of the spell.

2. Bolt of Energy Spell (S-2)
Range: 15 feet (+15 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 50%
Resist: May only be passively resisted
Effects: The Adept may cast a bolt of energy at a target and will, as a result, inflict D10−5 (+1 per Rank) damage on the first person or object through which the bolt passes.

3. Spell of Opening (S-3)
Range: 15 feet (+15 feet per 2 Ranks, or fraction thereof)
Duration: Immediate (during Pulse)
Experience Multiple: 150
Base Chance: 30%
Resist: May not be resisted
Effects: Instantly opens locks, bolts, and doors, including those locked by the Mage Lock Spell (S-6).

4. Spell of Enchanting Weapons (S-4)
Range: 5 feet (+5 feet per Rank)
Duration: D10−5×20×Rank (×1, if unranked) seconds
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: Increases the Base Chance to hit with the weapon over which it is cast by +1% (+1% per Rank) and increases the damage done by the weapon by +1 for every 3 Ranks, or fraction thereof.

5. Web of Entanglement Spell (S-5)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 15 minutes (+15 minutes per Rank)
Experience Multiple: 150
Base Chance: 35%
Resist: May only be passively resisted
Effects: This spell works similarly to the Web of Fire Spell (College of Fire Magics: S-4), except that it allows the Adept to project a sticky web instead of a web of fire from his fingertips. Any objects or individuals immediately between the caster and the target of the spell (along the flight path of the web) will be struck by the web and ensnared. The web can ensnare a number of human-sized targets equal to the Rank of the spell (minimum of 1 target). Ensnared characters may not move, and can only take actions in every other pulse. In order to free himself from the web, each ensnared character must roll his Physical Strength or less on D100 or successfully cut the web. The web is cut whenever any Strike against it with a weapon that is rated for Class B damage results in at least 10 DP to the web. Once any character cuts the web, all characters cease to be ensnared by it.

6. Mage Lock Spell (S-6)
Range: 15 feet (+15 feet per Rank)
Duration: 1 hour (+1 hour per Rank), or until dispelled (Rank 20)
Experience Multiple: 150
Base Chance: 30%
Resist: May not be resisted
Effects: The spell may be cast over any portal (door, window, etc.) that can normally be opened or closed. It effectively locks the portal with an unpickable lock. The portal may still be forced open by brute strength. The Physical Strength of all characters attempting to force a portal locked in this manner is added together and multiplied by the Difficulty Factor of the task. The Difficulty Factor is always a function of the Rank of the spell:

Rank Difficulty
Factor
1–5 3
6–10 2
11–20 1.5

7. Spell of Enhancing Enchantment (S-7)
Range: 15 feet (+15 feet per Rank)
Duration: 10 seconds (+5 seconds per Rank)
Experience Multiple: 300
Base Chance: 25%
Resist: May only be passively resisted
Effects: The Rank of this spell is added to one characteristic of any spell being cast within range unless the caster of the subject spell successfully resists. Only range, duration, base chance, or damage may be affected by this spell.

8. Spell of Levitation (S-8)
Range: 15 feet (+15 feet per Rank)
Duration: D10−5×10×Rank (×1, if unranked) minutes
Experience Multiple: 125
Base Chance: 25%
Resist: May be actively and passively resisted
Effects: Causes the target of the spell to rise into the air 15 feet (+1 foot per Rank) at the rate of 1 foot every 5 seconds (Pulse). The spell is limited to vertical movement only and will in no way propel the target horizontally.

9. Spell of Enchanting Armor (S-9)
Range: 15 feet (+15 feet per Rank)
Duration: 30 minutes (+30 minutes per Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: Subtracts −2% per Rank from the Strike Chance of anyone attempting to hit the target with a physical weapon. At Rank 11+ it also permits the character’s armor to absorb +1 additional DP. This spell may be cast on a single target only and the target must be wearing some form of armor other than natural armor (e.g. skin, hide, scales, etc.).

10. Wizard’s Eye Spell (S-10)
Range: 15 feet (+15 feet per Rank)
Duration: 1 minute (+1 minute per Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept creates an invisible, intangible eye which he can move about within a radius equal to the spell’s range. The eye originates in the same spot as the Adept and operates as would any normal eye except that it is not attached to the Adept physically.

11. Spell of Slowness (S-11)
Range: 15 feet (+15 feet per Rank)
Duration: D10−5×10×Rank (×1, if unranked) seconds
Experience Multiple: 300
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The spell affects 1 target (+1 target/2 Ranks, or fraction thereof). All entities subject to this spell have their running, crawling, flying, or swimming speed halved and have the time it takes them to do anything on the Tactical Display doubled (e.g., they can only attack once every two Pulses).

12. Spell of Quickness (S-12)
Range: 15 feet (+15 feet per Rank)
Duration: D10−5×10×Rank (×1, if unranked) seconds
Experience Multiple: 300
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The spell affects 1 target (+1 target/3 Ranks, or fraction thereof). The target’s TMR is doubled, his Initiative Value is increased by +10, and he can perform Actions twice as fast (i.e. in half the time).

[52.7] Special Knowledge Rituals

There are no Special Knowledge Rituals of the College of Ensorcelments and Enchantments.

53. The College of Sorceries of the Mind

The College of Sorceries of the Mind is concerned with the manipulation of the mental powers of sentient beings.

[53.1] Adepts of the College of Sorceries of the Mind may practice their arts without restriction.
[53.2] The following numbers are added to the Base Chance of performing any talent, spell, or ritual of the College of Sorceries of the Mind.
Each point Adept’s WP is greater than target’s WP +1%
Each point Adept’s WP is less than target’s WP −2%
[53.3] Talents

1. Resist Temperature (T-1)
Experience Multiple: 250
Effects: Adepts of this College suffer −1 (−1/5 Ranks, or fraction thereof) point less damage from either heat or cold (including fire and ice) used as weapons. They are immune to extremes of temperature.

2. Resist Pain (T-2)
Experience Multiple: 300
Effects: Adepts of this College are more or less immune to pain. They cannot be tortured or stunned. In addition, if there is a chance that their concentration may have been broken, +5% (+1% per Rank) is always added to the Base Chance of their maintaining the concentration despite intrusions. Their concentration is never automatically broken (i.e., is never broken without a check to see if they maintain concentration).

3. Sensitivity to Danger (T-3)
Experience Multiple: 300
Effects: Adepts of this College always add +5% (+1% per Rank) to their chance of detecting an ambush (see rule 154.2).

[53.4] General Knowledge Spells

1. Spell of Extrasensory Perception (G-1)
Range: 30 feet (+15 feet per Rank)
Duration: 30 seconds (+10 seconds per Rank)
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The Adept can sense the presence and general mood (but not the exact nature) of any entity within range of the spell.

2. Spell of Limited Precognition (G-2)
Range: Works at any range
Duration: Immediate
Experience Multiple: 150
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept may see (unclearly) into the future a number of hours equal to 1 hour (+1 hour per Rank) and may ascertain events that may or may not be important to him.

3. Mind Cloak Spell (G-3)
Range: May only be cast over self
Duration: 1 hour (+2 hours per Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept cloaks his own mind so that his thoughts cannot be detected or read. The Adept’s Resistance versus Mental Attack (S-1) is increased by +10% (+2% per Rank) while the spell is in effect.

4. Spell of Empathy (G-4)
Range: Adept must touch subject until Rank 10; From Rank 10: 15 feet (+15 feet per Rank)
Duration: Immediate
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: The spell allows the Adept to feel the emotions and physical sensations the target of the spell is currently experiencing. It also allows the Adept to absorb wounds from Endurance and Fatigue at a rate of 2 DP cured for every 1 DP which the Adept agrees to subtract from his own Fatigue (never Endurance).

Example: An Adept could remove 6 DP from a character by inflicting 3 DP on himself (the other 3 DP being effectively eliminated).

5. Spell of Hypnotism (G-5)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 200
Base Chance: 40%
Resist: May be actively and passively resisted
Effects: The Adept may lull an entity of his choice that is within range into a trance-like state in which he will be subject to suggestion. The spell may only be cast over a target with whom the caster is normally able to communicate verbally. It can never be cast over a totally hostile character. Once the subject has been hypnotized, the Adept can make suggestions which the subject will readily accept unless they conflict directly with his best interests. The subject will remain open to suggestion so long as concentration is maintained and will continue to implement suggestions for 3 hours (+3 hours per Rank) after the suggestion has been made, even when no longer hypnotized. The subject will never have any idea where the suggestions it is implementing came from.

6. Spell of Controlling Animals (G-6)
Range: 30 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 100
Base Chance: 40%
Resist: May be actively and passively resisted
Effects: The Adept gains control over the every action of one animal within range. If he releases the animal or his concentration is broken it may attack him.

7. Spell of Controlling Person (G-7)
Range: 30 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 650
Base Chance: 30%
Resist: May be actively and passively resisted
Effects: The Adept gains control of the every action of one person within range. He may control the physical activities of that person (but may not cause him to cast spells). The subject always acts as if he was also affected by a Spell of Slowness (College of Ensorcelments and Enchantments: S-11). The spell continues in effect until the Adept’s concentration is broken or he releases the victim.

[53.5] General Knowledge Rituals

1. Ritual of Binding Will (Q-1)
Duration: 1 day (+1 day per Rank)
Experience Multiple: 500
Base Chance: 10% (+5% per Rank)
Resist: May be passively resisted (see Effects below)
Effects: The Adept may employ this ritual in order to bind the will of 1 entity that is physically present and either unconscious or otherwise restrained. The ritual takes 1 hour to perform. The Adept may perform no other action while engaged in the performance of this ritual. Once bound, the subject will remain bound until the effects of the ritual wear off or he breaks the psychic bounds restraining him. The subject gets a chance to passively resist once during the performance of the ritual and once at the end of each day. If he successfully resists, the bonds are broken and he is free. Until that time, he will be the loyal retainer of the Adept and serve him in all things. The Adept may never release the subject from servitude voluntarily, and the magic continues to work even after the Adept is dead (the subject will dispose of the body and take the deceased’s personal effects to his widow/widower). If the ritual backfires, the Adept loses D10 from his willpower. Hypnotism (G-5) may cure this loss.

[53.6] Special Knowledge Spells

1. Spell of Mental Attack (S-1)
Range: 15 feet (+15 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Experience Multiple: 350
Base Chance: 25%
Resist: May be actively and passively resisted
Effects: The Adept may cast this spell at any character within range who can be seen or whose position has been pinpointed via Telepathy (S-2). If the target fails to resist, he falls unconscious. In addition, at Rank 15+ he loses D10−5 characteristics points from Willpower. This WP loss may be cured via Hypnotism (G-5) only (once successfully hypnotized, the subject is completely cured, and recovers any WP lost as a result of this spell).

2. Spell of Telepathy (S-2)
Range: 30 feet (+30 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 550
Base Chance: 10%
Resist: May only be passively resisted
Effects: The spell gives the Adept the ability to completely read the thoughts of all entities within Range. The caster can only clearly focus on the thoughts of one entity at a time when reading his thoughts.

3. Phantasm Spell (S-3)
Range: Works at any range
Duration: Concentration; No maximum
Experience Multiple: 400
Base Chance: 1%
Resist: May not be resisted
Effects: The spell conjures a phantasmal beast with an Endurance and Fatigue equal to a combined characteristic point value of 20 (+5 points per 3 Ranks, or fraction thereof). The creature is a physical entity which must be targeted toward a particular victim. It will then track the victim down and attack him until either the victim is killed, the Phantasm is defeated, or the Phantasm is dispelled (using a Counterspell). The Phantasm always hits for D10−4 (+1 per Rank) DP. It need not make a Strike Check when it hits. The Phantasm is invisible to all but the victim.

4. Spell of Molecular Disruption (S-4)
Range: 15 feet (+15 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 400
Base Chance: 1%
\ Resist: May be passively resisted (for half damage)
Effects: This spell causes cellular damage to any living being or being in corporeal (substantial, rather than insubstantial) form, doing D10+1 (+1 per Rank) DP to any single target that fails to passively resist, and half damage (round fractions up) to any target that successfully passively resists.

5. Spell of Molecular Rearrangement (S-5)
Range: 15 feet (+15 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 1,000
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: The Adept may rearrange the cells of any object that fails to resist, turning it into anything of the same mass that he desires.

6. Force Shield Spell (S-6)
Range: Works at any range
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 250
Base Chance: 40%
Resist: May not be resisted
Effects: Reduces the Base Chance of the Adept being hit by −5% (−1% per Rank).

7. Spell of Healing (S-7)
Range: Adept must touch target
Duration: Immediate
Experience Multiple: 375
Base Chance: 40%
Resist: May not be resisted
Effects: The Adept may heal the subject of 2 (+1 per Rank) DP from the subject’s Fatigue or Endurance.

8. Spell of Invisibility (S-8)
Range: 15 feet (+15 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 450
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may cause the target of this spell to become impossible to sense in any fashion unless the observing character rolls his Perception or less on D100.

9. Spell of Telekinesis (S-9)
Range: 15 feet (+15 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: Allows the Adept to lift 2 pounds and move it at the rate of one mile an hour. The Adept may move either an additional (+5 pounds per Rank) of mass, or move the chosen mass at (+2 miles per hour per Rank).

10. Spell of Telekinetic Rage (S-10)
Range: 30 feet (+5 feet per Rank)
Duration: Concentration; Maximum: 60 seconds (+10 seconds per Rank)
Experience Multiple: 750
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: The Adept creates a storm of force emanating from him which hurls any object or character away from him at bone-breaking speed out of the range of the spell. Any character who fails to resist suffers D10−5 (+1/foot traveled) DP.

[53.7] Special Knowledge Rituals

1. Ritual of Binding Elements (R-1)
Experience Multiple: 600
Base Chance: 1% (see Effects below)
Effects: The Adept can bind any element (Earth, Air, Fire or Water) as if he were performing the binding ritual for the College dealing with that element. The ritual is conducted in exactly the same manner as the specific ritual for binding the element the Adept is attempting to bind, but the Base Chance is only 1%. In all other ways the binding is executed according to the rules governing the appropriate ritual of binding from the College concerned with the element being bound.

54. The College of Illusions

The College of Illusions is concerned with the creation of stimuli designed to fool the senses of an observer so that he will accept the existence of what is in fact nonexistent. All illusions will automatically be believed in (and cannot be resisted) unless and until the observer makes a successful attempt to consciously disbelieve in the illusion. The normal Resistance Check procedure is replaced by the action of disbelieving. In addition, the Victim of an illusion may continue to attempt to disbelieve during succeeding Pulses. In order to disbelieve after an illusion has taken effect, an observer must remain stationary and do nothing else while trying to disbelieve. If involved in combat, the observer must employ an Evade Action in order to attempt to disbelieve.

The difficulty of disbelieving an illusion is dependent upon the Rank of the illusion. All attempts at disbelieving are rated for difficulty, the Difficulty Factor being the number by which the observer’s Perception is multiplied to deter-mine the Base Chance of his disbelieving. The Difficulty Factors per Rank of the illusion are:

Illusion
Rank
Difficulty
Factor
0–1 4
2–5 3.5
6–10 2.5
11–15 2
16–20 1.5

The Base Chance of disbelieving an illusion is modified by the addition of the following numbers:

The illusion affects only a Secondary
Sense
+10%
The illusion affects only a Primary
Sense
+5%
The illusion affects a Primary and a
Secondary Sense
−5%
The observer has been warned that
he is sensing an illusion
+5%
The Adept casting the illusion is known
to be present and to be casting a spell
+5%

Unless disbelieved, the illusion will affect the observer as if it were real. However, only tactile illusions can touch or be touched (and so do damage, in general).

General Knowledge illusions may only be composed of one-sense illusions. The Special Knowledge of this College consists of the ability to create multi-sense illusions rather than different spells. Any object or entity may be created by an illusion, but the Adept is limited to creating illusions equal to a man in size. He may multiply either the size of the illusion or the number of illusions created by his Rank (×1, if unranked).

Note: The distinction between primary and secondary senses is left to the GM’s discretion. The primary sense of an entity is that which he relies on most strongly. This will usually be sight, but may be sound or smell (or even touch). In some cases, furthermore, an entity’s primary sense may have been destroyed (in combat, say) and he may have elevated a secondary sense to primary status. A human would, for example, normally rely most heavily on sight, but a blind human might find sound a more useful stimulus because of his impaired state. In order for an illusion to directly harm an entity, it must be composed of a Tactile Illusion (G-5) plus an illusion directed at the entity’s primary sense. Other illusions may impair his functioning temporarily or influence his actions, but only illusions which meet these conditions can result in actual injury or death in and of themselves.

[54.1] Adepts of the College of Illusions may practice their arts without restriction.
[54.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Illusions:
For each sense above the first affected by the illusion −5%
For each point the Adept’s WP is above 15 +1%
For each point the Adept’s WP is below 15 −1%
[54.3] Talents

1. Witchsight (T-1)
Experience Multiple: 200
Base Chance: Perception (+5% per Rank)
Effects: The Adept has a chance of seeing objects which are normally invisible, or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility). The Adept also possesses the night-vision of an Elf (which always works).

2. Projected Image (T-2)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 150
Effects: The Adept can, by remaining stationary and concentrating for the duration of the talent’s workings, project an image of himself standing within a short distance of his actual position. While he continues to concentrate, the illusion of himself will remain and his actual person will be invisible. Once he breaks his concentration, he will become visible and the illusion will fade. It takes about 10 seconds (−1 second per Rank) for the image to form and the Adept to become invisible.

[54.4] General Knowledge Spells

1. Flash of Light Spell (G-1)
Range: 15 feet (+15 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 75
Base Chance: 20%
Resist: May only be passively resisted
Effects: Unlike other spells of this College, this spell is no illusion at all. Instead, the Adept expends 2 Fatigue Points (in addition to the other Fatigue Point costs for the spell) to create a blinding Flash of Light. All entities facing the Adept when the spell is loosed must either resist or be blinded for 20 seconds. Blinded characters have their Base Chance of Striking reduced by −50% and they may move at half their normal TMR. The Adept himself is unaffected by the spell since it emanates from his own body.

2. Visual Illusion Spell (G-2)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 10 minutes (+10 minutes per Rank)
Experience Multiple: 200
Base Chance: 30%
Resist: Must be disbelieved instead of resisted
Effects: This spell creates a visual illusion which will be fully as mobile as the object or entity it represents and will seem to have all of the characteristics of the object or entity. However, if it touches another entity or object, or is touched by another entity or object, it will immediately fade.

3. Audio Illusion Spell (G-3)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 10 minutes (+10 minutes per Rank)
Experience Multiple: 200
Base Chance: 30%
Resist: Must be disbelieved instead of resisted
Effects: This spell creates the illusion of sound, or sounds, of the Adept’s choice.

4. Olfactory Illusion Spell (G-4)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 10 minutes (+10 minutes per Rank)
Experience Multiple: 200
Base Chance: 30%
Resist: Must be disbelieved instead of resisted
Effects: Creates a smell (and/or taste) of the Adept’s choice.

5. Tactile Illusion Spell (G-5)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 10 minutes (+10 minutes per Rank)
Experience Multiple: 300
Base Chance: 10%
Resist: Must be disbelieved instead of resisted
Effects: This spell creates a tactile illusion of the Adept’s choice. It can also be used to cause 1 target (+1 target per 3 Ranks, or fraction thereof) to experience physical sensations of hunger, pain, well-being, etc. Unless such sensations can be attributed by the target to some outside stimulus other than the Adept, the illusion cannot harm the victim. All damage inflicted on a victim by an illusion remains once the illusion is disbelieved. It is real (not illusory) damage.

[54.5] General Knowledge Rituals

1. Ritual of Illusory Fog (Q-1)
Range: 30 feet (+30 feet per Rank)
Duration: Concentration; No maximum (or until dispelled)
Experience Multiple: 50
Base Chance: 50% (+5% per Rank)
Effects: The Adept can, by spending one hour in the performance of this ritual, create the illusion of fog or mist in an area within range of the ritual. The fog or mist will last so long as the Adept concentrates on maintaining it and it is not dispelled by magic.

[54.6] Special Knowledge Spells

There are no Special Knowledge spells for this College. However, an Adept may learn how to combine two or more types of illusion (Sight, Sound, Smell, Touch) by expending 600 Experience Points for each combination. The Adept can then combine the various illusions into a single illusion which will seem more real to the observer and be harder to disbelieve.

Whenever a combined illusion is created, its Rank is equal to the total Rank of all elements of the combined illusion divided by the number of senses of which the illusion is composed (rounded down). The Base Chance of casting a combined illusion is equal to the Base Chance of casting the most difficult element of the illusion (lowest modified Base Chance) as modified in rule 54.2.

Generally, only Special Knowledge (combined) illusions will be able to directly harm or kill entities. An entity must believe in the illusion (not have disbelieved) and it must be composed both of a Tactile Illusion and of a Primary Sense Illusion for the entity to suffer direct injury. In addition if the illusion involves a particular entity or substance which is usually detected by a Secondary, rather than a Primary Sense, then that Secondary Sense must be included as well. In some special cases, the GM may wish to allow a Secondary Sense Illusion to take the place of a Primary Sense Illusion.

Example: Poison gas would require a Tactile Illusion (to create the sensation of choking in the victim) and possibly an Olfactory Illusion rather than a Visual Illusion (if the gas is invisible, but not odorless) in order to be effective, even though it is being directed at humans whose sense of sight is their Primary Sense.

[54.7] Special Knowledge Rituals

There are no Special Knowledge Rituals connected with the College of Illusions.

55. The College of Naming Incantations

Members of the College of Naming Incantations specialize in the knowledge of all True Names and of magic in general (Counterspells in particular); they are usually simply called Namers.

All things made in the Divine Creation in a DragonQuest world were given a Generic True Name at that time. The GM should decide whether this was done by a supreme being or by the first Namer. This name is in an ancient language, and the translation into the Common tongue would yield such terms as Man, Elf, Tiger, Oak, Bee, Rattlesnake, Granite, Rose, etc. All such names when uttered in their ancient form by a Namer give the Namer power to control the object, and these Generic names are taught to an apprentice Namer during the Namers’ training. It is possible a Namer would encounter an object whose Generic name he would not be familiar with, and the GM must adjudicate what objects the Namers in his world are familiar with. Namers may learn a Generic True Name they are not familiar with by encountering the object to which the Name refers. Once acquired, the Name may be studied at any time. To achieve Rank with a Generic True Name, the name must be studied for a number of weeks equal to the Rank to be achieved, at no Experience Point cost.

All sentient entities (player character races, dragons, mermen, nagas, etc.) are given an Individual True Name upon reaching maturity; this name is either given to them by the aforementioned supreme being or the local Namer. All sane sentient entities will know their own Individual True Name and no force—physical or magical—can coerce the entity to reveal it. They may choose to reveal it, however. The Name also cannot be forced from the Namer who named the entity, if that method of naming is chosen. An entity will be called by his Given (or Use) Name, which is given to him by his parents. Both the Individual True Name and the Given Name will be in the entity’s native tongue. When an Individual True Name is bestowed upon an entity, it also becomes known to the Naming Demons (see the demon descriptions in the College of Greater Summonings). Other than an entity choosing to reveal his True Name, using a Demon is the only other method of acquiring an entity’s True Name, although Adepts of various Colleges have been known to record important entity’s names in magic tomes. Namers know only their own Individual True Name upon completing their education. All other Individual True Names must be learned before they can be used. They can be learned by spending one month in study after the Name has been acquired, and may achieve Rank with the Name by spending additional months of study equal to the Rank to be achieved (at no Experience Point cost). The Generic True Name of an entity must be known before the Individual True Name may be studied.

[55.1] There are no special requirements for using the Naming Incantations.
[55.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Naming Incantations:
Namer has never before encountered target’s generic type −25%
Namer does not know (has not learned) target’s Generic True Name −15%
Each Rank Namer has achieved with Generic True Name of object or non-sentient being +1%
Each Rank Namer has achieved with Individual True Name of sentient being +5%

These additions to the Base Chance are cumulative and are tacked onto the Base Chance in addition to those modifiers listed in rule 43.7. Note that both Rank with a particular spell or ritual and Rank in the use of the Name of the target both affect the Base Chance.

[55.3] Talents

1. Detect Aura (T-1)
Experience Multiple: 75

All living (and most formerly living) entities possess an Aura which may be read for clues concerning the nature of the entity. Objects made of formerly living matter will also possess an Aura, but one which is much weaker. The following categories of Auras are listed in order of strength (weakest to strongest):

Whenever confronted by an object whose nature is unknown to him, a Namer may tell the GM that he is attempting to detect the being or object’s Aura. The GM rolls D100. If the result is less than or equal to the Namer’s modified Perception, the GM must tell the Namer which of the aforementioned categories of Aura he is seeing and answer one question of the Namer’s choice about the being or object (but need not give its Individual True Name). If the dice roll falls within the span of possible results necessary to achieve double or triple effects when casting a spell (see rule 43), the Namer may ask the GM two (for double effect) or three (for triple effect) questions. The GM may be as vague or specific as he desires. The Namer’s Perception is modified by adding the following to it:

For every 5 feet (after first 5) separating the Namer from the being or object whose Aura he wants to read −1%
For each Rank the Namer has with the Detect Aura Talent (T-1) +5%

A being may actively (but not passively) resist having his Aura read in which case the being’s Willpower is subtracted from the Base Chance of reading the Aura.

[55.4] General Knowledge Spells

Namers do not possess normal General Knowledge Spells. Instead, their body of General Knowledge consists of the ability to cast Counterspells against all Colleges of Magic, and Namers may loose a Counterspell without preparing it. All Counterspells are part of the General Knowledge of each Namer when he completes his apprenticeship. They are known at Rank 0. They do not count against the number of spells and rituals the Namer may know unless and until Ranked. A Namer may know a number of spells and rituals other than Counterspells of Rank 5 or lower and a number of Counterspells of Ranks 1 to 5 equal to his Magical Aptitude. For example, a character could know 3 spells of Rank 5 or less and 12 Counterspells of Ranks 1 through 5 if he had a Magical Aptitude of 15 (or any combination of spells, Counterspells, and rituals equal to 15).

Since there are 12 Colleges of Magic and each has a General Knowledge Counterspell and a Special Knowledge Counterspell, there are 24 possible Counterspells which a Namer may know. All Counterspells work as described in rule 47.3, regardless of who is using them or what College of Magic they affect.

[55.5] General Knowledge Rituals

1. Ritual of Dissipation (Q-1)

A Namer may always use any Counterspell he presently knows to cause the effects of a spell cast over an individual or object to be dissipated (removed) by performing the Ritual of Dissipation. The Namer treats this ritual as if he were employing Ritual Spell Preparation (see rule 48.1) except that he must cast the appropriate Counterspell in order to accomplish the dissipation of the spell. In order to perform this ritual, the Namer must know the exact name of the spell that was cast over the character or object, what College the spell was a part of, and whether or not the spell was a General or Special Knowledge spell. Only spells (not rituals) may be dissipated using this technique. Only Namers may use Counterspells to dissipate spells once they have been cast. Adepts of other Colleges may use Counterspells to send entities which they have personally summoned back to their own dimensions. In such cases, the Counterspell need not be cast as part of a ritual. Only Namers, however, may dispel magic by using this ritual. At least 1 hour must be spent implementing this ritual. The Namer may not simply cast a Counterspell over a character or object to achieve the same effect. Characters may never achieve Rank with this ritual, though the specific Counterspell used may be Ranked.

[55.6] Special Knowledge Spells

1. Spell of Charming (S-1)
Range: 15 feet (+15 feet per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 450
Base Chance: 40%
Resist: May be actively and passively resisted
Effects: The Namer may influence the actions of any one entity whose Generic True Name he knows by casting a Spell of Charming over the individual. If, in addition, the Namer knows and pronounces the victim’s Individual True Name, the Base Chance of the spell taking effect is increased by 50% and the effect of the spell is increased. The victim of the spell will see the caster as his true friend and will readily accept most suggestions emanating from him. Sworn enemies of the caster (or of his race) will not be affected by this spell unless the victim’s Individual True Name is spoken and, even then, the duration of the spell is halved.

The caster may either suggest actions to the victim or may order him to act in a certain way on pain of losing the caster’s friendship. Any suggestion that is not directly and obviously inimical to the victim’s interests (as defined by the GM, but usually limited to actions that would be injurious or fatal to the victim) will be acted upon 90% of the time. The caster may only insure 100% compliance with a request by making it an order based upon the friendship that binds the victim and caster together. In such instances, however, the victim immediately makes a Resistance Check. If he resists, the spell is broken and he immediately attacks the caster in a rage. Otherwise, the victim will accept the order and be 100% faithful to it for the remainder of the spell. Whenever any suggestion is made that would lead to the victim’s injury or death, another Resistance Check is made. If the check is unsuccessful, the victim will accept the suggestion. Otherwise, the spell will be broken and he will attack the caster.

2. Spell of Compelling Obedience (S-2)
Range: 5 feet (+5 feet per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 500
Base Chance: 10%
Resist: May be actively and passively resisted
Effects: The Namer may cast this spell over any target(s) whose Generic or Individual True Names are known to him. Once successfully cast, the spell permits the caster to order the target to do anything within its physical capabilities which is not obviously suicidal. The spell may affect a number of targets equal to or less than the caster’s Rank with this spell. No target may resist an order once it has failed to initially resist the spell. The Base Chance is increased by 25% if the caster pronounces the Individual True Name of all the spell’s targets.

[55.7] Special Knowledge Rituals

1. Ritual of Magic Divination (R-1)
Experience Multiple: 250

A Namer may determine if an individual or object is currently, or has been recently, under the effects of a spell by employing the Ritual of Magic Divination. The object or individual must be present during the ritual, which lasts for 1 hour. At the end of the ritual, the Namer’s player makes a Cast Check to determine if the ritual has had the desired effect. The Base Chance for this check is 40%. The Base Chance is modified by the addition of 10% for each Rank the Namer has in the use of the ritual. It is reduced by 5% for each week, or fraction thereof, since the spell was cast. If the ritual is successful, the nature of the spell (its exact name and College) is revealed to the Namer. There is no possibility of backfire from this ritual.

56. The College of Air Magics

The College of Air Magics concerns the shaping of the powers of the element of air.

[56.1] Adepts of the College of Air Magics may only practice their arts if they are in contact with air.

They may never practice air magic while underwater or in a vacuum. They may never summon creatures of the air into an environment where avians could not survive.

[56.2] The following numbers are added to the Base Chance of performing any talent, spell, or ritual of the College of Air Magics.
Caster occupies a mountain top +20
Caster is underground or otherwise totally enclosed* −15
Caster is only partially enclosed** −5

*Total enclosure is defined as being surrounded by walls or earth in a windowless area where there is no direct and immediate communication with the air outside.

**Partial enclosure is defined as being in a cave or dwelling or similar walled or earth-enclosed area, but being in sight of a window or means of egress or other means of direct contact with the air outside. All modifiers are cumulative.

[56.3] Talents

1. Predict Weather (T-1)
Experience Multiple: 150

The Adept predicts with some accuracy what the weather will be like over the ensuing three days in the area within range of his talent. The talent operates effectively within a radius of 10 miles of the Adept (+10 miles per Rank). The Adept’s player announces that he is checking the weather (sniffing the air and such) and then rolls D100. If the result is equal to or less than the Adept’s modified Perception, he is successful in making a prediction. In addition to other modifiers affecting the operation of this talent, the player adds 5% for each Rank he has achieved with the talent. If the Adept is successful in making a prediction, the GM secretly rolls D100 to check the accuracy of the prediction. The following results may occur:

D100 Accuracy Result
01–05 Totally wrong (opposite of the prediction occurs)
05–10 Generally incorrect (fairly wide divergence)
11–85 Generally correct (close, but not totally accurate)
86–00 Almost totally accurate (say, within 1 degree)

Following this dice roll, the GM delivers the prediction arrived at by the character as if it were generally correct. The workings of the talent may not be resisted.

[56.4] General Knowledge Spells

1. Spell of Resistance to Cold (G-1)
Range: 10 feet (+10 feet per Rank)
Duration: [D10−5]×10×Rank (×1, if unranked) minutes
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The target of this spell gains 2% per Rank to its Magic Resistance for purposes of resisting a spell which damages via cold. In addition, 1 DP per 2 Ranks, or part thereof, is subtracted from the damage done by any fire damage spell.

2. Spell of Ice Creation (G-2)
Range: 15 feet (+10 feet per Rank)
Duration: Rank×6 (6, if unranked) minutes
Experience Multiple: 100
Base Chance: 25%
Resist: May not be resisted
Effects: The spell creates a film of ice 1 inch thick and equal to one square foot per Rank or a cube of ice at the rate of 6 cubic inches per Rank.

3. Spell of Mage Wind (G-3)
Range: 10 feet (+10 feet per Rank)
Duration: D10×5×Rank (× 1, if unranked) minutes
Experience Multiple: 125
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may summon a wind strong enough to power a longship at the rate of 5 knots (+1 knot per Rank), unless the ship is facing into the wind. If facing into the wind, the speed of the prevailing wind is subtracted from the ship’s speed in knots (the rate at which it is propelled by the mage wind). The Adept may freely alter the direction of the mage wind during the spell.

4. Spell of Communication with Avians (G-4)
Range: 35 feet (+10 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 75
Base Chance: 20%
Resist: May not be resisted
Effects: Gives the Adept the power to communicate with any flying creatures within range of the spell.

5. Wind Whistle Spell (G-5) Range: Works at any range
Duration: D10 hours
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The Adept is able to create a wind of up to 30 knots over the area he occupies. The wind will take D10−2 minutes to arrive and the Adept’s Player must state before that time what direction the wind is blowing. The actual velocity of the wind is determined by rolling D100:

D100 Wind Velocity
01–10 20 knots
11–25 10 knots
25–50 3 knots
51–75 10 knots
76–90 20 knots
91–00 30 knots

The Adept may add or subtract (his choice) a number equal to his Rank from the dice roll used to determine velocity. He need not announce his intention to do so until after he has rolled the dice and ascertained the result.

6. Spell of Conjuring Mist (G-6)
Range: 20 feet (+20 feet per Rank)
Duration: D10 ×1×Rank (× 1, if unranked) minutes
Experience Multiple: 100
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept creates a 10 cubic foot volume of mist or fog. He may add an additional 10 cubic feet per Rank to this volume. However, all the fog must fall within the Adept’s range. It may be of any shape and may be moved by the Adept so long as it is all within range. Subtract 1% from the Base Chance for each knot of wind currently blowing.

7. Spell of Summoning Avians (G-7)
Range: Works at any range
Duration: Immediate
Experience Multiple: 100
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may summon one flying entity (other than a dragon) per Rank (minimum of 1). The avian must be native to the area and the Adept must state the species he is calling (one per spell) before attempting the spell. The avians will appear 5 minutes (−30 seconds per Rank) after the spell has been cast. This spell requires that the Adept’s player actually whistle to call the desired flying creatures. If he can’t whistle (or if his character is not in a position to vocalize), he may not cast the spell.

8. Spell of Detecting Fumes (G-8)
Range: 30 feet (+10 feet per Rank)
Duration: Immediate (during Pulse, if desired)
Experience Multiple: 125
Base Chance: 45%
Resist: May not be resisted
Effects: The Adept may detect the presence of fumes or vapors and has a 25% chance (+1% per Rank) of identifying them.

[56.7] Special Knowledge Rituals

1. Ritual of Controlling Weather (R-1)
Experience Multiple: 450

The Adept may gather storm clouds, increase or decrease the temperature by 5° (+1 additional degree per Rank), increase or decrease the barometric pressure by 0.5 inch (+0.2 inch additional per Rank) and/or cause 12 inches of precipitation to fall (+6 inches per Rank) within a radius of 5 miles (+1 additional mile per Rank) by spending 1 hour to perform this ritual. The Adept may not move or engage in any other activity during that time. He can maintain these alterations in the weather as long as he maintains his concentration on them (maximum of 1 hour +1 additional hour per Rank). The Base Chance of effectively employing this ritual is 9%, 5 is added to this number for each Rank the Adept has achieved with the ritual. If a backfire occurs, the weather affects the Adept.

2. Ritual of Summoning and Controlling Air Elemental (R-2)
Experience Multiple: 750

The Adept may summon an Air Elemental and temporarily bind him to service in exactly the same manner (and with the same type of results) as described for. the summoning of Fire Elementals in rule 58.7, with the exception that the summoning of an Air Elemental requires an open or semi-enclosed area. An Air Elemental cannot be summoned and bound by an Adept who is underground and cut off from direct access to the air outside, for example. All procedures and numbers from rule 58.7 apply to this ritual.

[56.5] General Knowledge Rituals

1. Ritual of Wind Speak (Q-1)
Experience Multiple: 150

The Adept can speak with the whispering spirits of the wind, learning what they have seen or heard and even soliciting their aid. All winds within a range of 300 feet (+300 feet per Rank) can be communed with in this manner. The Adept must spend one hour performing this ritual and may not move or engage in any other activity during that time. The Base Chance that the ritual will be effective is equal to the Adept’s Magical Aptitude +5 for each Rank the Adept has achieved. The ritual has no chance of backfire.

2. Ritual of Binding Air (Q-2)
Experience Multiple: 750

The Adept may bind the element of air within a radius of 10 feet (+10 feet per Rank) for a period equal to 1 hour (+1 hour per Rank) while maintaining his concentration. It takes an hour to perform the ritual which has a Base Chance equal to the Adept’s Magical Aptitude (+4% per Rank). It may not be resisted unless the area contains an already extant Air Elemental (who may both actively and passively resist). The results of the ritual are similar to those for the binding of other elements. The Adept gains control of all of the facets of the element. He can control the weather, shape the winds, even create an Air Elemental similar to the Fire Elemental described in rule 58.5. If the ritual backfires, a violent storm results.

[56.6] Special Knowledge Spells

1. Windstorm Spell (S-1)
Range: 30 feet (+30 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Experience Multiple: 200
Base Chance: 40%
Resist: May only be passively resisted
Effects: The Adept creates a windstorm within an area with a radius of 30 feet (+30 feet per Rank). All characters within this area except the Adept must either resist or suffer D10−6 DP (+1 DP per 2 Ranks, or part thereof) damage and must check to determine if they remain standing. Each character’s Player rolls D100. If the result is less than or equal to the sum of the character’s (PS+AG-the Rank of this spell), the character remains standing. Otherwise, the character falls prone.

2. Spell of Storm Calling (S-2)
Range: Works at any Range.
Duration: Variable (GM’s discretion)
Experience Multiple: 200
Base Chance: 40%
Resist: May not be resisted
Effects: The Adept may summon any storm front which may exist anywhere in sight. Upon reaching the spot occupied by the Adept, the storm front will slow and finally cease moving and begin to downpour (snow, rain, hail, sleet, or whatever else the GM feels the clouds may contain). Generally, a storm front can be seen for 20 to 30 miles. If no front can be seen, the spell can still be cast, but the Base Chance is reduced by 20. The storm front will take D10×3 minutes (−1 minute per Rank) to arrive.

3. Spell of Ice Construction (S-3)
Range: 15 feet (+5 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 225
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may create 10 cubic feet of ice (+10 cubic feet per Rank) in any shape(s) of the Adept’s choice. The objects always appear entirely within range of the Adept and may not appear on top of or inside (partially or wholly) any character or entity.

4. Spell of Controlling Avians (S-4)
Range: 1 mile (+1 mile per Rank)
Duration: Concentration; maximum of 1hour (+1 hour per Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The Adept may control 1 avian (+1 avian per Rank) within range unless the avian successfully resists. If the Adept fails to gain control or loses control, the avian will immediately attack him and his companions.

5. Spell of Freezing Wind (S-5)
Range: 10 feet (+10 feet per Rank)
Duration: 30 seconds (+30 seconds per Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: May be actively and passively resisted
Effects: The spell causes arctic conditions to prevail in a 10 foot cube. The area may be increased by 1 foot (all dimensions) per Rank. Any character in this area (including the Adept) must resist or take D10−4 DP (+1 DP per Rank) damage due to freezing. Increase the Base Chance of infection as a result of damage from this spell by 30%. If a creature of fire (efreet, salamander or elemental) is caught within the effective area of the spell, the creature takes D10−1 DP (+1 DP per Rank) damage.

6. Spell of Ice Projectiles (S-6)
Range: 25 feet (+5 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 300
Base Chance: 30%
Resist: May only be passively resisted
Effects: The spell attacks one target within range per Rank (minimum of 1). If the target fails to resist, he suffers D10−3 DP (+1 DP per Rank) damage due to being pierced by Class A weapons made of ice. In addition, his chance of infection is increased by 10% as a result of any wound from ice projectiles.

7. Lightning Spell (S-7)
Range: 60 feet
Duration: Immediate (during Pulse)
Experience Multiple: 225
Base Chance: 30%
Resist: May only passively resist (then suffers half damage).
Effects: The Adept may throw a single bolt of lightning 60 feet long from his fingertips. The bolt must extend the entire 60 feet and will rebound any feet not traveled initially. Any target that is in the path of the bolt must successfully resist or suffer D10+5 DP (+1 DP/3 Ranks, or fraction thereof) damage (and become automatically stunned).

8. Spell of Hibernation (S-8)
Range: May only be cast over self or adjacent character
Duration: Variable according to Rank
Experience Multiple: 350
Base Chance: 20%
Resist: May be actively or passively resisted.
Effects: The Adept may cause himself or one other character to enter a state of suspended animation lasting for the following periods (dependent upon Rank):

Rank Duration
1–3 1 week
4–8 1 month
9–11 3 months
12–16 6 months
17–19 1 year
20 Any duration of the Adept’s choice

The target of the spell will awaken when the spell is over with no ill effects except that his Physical Strength will be reduced by D10−6 characteristic points due to muscle atrophy. This reduction is temporary and the character can regain his previous Physical Strength at the rate of 1 point per day. Physical Strength cannot be reduced below 1.

9. Weapon of Cold Spell (S-9)
Range: 5 feet (+5 feet per Rank)
Duration: [D10 - 5]×20×Rank (×1, if unranked) seconds
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: The weapon over which the spell is cast becomes infernally cold without harm coming either to the weapon or the user of it. The Base Chance of hitting with the weapon is increased by 1% (+1% per Rank). The damage done by the weapon is increased by 1 DP per 3 Ranks, or fraction thereof, the Adept has acquired with the spell. The damage is increased by 1 DP per Rank (instead of for every 3 Ranks) if used against a Fire character.

10. Barrier of Wind Spell (S-10)
Range: May only be cast over self.
Duration: 30 seconds (+30 seconds per Rank)
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The spell forms a barrier of wind around the Adept that decreases the Strike Chance of any attacker in Melee Combat by 5% (+1% per Rank). Hurled weapons and Missile Weapons have their Strike Chance reduced by 2% per Rank (instead of 1% per Rank).

11. Snow Simulacrum Spell (S-11)
Range: Caster must shape object and touch it to cast spell.
Duration: Concentration; Maximum: 1 hour (+1 hour per Rank)
Experience Multiple: 300
Base Chance: 2%
Resist: May not be resisted
Effects: The caster must form a human or animal figure out of snow. This sculpture may then be animated by the spell. The animated sculpture will have the same characteristics as the sculptured entity except that all characteristics are reduced 25%. Although no longer composed of snow, the simulacrum will have an adverse reaction to the presence of heat and flame and will take an additional 2 DP damage from heat and flame attacks. The time required to actually build the sculpture will depend upon the size of the entity being sculpted and must be determined by the GM.

12. Wall of Ice Spell (S-12)
Range: 20 feet (+10 feet per Rank)
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 150
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may create a wall 2 feet thick, 10 feet tall and 20 feet long or a ring 2 feet thick, 10 feet tall and with a 5 foot radius or a pillar 15 feet high and 4 feet thick made of ice. He may increase any dimension by 1 foot per Rank. This spell may not be cast on top of characters.

13. Ray of Cold Spell (S-13)
Range: 35 feet (+10 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 300
Base Chance: 30%
Resist: May only passively resist (then suffers half damage).
Effects: The spell projects a ray of frozen air at a target. Anything standing between the caster and the target blocks the ray. Anything struck by the ray (target or another character or object) must either resist or suffer D10−1 DP (+1 DP per Rank) damage due to freezing. If a character successfully resists, the damage is halved (round up). Regardless of whether full or half damage is suffered, the Base Chance of infection increases by 20%.

14. Spell of Sleep Gas (S-14)
Range: 30 feet (+10 feet per Rank)
Duration: 5 minutes (+5 minutes per Rank)
Experience Multiple: 450
Base Chance: 5%
Resist: May only be passively resisted
Effects: The spell creates a cloud of knockout gas 20 cubic feet (+10 cubic feet per Rank) in size anywhere entirely within the Adept’s range. Any character (including the Adept) inhaling the gas must successfully resist or suffer D10−3 DP (+1 DP per Rank) damage. In addition, a second check must be made against each character’s Endurance. All characters whose Players roll a D100 result higher than their modified Endurance immediately fall unconscious. A character must check to determine if he falls unconscious even if he passes his initial Resistance Check.

15. Spell of Windwalking (S-15)
Range: 10 feet (+10 feet per Rank)
Duration: 30 seconds (+30 seconds per Rank)
Experience Multiple: 425
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The Adept can propel a chosen target through the air at 120 miles per hour.

16. Whirlwind Vortex Spell (S-16)
Range: 15 feet (+15 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 650
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: Creates a whirlwind around one human-sized target for every 3 Ranks, or fraction thereof (minimum of 1). If the targets fail to resist, they perish (they are torn apart by the winds). If the spell is cast, but a target’s passive resistance is successful, the target suffers D10−4 DP (+1 DP per Rank) damage instead of perishing.

17. Spell of Frozen Doom (S-17)
Range: 20 feet (+20 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 500
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: Turns the blood of one target entity to ice. This spell is ineffective against targets whose modified Magic Resistance is greater than the modified chance of casting the spell (though the spell could still backfire).

[56.7] Special Knowledge Rituals

1. Ritual of Controlling Weather (R-1)
Experience Multiple: 450

The Adept may gather storm clouds, increase or decrease the temperature by 5° (+1 additional degree per Rank), increase or decrease the barometric pressure by 0.5 inch (+0.2 inch additional per Rank) and/or cause 12 inches of precipitation to fall (+6 inches per Rank) within a radius of 5 miles (+1 additional mile per Rank) by spending 1 hour to perform this ritual. The Adept may not move or engage in any other activity during that time. He can maintain these alterations in the weather as long as he maintains his concentration on them (maximum of 1 hour +1 additional hour per Rank). The Base Chance of effectively employing this ritual is 9%, 5 is added to this number for each Rank the Adept has achieved with the ritual. If a backfire occurs, the weather affects the Adept.

2. Ritual of Summoning and Controlling Air Elemental (R-2)
Experience Multiple: 750

The Adept may summon an Air Elemental and temporarily bind him to service in exactly the same manner (and with the same type of results) as described for. the summoning of Fire Elementals in rule 58.7, with the exception that the summoning of an Air Elemental requires an open or semi-enclosed area. An Air Elemental cannot be summoned and bound by an Adept who is underground and cut off from direct access to the air outside, for example. All procedures and numbers from rule 58.7 apply to this ritual.

57. The College of Water Magics

The College of Water Magics is concerned with the shaping of the powers in the element of water.

[57.1] Adepts of the College of Water Magics may only practice their arts if they are in contact with or near water.

They may never practice their arts in a vacuum or a totally waterless place. They may not summon water-dwelling creatures into an area that does not contain a body of water large enough for the water-dwelling creature to immerse itself totally. They may use their magic while on land (in a non-arid area) but suffer some diminution in their abilities.

[57.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of the Water Magics:
Adept is in physical contact with a body of water* +20%
Adept is on board a ship +10%
Adept is on land, but in sight of a body of water** +5%
Adept is on land not in sight of water −10%
All bodies of water in vicinity of Adept are frozen −20%

*A body of water is a sea, lake, ocean, pond, river, well, steam, spring, or other feature containing large amounts of water (1,000 gallons or more) or existing as part of a larger system or network of waterways. A barrel, bucket, or tun of water does not qualify as a body of water.

**Usually within 5 to 10 miles of a body of water. All modifiers are cumulative.

[57.3] Talents

1. Predict Weather (T-1)
Experience Multiple: 75
The Predict Weather Talent of this College is similar to the Talent of the same name of the College of Air Magics except that the Adept of the College of Water Magics must be at sea (on an ocean, sea, or large lake) or within 15 miles of a sea, ocean, or large lake for the Talent to operate. In all other ways, the Talent is identical to T-1 of the College of Air Magics (see rule 56.3).

[57.4] General Knowledge Spells

1. Spell of Calming Waters (G-1)
Range: 90 feet (+90 feet per Rank)
Duration: 15 minutes (+15 minutes per Rank)
Experience Multiple: 100
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept reduces the height of all waves within range by 1 foot (+1 foot per Rank) and reduces the size of swells by 1 foot per 2 Ranks, or fraction thereof (minimum of 1 foot).

2. Spell of Wave Making (G-2)
Range: 90 feet +90 additional per Rank
Duration: 15×Rank (×1, if unranked) minutes
Experience Multiple: 125
Base Chance: 25%
Resist: May not be resisted
Effects: The Adept increases the size of all waves within range by 5 feet (+1 foot per Rank) and increases the size of all swells within range by 2 feet (+1 foot per 2 Ranks, or fraction thereof).

3. Spell of Speaking to Seabirds (G-3)
Range: 15 feet (+10 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 100
Base Chance: 60%
Resist: May not be resisted
Effects: The spell allows the Adept to communicate verbally with gulls, terns, penguins, pelicans, and other seabirds.

4. Spell of Flotation (G-4)
Range: Caster must touch spell’s target
Duration: 10 minutes (+10 minutes per Rank)
Experience Multiple: 75
Base Chance: 45%
Resist: May not be resisted
Effects: Increases target’s ability to swim by 50%. Decreases the target’s chances of drowning by 5% (+1% per Rank).

5. Spell of Navigation (G-5)
Range: Works at any Range
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 125
Base Chance: 15%
Resist: May not be resisted
Effects: The spell attunes the caster’s mind to the sea and winds, allowing him to sail with less chance of mishap. Decrease the chance of veering off course, running aground, etc., by 5% (+1% per Rank).

6. Water Purification Spell (G-6)
Range: Caster must touch the water being purified
Duration: Immediate
Experience Multiple: 150
Base Chance: 40%
Resist: May not be resisted
Effects: Turns 1 quart (+1 quart per Rank) of salt water into potable water.

7. Spell of Speaking with Aquatic Mammals (G-7)
Range: 15 feet (+15 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 125
Base Chance: 35%
Resist: May not be resisted
Effects: The spell gives the Adept the ability to communicate verbally (through sounds) with dolphins, whales, porpoises, sea lions, seals, and other aquatic mammals.

8. Spell of Summoning Aquatic Mammals (G-8)
Range: Works at any range
Duration: Immediate
Experience Multiple: 100
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept may summon 1 aquatic mammal (+1 per Rank at Ranks above 5). It will take 30 minutes (−30 seconds per Rank) for the mammal to arrive. The mammal must be native to the area to be summoned.

9. Mage Wind Spell (G-9)
Range: 10 feet (+10 feet per Rank)
Duration: D10×5×Rank (×1, if unranked) minutes
Experience Multiple: 125
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may summon a wind strong enough to power a longship at the rate of 5 knots (+1 knot per Rank), unless the ship is facing into the wind. If facing into the wind, the speed of the prevailing wind is subtracted from the ship’s speed in knots (the rate at which it is propelled by the mage wind). The Adept may freely alter the direction of the mage wind during the spell.

10. Spell of Water Creation (G-10)
Range: Adept must touch substance from which water is drawn
Duration: Immediate
Experience Multiple: 150
Base Chance: 35%
Resist: May not be resisted
Effects: The spell allows the Adept to extract moisture from the air or from plants (providing there is moisture available to be extracted) to the amount of 1 pint (+1 pint per Rank).

11. Spell of Water Sight (G-11)
Range: Adept must touch the target’s eyes
Duration: 1 hour +1 additional per Rank
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted
Effects: The spell forms a transparent film over the target’s eyes enabling him to see under water as if wearing goggles or a diving mask.

12. Spell of Water Breathing (G-12)
Range: Adept must touch target’s throat
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 200
Base Chance: 25%
Resist: May not be resisted
Effects: The spell forms a set of gills in the subject’s neck which allow him to operate under the water without affecting his ability to operate on the surface.

13. Spell of Ship Binding (G-13)
Range: 90 feet (+15 feet per Rank)
Duration: Concentration; Maximum: 2 hours (+1 hour per 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, repair leaks and holes, re-step masts, etc. 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-ocean).

14. Spell of Seablessing (G-14)
Range: Adept must touch object or entity over which spell is cast
Duration: 1 week (+1 week per Rank)
Experience Multiple: 200
Base Chance: 15%
Resist: May not be resisted
Effects: This spell may be cast on a character or seagoing craft. It will decrease the chances that the character or craft will encounter sea monsters, meet pirates, or face typhoons by 5% (+1% per Rank).

[57.5] General Knowledge Ritual

1. Ritual of Binding Water(Q-1)
Experience Multiple: 750
The Adept may bind the element of water within a radius of 10 feet (+15 additional feet per Rank) for a period equal to 1 hour (+1 additional hour per Rank) while maintaining his concentration. It takes an hour to perform this ritual which has a Base Chance equal to the Adept’s Magical Aptitude (+4% per Rank). It may not be resisted unless the area contains a Water Elemental (who may both actively and passively resist). The results are similar to the binding of all other elements. The Adept gains control of all the facets of the element. He can, for example, create an intelligent water sprite (which will always have characteristics several points lower than the Adept). Its every action would have to be directed by the Adept, however. At Rank 10 or higher, the Adept can create a free-willed water sprite that will be loyal to him but not require that its every move be directed. Such entities will never leave the water.

[57.6] Special Knowledge Spells

1. Spell of Liquid Purification (S-1)
Range: 15 feet
Duration: Immediate (during Pulse)
Experience Multiple: 350
Base Chance: 30%
Resist: May not be resisted
Effects: Turns 1 quart (+1 quart per Rank) of any aqueous liquid into potable water.

2. Spell of Liquid Transmutation (S-2)
Range: Adept must touch the water to be transmuted
Duration: Immediate.
Experience Multiple: 350
Base Chance: 100%
Resist: May not be resisted
Effects: The Adept may turn one pint of potable water into a general antidote for venom. The spell creates [D10−5] doses (+1 dose per Rank) of antidote. Each dose immediately causes any venom to become inactive and will cure one Endurance Point of loss due to poison.

3. Waters of Healing Spell (S-3)
Range: Adept must touch water to be transmuted
Duration: Immediate
Experience Multiple: 400
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may turn one pint of water into a healing potion. The spell creates [D10−5] doses (+1 dose per Rank). Each dose will cure one Endurance Point of loss due to any cause except poison (see rule 57.6, S-2).

4. Waters of Strength Spell (S-4)
Range: Adept must touch water to be transmuted
Duration: Immediate
Experience Multiple: 350
Base Chance: 30%
Resist: May not be resisted
Effects: This spell will produce one dose of a Strength Potion out of a pint of potable water. When drunk, the potion adds [D10+2] to the imbiber’s Physical Strength for a period of 15 minutes, unless the character is involved in combat during that time. If a character becomes involved in combat, the potion will cease to work after 15 combat Pulses due to alterations in body chemistry.

5. Spell of Summoning Fish (S-5)
Range: Works at any range
Duration: Immediate
Experience Multiple: 100
Base Chance: 25%
Resist: May not be resisted
Effects: The spell summons 1 fish native to the area at Ranks 1–9. At Rank 10 and above, it summons [D10−5] fish. The spell may only be cast while on a body of water or standing within 100 feet of a body of water.

6. Spell of Controlling Fish (S-6)
Range: 10 feet (+10 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 100
Base Chance: 20%
Resist: May only be passively resisted
Effects: The Adept can control 1 fish (+1 fish per 2 Ranks, or fraction thereof). The fish will continue to serve him only so long as he concentrates or until he tells the fish to go away (move out of range of the spell). A fish that is no longer controlled, but still in the vicinity may attack his former master.

7. Spell of Controlling Sea Mammals (S-7)
Range: 10 feet (+10 feet per Rank)
Duration: Concentration; No maximum
Experience Multiple: 200
Base Chance: 25%
Resist: May only be passively resisted
Effects: The Adept can control 1 aquatic mammal (+1 aquatic mammal per 2 Ranks, or fraction thereof). The mammal will continue to serve him only so long as he concentrates or until he tells the mammal to go away (move out of range of the spell). A mammal that is no longer controlled, but still in the vicinity may attack his former master.

8. Waters of Vision Spell (S-8)
Range: Adept must touch water
Duration: 10 seconds
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: The Adept must touch a pool of still water with his hand. He will then experience visions (usually precognitive in nature) concocted by the GM. At Rank 5+ he may use this technique to spy into an area to see what is going on there. The distance from the character to the area being spied into is 5 miles (+15 miles per Rank).

9. Windsail Spell (S-9)
Range: 90 feet (+15 feet per Rank)
Duration: 1 hour (+1 hour per Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: The Adept casts this spell over any watercraft of a surface type equal to 2 tons (+2 tons per Rank) or less in weight. It creates a sail of bound water sprites, which will not rip or break the mast, and which will carry the ship in the direction of the caster’s choice at the speed of the prevailing winds.

10. Spell of Rain Calling (S-10)
Range: 15 miles (+1 mile per Rank)
Duration: 1 day
Experience Multiple: 300
Base Chance: 15%
Resist: May not be resisted
Effects: Will gather any rain clouds within range over the area of the Adept and cause a localized squall to follow him for 1 day.

11. Maelstrom Spell (S-11)
Range: 30 feet (+30 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Experience Multiple: 500
Base Chance: 10%
Resist: May only be passively resisted
Effects: The Adept creates a horrifying watery vortex with a diameter of 10 feet (+10 feet per Rank) which exists entirely within the spell’s Range. All objects and entities within 20 feet of the vortex must successfully resist or they are sucked into the eye of the vortex and down to the sea bottom. This spell will only be effective if cast over a large body of water (sea, ocean, or lake).

12. Waterspout Spell (S-12)
Range: 60 feet (+60 feet per Rank)
Duration: 1 minute (+30 seconds per Rank)
Experience Multiple: 750
Base Chance: 5%
Resist: May only be passively resisted
Effects: The Adept creates a tornado-like formation over a body of water which has a radius of 5 feet (+5 feet per Rank). The tornado tears apart anything or anyone who occupies the same space with it unless they successfully resist. The tornado does [D10−1] DP (+1 DP per Rank) to a character who resists successfully instead of destroying him and scattering the bloody pieces to the winds. The Adept may move the tornado in any direction he desires at a rate of 10 knots (+5 knots per Rank). It may never be moved onto dry land.

[57.7] Special Knowledge Rituals

1. Ritual of Summoning and Binding Water Elementals (R-1)
The Adept may summon a Water Elemental and temporarily bind him to service in exactly the same manner (and with the same results) as described for the summoning of Fire Elementals in rule 58.7, with the exception that the summoning of a Water Elemental may only take place if the Adept is on, or within, 20 feet of a large body of water (lake, sea, or ocean). All procedures and numbers from rule 58.7 apply to this ritual.

58. The College of Fire Magics

The College of Fire Magics is concerned exclusively with shaping the element of Fire.

[58.1] Adepts of the College of Fire Magics may only practice their arts in an area where it is possible for fire to exist. They may not practice fire magic underwater or in a vacuum, for example.
[58.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Fire Magics:
Caster or target is in medium or light mist, fog, or rain −5%
Caster or target is in heavy fog or rain −10%
Caster or target is within 30 feet of medium fire* +5%
Caster is within medium fire** +10%

* A medium fire is defined as a good-sized campfire.
** This modifier presupposes that the caster is protecting himself with a spell or charm from the effects of the fire.

All modifiers are cumulative. If the cumulative modification to the spell or ritual is greater (or less) than 10%, then the damage done by the spell (if any) is increased (or decreased) by 1 DP.

[58.3] Talents

1. Infravision (T-1)
Experience Multiple: 75

The Adept may identify the class of a heat source which is within his range of vision. Whenever the Adept attempts to make an identification of this type, his player rolls D100. If the resulting number is equal to or less than the Adept’s Perception, the heat source is identified. The Adept’s Perception is modified in the same manner as any Base Chance for success in spell casting. In addition to other modifiers, the Base Chance is modified as follows:

For every 10 feet (after the first 10) separating Adept from heat source −1%
For each Rank the Adept has with the Infravision Talent +5%

The working of this talent may be actively, but not passively, resisted. In the event that the heat source is identified, the GM must tell the Adept’s player the species of the heat source (if an entity), its general nature (if a physical object), and if it is magical or not. He need provide no other information.

[58.4] General Knowledge Spells

1. Spell of Pyrogenesis (G-1)
Range: 25 feet (+5 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 50
Base Chance: 45%
Resist: May only be passively resisted
Effects: One small flammable object (or entity) within range may be caused to burst into flame. Thereafter, the flames are fueled by the object or entity. They may be extinguished.

Note: This spell is meant to be used to light matches and cause insects and small furry animals to burst into flames. It is not intended for use against human-size characters.

2. Spell of Heat Production (G-2)
Range: 25 feet (+5 feet per Rank)
Duration: Concentration; Maximum: 1×(2×Rank) hours
Experience Multiple: 50
Base Chance: 35%
Resist: May only be passively resisted
Effects: The caster may cause the temperature of one 15-foot cube to rise by 2°F. per Rank, or fraction thereof, or he may concentrate the spell on a single object. If he concentrates the spell on a single object, the spell will cause that object to heat up rapidly, making bronze red hot in [100-(Rank×6)] seconds and heating other metals accordingly. At Rank 17, bronze would become instantaneously hot as a result of this spell.

3. Spell of Fire Resistance (G-3)
Range: May only be cast over self or adjacent character
Duration: 10×[D10−5]×Rank (×1, if unranked) minutes
Experience Multiple: 100
Base Chance: 40%. Resist: May not be resisted
Effects: The single person or object over which the spell is cast gains 2% per Rank (minimum of 2%) to his/its Resistance against a spell of the College of Fire Magics that would normally cause damage to the individual or object. In addition, 1 DP per 2 Ranks, or fraction thereof, is subtracted from the damage done by such a spell.

4. Spell of Light (G-4)
Range: 15 feet (+15 feet per Rank)
Duration: 15×[D10−5]×Rank (×1, if unranked) minutes
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted
Effects: One 10-foot cube (1000 cubic feet) area may be brightly lit. The lighted area may be of any shape (even pencil-thin) but must emanate from the spot occupied by the caster.

5. Spell of Temperature Alteration (G-5)
Range: Caster must touch target
Duration: Immediate (during Pulse)
Experience Multiple: 125
Base Chance: 15%
Resist: May not be resisted
Effects: If the caster succeeds in touching an adjacent character (part of the spell-casting process) or in touching a heat-conductive object in the target’s possession (armor, shield, weapon, etc.), the target immediately suffers [D10−4] DP (+1 DP per Rank). If the target is touched on a non-conductive surface, the damage is halved (round up). If struck on an insulated surface, no damage is incurred.

6. Wall of Smoke Spell (G-6)
Range: 10 feet (+10 feet per Rank)
Duration: 15×[D10−6]×Rank (×1, if unranked) minutes
Experience Multiple: 75
Base Chance: 15%
Resist: May not be resisted
Effects: The caster may create two 5-foot cubes of smoke per Rank. He may vary the intensity of the smoke from light vapors to thick, rolling smoke. The duration of the spell will be decreased if cast out of doors in a breeze, gusting or strong wind.

7. Spell of Fireproofing (G-7)
Range: Caster must touch target
Duration: 24×D10×Rank (×1, if unranked) hours
Experience Multiple: 150
Base Chance: 30%
Resist: May not be resisted
Effects: The spell protects the subject from all non-magical fire and heat effects. He cannot suffer damage from non-magical fire while under the effects of this spell.

8. Spell of Protection against Magical Fire (G-8)
Range: Caster must touch target
Duration: 24×D10×Rank (×1, if unranked) hours
Experience Multiple: 175
Base Chance: 2%
Resist: May not be resisted
Effects: The spell protects the subject entirely from all magical types of fire or fire spells. He can suffer no physical damage from the flames or heat of a magically generated fire while under the protection of this spell.

[58.5] General Knowledge Rituals

1. Ritual of Binding Fire (Q-1)
Experience Multiple: 750
The Adept can bind the element of fire to his will by performing a Ritual of Binding Fire in an area where fire already exists. The ritual requires that the Adept spend one hour in its performance during which he may not move and may perform no other action. At the end of the ritual, the Adept’s player rolls D100. If the resulting number is less than or equal to 9, the ritual is a success and the fire source over which the ritual was cast is considered bound for a length of time equal to the ability of the Adept to retain his concentration over it (maximum of 1 hour, +1 hour per Rank). The chance that the ritual will be successful is modified by the addition of the following numbers:

For every 5 feet separating the Adept from the fire being bound −4%
Each Rank the Adept has achieved in the use of the ritual +5%

A bound fire can be shaped by the Adept who bound it into any desired form. Its size can be increased (to a size which is greater than its original size by a factor equal to the square of the Adept’s Rank). He can instill in the fire intelligence equal to the Adept’s, etc. The higher the Adept’s Rank with the ritual, the greater the results of the ritual.

Example: At Rank 1, the Adept could create a Fire Elemental which he would have to guide at every turn. At Rank 10, the same Fire Elemental might be endowed with free will, but would be loyal to the purposes of the Adept.

The ritual cannot be resisted except by an intelligent being composed of fire (and then only passive resistance is possible).

[58.6] Special Knowledge Spells

1. Wall of Fire Spell (S-1)
Range: 10 feet (+10 feet per Rank)
Duration: Concentration; Maximum: 3×Rank (×1, if unranked) hours
Experience Multiple: 100
Base Chance: 25%
Resist: No/Yes
Effects: The caster can create a 5-foot high×20-foot long wall of flames, or a 5-foot high circle of flames with a 5-foot radius, or a pillar 15-feet high with a 2-foot radius. The caster can modify any one dimension by ±1 foot per Rank. The spell, itself, cannot be resisted. Any creature passing through the flames must successfully Resist or will suffer [D10−5] DP(+1 DP per Rank) due to burning.

2. Bolt of Fire Spell (S-2)
Range: 25 feet (+25 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 40%
Resist: May only be passively resisted
Effects: Any target of the caster’s choice is struck by a bolt of fire emanating from the caster’s fingers. Unless the target successfully resists, he/it will suffer [D10−5] DP (+1 DP per Rank) from the bolt. The target’s resistance is reduced by 10% unless he is also a member of the College of Fire. If the target fails to resist and is, himself, flammable or is wearing flammable clothing, the target will ignite as a result of the bolt if the result of the Resistance Check is 91% or greater. The bolt will always travel its full range unless it hits a target, even if this means bouncing off a wall and turning back on itself to strike the caster.

3. Ball of Fire Spell (S-3)
Range: 20 feet (+20 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 30%
Resist: May only be passively resisted
Effects: This spell affects either a 20-foot square area or a circular area with a 12-foot radius. The entirety of the affected area must be within the caster’s spell range for the spell to be effective. All targets within the blast radius that do not successfully resist suffer [D10−4] DP (+1 DP per 2 Ranks, or fraction thereof).

4. Web of Fire Spell (S-4)
Range: 20 feet (+10 feet per Rank)
Duration: Concentration; Maximum: 15 minutes (+15 minutes per Rank)
Experience Multiple: 200
Base Chance: 15%
Resist: May only be passively resisted (may halve damage)
Effects: The caster projects a flaming web, similar to a spider web in construction, from his fingertips at a target (hex or object or character). Any objects or entities standing between the caster and the target are ensnared by the web along with the target unless they successfully resist. Any characters who do not resist suffer [D10−2] DP (+1 DP per Rank) each Pulse that the web is burning. The web continues to burn until cut or until the caster ceases to concentrate on the spell or the flames are otherwise extinguished. The web may only ensnare a number of characters equal to the caster’s Rank. Characters who resist successfully suffer only half damage. Individuals ensnared in the web suffer no damage on the first Pulse they are ensnared. In order to cut the web, a character must successfully strike it with a weapon that does Class B damage and must inflict at least 5 DP as a result of that single strike.

5. Spell of Self-Immolation (S-5)
Range: May only be cast over self or adjacent character
Duration: 45 seconds (+15 seconds per Rank)
Experience Multiple: 200
Base Chance: 15%
Resist: May be actively and passively resisted
Effects: The target of the spell is temporarily unaffected by heat or flame of a magical nature. He is still affected by non-magical fires. In addition, if the spell is successfully cast, the target bursts into flames, inflicting [D10−5] DP (+1 DP per Rank) upon anyone within 5 feet of him (friend or foe). All characters in hexes adjacent to the target on the Tactical Display would, for example, be affected. The target of the spell suffers [D10−4] DP total damage, not per Pulse, unless the spell is Rank 10+.

6. Imploding Fireball Spell (S-6)
Range: 20 feet (+20 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 225
Base Chance: 20%
Resist: May only be passively resisted (then suffers half damage).
Effects: The caster may strike a single target with a ball of fire. If the target fails to resist after being struck, the fireball does D10 (+1 per Rank) damage. If the target successfully resists, he suffers half damage (round up).

7. Weapon of Flames Spell (S-7)
Range: 5 feet (+5 feet per Rank)
Duration: 20×[D10−5]×Rank (×1, if unranked) seconds
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: The spell is cast over a weapon of the Adept’s choice causing it to burst into flame without damage to the weapon or the wielder of it. The Base Chance to hit a target with the weapon is increased by 1% and by an additional 1 for each Rank the Adept has acquired with the spell and the damage done by the weapon is increased by 1 for every 3 (or fraction) Ranks the Adept has achieved with the spell. The damage caused by the weapon is increased by 1 per Rank (instead of by 1 for every 3 Ranks) when the weapon is used against a creature of cold or water or against an undead creature. All creatures which live in cold environments or in water are considered creatures of cold or water. At Rank 6, this spell may be used to create a sword of flame without the necessity of casting it over a sword (the weapon is created out of air). At Rank 10, the caster can create any flaming weapon of his choice out of air using this spell (including Missile Weapons).

8. Demonic Firebolt Spell (S-8)
Range: 25 feet×Rank
Duration: Immediate (during Pulse)
Experience Multiple: 300
Base Chance: 2%
Resist: May only be passively resisted (then suffers half damage).
Effects: This spell works in the same manner as the Bolt of Fire Spell (S-2) except that the damage caused is [D10−2] DP (+1 DP per Rank).

9. Spell of Hellfire (S-9)
Range: 10 feet (+10 feet per Rank)
Duration: Immediate (during Pulse)
Experience Multiple: 675
Base Chance: 5%
Resist: May only be passively resisted (then suffers half damage).
Effects: This invisible fire attacks 1 human-sized target for every 3 Ranks, or fraction thereof, the caster has achieved with the spell. The target’s Magical Resistance is automatically reduced by 20%. The spell does [D10+1] DP (+2 DP for each Rank) damage. If a character successfully resists, he suffers only half damage.

10. Spell of Dragon Flames (S-10)
Range: 25 feet +25 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 525
Base Chance: 25%
Resist: May only be passively resisted (then suffers half damage).
Effects: The caster can designate a single target for this spell who is then struck by the flames if the cast is successful. If the target fails to resist the spell, it does [D10+1] (+4 per Rank) damage. If the target resists, the damage is halved (round up).

11. Web of Dragon Flames Spell (S-11)
Range: 20 feet +10 additional per Rank
Duration: Concentration/maximum: 15 minutes +15 additional per Rank
Experience Multiple: 650
Base Chance: 2%
Resist: May only be passively resisted (then suffers half damage).
Effects: This spell operates in the same manner as the Web of Fire Spell (S-4) except that the flames do [D10+1] (+2 per Rank) damage and the web of dragon flame requires 10 damage points in a single Strike to be cut.

12. Storm of Fire Spell (S-12)
Range: 20 feet +20 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 425
Base Chance: 1%
Resist: May only be passively resisted
Effects: This spell is similar to the Ball of Fire Spell (S-3) except that the caster throws a group of three fireballs all of which overlap at least one other fireball by one cubic foot.

13. Malignant Flames Spell (S-13)
Range: 20 feet +10 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 550
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: Any target of the caster’s choice within range is immediately wrapped in flames which are visible only to the victim. The flames do [D10−5] (+2 per Rank) damage. In addition, the target is subject to other damage if the spell is Rank 5 or higher. In this case a number of points equal to [D10−3] are removed from one characteristic of the victim. The victim may not regain these points for a number of weeks equal to 4+ Rank of the spell. To determine what characteristic is affected, the victim’s player rolls D10 and consults the list of results shown below:

D10 Characteristic Affected
1–2 Physical Strength
3–4 Manual Dexterity
5–6 Agility
7–8 Magical Aptitude
9–0 Willpower

A characteristic may not be reduced below 1 as a result of this spell.

14. Spell of Incineration (S-14)
Range: 25 feet +10 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 500
Base Chance: 2%
Resist: May be actively and passively resisted.
Effects: If the target fails to resist, it is reduced to a pile of ashes. However, the spell will have no effect on a character whose Willpower is greater than the modified chance of casting the spell (though the spell could still backfire).

15. Spell of Summoning Salamander (S-15)
Range: Works at any range
Duration: Until dispelled
Experience Multiple: 200
Base Chance: 15%
Resist: May not be resisted
Effects: The caster may summon a salamander which will then attempt to set afire anything flammable that it can reach. The summoner will have no control over the salamander. It may not even be sent away except by dispelling it by casting a Special Knowledge Counterspell over it.

16. Spell of Summoning Efreet (S-16)
Range: Works at any range
Duration: Until dispelled
Experience Multiple: 225
Base Chance: 25%
Resist: May not be resisted
Effects: The caster may summon an Efreet which will be sympathetic to the summoner as a fellow fire-user and will usually attempt to aid him. If the Efreet does not agree to aid him voluntarily, the Adept may still demand one service in exchange for allowing the Efreet to depart. This service must take the form of a defined task to be performed in a matter of hours or days (though the service may take place in future at some indefinite time). The Efreet will almost always serve the summoner in battle against entities not associated with the College of Fire Magic, but will never assist the summoner in battle against a member of the College of Fire Magic. Even demanding that the Efreet attack a fellow Adept of the College of Fire Magic as his obligatory service to the summoner will not cause the Efreet to change his attitude in this regard.

[58.7] Special Knowledge Rituals

1. Ritual of Summoning and Controlling Fire Elemental (R-1)
Experience Multiple: 250

The Adept may summon a Fire Elemental and bind him to temporary service by performing this ritual. The ritual takes two hours. It may only be performed if the summoner remains stationary and takes no other action during the time the ritual is being performed. At the end of the two hour ritual, the summoner’s player rolls D100. If the resulting number is less than or equal to the summoner’s Magical Aptitude (modified), then the Elemental is summoned and controlled. If the result is 30 or more higher than the modified chance of summoning and controlling the Elemental, then the ritual backfires and the Elemental appears, but is uncontrolled and will attack the summoner and his friends. Any other result has no effect. The chance that the ritual will be entirely successful is modified by the addition of the following numbers:

Each Rank that the Adept has achieved in the performance of the ritual +5
Each point the Adept’s Willpower is above 15 +1

A Fire Elemental always appears within 20 feet of the summoner. It has a combined Endurance and Fatigue equal to 15 (+15 additional points per Rank of the ritual) and, unless controlled by the summoner will attack and burn until dispelled by a Special Knowledge Counterspell of the College of Fire Magics. Once controlled, the Fire Elemental remains controlled until the summoner’s concentration is broken or he chooses to send the Elemental to his own dimension with a Special Knowledge Counterspell of his College. The Experience Multiple for this ritual is 250.

59. The College of Earth Magics

The College of Earth Magics is concerned with the shaping of the powers of the earth itself and of those entities and things that are rooted in the earth or in contact with it.

There are two distinct branches of this College, and a practitioner of Earth Magic can be a member of only one branch at a time. He may alter his affiliation, but is treated as if he had quit his original branch and lost all knowledge of Earth Magic until such time as he has spent six months in study and meditation to relearn the General Knowledge of the College in a new form. The two divisions of this College are:

Pacifistic Earth Magic: Usually practiced by men who live in isolation in the wilderness, this type of Earth Magic is very powerful, but entirely defensive in nature. An adherent of this division of Earth Magic will never attack without provocation (i.e., unless attacked himself or unless he sees animals or plants attacked). He is unaffected by Counterspells of his College cast over an area he may occupy while attempting to work the magic of his College. In addition, the Counterspells of his College give only half the normal benefit to characters attempting to resist his magic. However, he may never participate in rituals of this College which involve human sacrifice.

Druidic Earth Magic: This form of Earth Magic is practiced by strong-minded individuals who have no objection to the taking of human life to further their magic. It is often practiced communally since it is in part ritual magic. Many of the rituals involve courting the darker sides of earth by providing blood to quench its thirst.

[59.1] Practitioners of the College of Earth Magics must always be in contact with the earth to perform magic of this College.

A practitioner of this College is considered in contact with the earth if he is in contact with an item which is, itself, rooted in the earth (tree, plant, foundation of a house, etc.). He would not be in contact with earth if he were in the air or in water where he could not touch bottom, or if he were atop a piece of furniture or an animal since they are not rooted in the ground. An Adept in a man’s arms is not in contact with earth.

[59.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Earth Magics:
Caster is wearing a sprig of fresh mistletoe +5
Caster is in contact with earth, but beneath water* −20
Caster is in a man-made dwelling without an earthen floor −5
Caster occupies a place of power** +20

*For example, beneath the ocean, if the caster can find a way of breathing in such a situation, the caster’s BC would always be reduced by 20.

**These can be any places frequented by worshipers of earth. Examples from mythology and literature might include: Stonehenge, Finn McCool’s Seat, The Hill of Tara, etc. If the Place of Power is used for ritual sacrifice, then a practitioner of Pacifistic Earth Magic would receive no benefit.

These additions to the Base Chance are cumulative. They are added to the modifiers listed in 43.7.

[59.3] Talents

1. Detect Aura (T-1)
Experience Multiple: 75
Whenever confronted by an object or being whose nature is unknown to him, the Adept’s player may tell the GM that he is attempting to detect the Aura of the being or object. The GM rolls D100. If the resulting number is less than or equal to the modified Perception of the Adept, the Aura is detected. The Adept’s Perception is subject to modification in the same manner as any Base Chance. This talent may be actively (but not passively) resisted.

In addition to any other modifications, the Adept’s Perception is modified by having the following numbers added to it:

For every 10 feet (after the first 10)
separating the Adept from the being
or object whose Aura he wants to read
+1
For each Rank the Adept has with the
Detect Aura Talent
+5

The results of detection are the same as those given for this Talent in 55.3. The Experience Multiple for this talent is 75.

[59.4] General Knowledge Spells

1. Spell of Converse With Animals (G-1)
Range: 10 feet +10 additional per Rank
Duration: Concentration/max: 3 hours×Rank (×1, if unranked)
Experience Multiple: 50
Base Chance: 45%
Resist: May not be resisted
Effects: The caster may communicate with fauna (whether verbally or symbolically, and to what extent, are left up to the GM’s discretion). Physical contact between the animal and the caster increases the Base Chance of successfully casting this spell by 5.

2. Spell of Converse With Plants (G-2)
Range: 10 feet +10 additional per Rank
Duration: Concentration/max: 3 hours×Rank (×1, if unranked)
Experience Multiple: 50
Base Chance: 25%
Resist: May not be resisted
Effects: The caster can communicate with flora with which he is familiar. The mode and extent of communication is up to the GM’s discretion.

3. Spell of Controlling Animals (G-3)
Range: 10 feet +10 additional per Rank
Duration: Concentration: no maximum
Experience Multiple: 100
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The caster controls the actions of any animal that does not successfully resist. It will serve him so long as he continues to concentrate. If he releases the animal or his concentration is broken, it may attack him or flee. The chance to cast the spell is reduced by 5 if the Adept cannot speak to the animal. If the Adept cannot make eye contact, the Base Chance is reduced another 5. The Spell of Converse With Animals may be used in conjunction with this spell if the animal’s language is known.

4. Spell of Blending (G-4)
Range: May be cast over self only.
Duration: 1 hour +1 additional per Rank
Experience Multiple: 50
Base Chance: 60%
Resist: May not be resisted
Effects: In order to cast this spell, the subject must remain stationary. If successfully cast, the subject cannot be seen by non-magical means. If, at any time while the spell is in effect the caster moves, the spell is broken.

5. Spell of Walking Unseen (G-5)
Range: 1 foot +1 additional per Rank
Duration: 1 hour +1 additional per Rank
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted
Effects: The subject of this spell can move unnoticed, not invisible. Even if someone looks directly at the subject of the spell, he will remain unseen. However, if someone touches the subject of the spell, he is immediately located and the spell is broken. 6. Spell of Healing (G-6)
Range: May only be cast over adjacent character.
Duration: Immediate
Experience Multiple: 100
Base Chance: 40%
Resist: May be actively and passively resisted
Effects: Through a combination of magic and the application of healing herbs and salves, the caster can cure 3 (+1 per Rank) Damage Points suffered by a character due to disease or injury. The spell takes about 5 minutes to cast.

7. Spell of Detecting Traps and Snares (G-7)
Range: 20 feet +5 additional per Rank
Duration: D10 minutes +10 additional per Rank
Experience Multiple: 75
Base Chance: 60%
Resist: May not be resisted
Effects: This spell reduces the Base Chance of being trapped or ambushed while outdoors by 10 (+1 additional point per Rank).

8. Spell of Detecting Poisons (G-8)
Range: Must be in touch with object or substance
Duration: Immediate
Experience Multiple: 75
Base Chance: 55%
Resist: May not be resisted
Effects: The spell requires a wand of either ashwood, ivory or unicorn horn. The caster touches the object or substance in which he suspects poison. The wand will momentarily turn black if poison is; in fact, present.

9. Spell of Lesser Enchantment (G-9)
Range: 10 feet +10 additional per Rank
Duration: Ranks 1–10=a fortnight; Ranks 1–19=3 months; Rank 20=spell lasts until dispelled.
Experience Multiple: 125
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The target of this spell is either blessed or cursed (caster’s choice). The spell increases either the character’s luck or misfortune (depending on whether it operates as a blessing or as a curse) by 1 on every dice roll in which the character is directly involved.

Note: This spell cannot be cast over oneself.

10. Spell of Herbal Lore (G-10)
Range: May be cast over self only
Duration: Immediate
Experience Multiple: 75
Base Chance: 25%
Resist: May not be resisted
Effects: The spell gives the caster the ability to recognize herbs of magical significance growing wild.

11. Spell of Tracking (G-11)
Range: May be cast over self only
Duration: 1 day +1 additional per Rank
Experience Multiple: 100
Base Chance: 15%
Resist: May not be resisted
Effects: The caster adds 10 (+2 additional per Rank) to his chance of Tracking while outdoors.

[59.5] General Knowledge Rituals

1. Ritual of Summoning Animals (Q-1)
Experience Multiple: 150
The Adept must spend 1 hour implementing this ritual and may not move or engage in any other activity during that time. If his concentration is broken, the ritual is destroyed and must be abandoned or restarted. At the end of the ritual, the Adept’s player rolls D100. If the resulting number is equal to or less than the Adept’s Magical Aptitude, then a number of small animals appear equal to the Adept’s Rank (1 if the Adept has no Rank with the ritual). The animal the Adept attempts to summon must be a native of the area. Experience Multiple for this ritual is 150. If the Adept chooses to vocalize his summons (assuming he is not attempting to go undetected since the vocalization must be in the form of a shout or call), the Base Chance is increased by 25.

[59.6] Special Knowledge Spells

1. Earth Hammer Spell (S-1)
Range: 25 feet +10 additional per Rank
Duration: Immediate
Experience Multiple: 200
Base Chance: 40%
Resist: May only be passively resisted
Effects: The caster conjures a giant maul of stone which hurls itself at a target of the caster’s choosing. If the target fails to resist the spell, it takes [D10−5] (+1 per Rank) damage.

2. Hands of Earth Spell (S-2)
Range: 20 feet +5 additional per Rank
Duration: 1 hour+ 1 additional per Rank
Experience Multiple: 150
Base Chance: 25%
Resist: May only be passively resisted
Effects: The spell causes a number of hands of stone equal to the Rank of the caster to materialize out of the ground within range. Each hand is 7 feet tall. Once they appear, they remain stationary. They may clutch anything in their grasp, but may not move from the spot on which they surfaced. A character standing on a spot where a hand materializes will be snatched up and will be unable to move until the spell dissipates.

3. Strength of Stone Spell (S-3)
Range: 10 feet
Duration: 1 hour +1 additional per Rank
Experience Multiple: 200 Base Chance: 20%
Resist: May not be resisted
Effects: The target of this spell has his Physical Strength or Fatigue (caster’s choice) increased by 1 for each Rank the caster has achieved with the spell. The spell may not be cast over oneself.

4. Armor of Earth Spell (S-4)
Range: 10 feet
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: May be cast over one target individual. It reduces the Base Chance of hitting that individual with any physical weapon by 2 for each Rank the caster has achieved with the spell. At Rank 11 and above, it also absorbs 1 Damage Point per Strike.

5. Diamond Weapon Spell (S-5)
Range: 5 feet +5 additional per Rank
Duration: 20 seconds×(D10−5)×Rank (×1, if unranked)
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: This spell is cast over a weapon of the caster’s choice. It increases the Base Chance of that weapon hitting a character by 1 per Rank (minimum of 1). Any character attempting to Strike a character who possesses a weapon that has this spell in effect over it, breaks his own weapon on a roll of 94–99 instead of 99.

6. Spell of Gem Creation (S-6)
Range: 10 feet
Duration: 1 day +1 additional per Rank
Experience Multiple: 250
Base Chance: 10%
Resist: May not be resisted
Effects: Creates one gemstone of random value for each 5 (or fraction) Ranks. The gems dissipate at the end of the spell.

7. Spell of Animal Growth (S-7)
Range: 10 feet +10 additional per Rank
Duration: 1 day +1 additional per Rank
Experience Multiple: 225
Base Chance: 15%
Resist: May be actively & passively resisted
Effects: One mammal of the caster’s choice is doubled in size. The effects of this radical change are determined by the GM.

8. Spell of Enchanting Plants (S-8)
Range: 10 feet +10 additional per Rank
Duration: 1 day +1 additional per Rank
Experience Multiple: 225
Base Chance: 15%
Resist: May not be resisted
Effects: The spell may impart partial mobility to a number of plants (including trees) equal to the caster’s Rank. The plants may not uproot themselves, but may move their branches and leaves while remaining in the same spot. The plant’s actions are always under the control of the caster so long as he maintains his concentration. If his concentration is broken, voluntarily or otherwise, the plants will be controlled by the GM until the caster re-establishes control and could conceivably attack the caster.

9. Spell of Binding Animals (S-9)
Range: 10 feet +10 additional per Rank
Duration: Infinite until dispelled
Experience Multiple: 250 Base Chance: 10%
Resist: May be actively and passively resisted
Effects: This spell is similar to the Spell of Controlling Animals except that the caster does not have to concentrate on it to maintain it. The spell will last until broken by the animal or dispelled by magic. Any animal subject to this spell makes one check per week against its Willpower to determine if the spell is broken.

10. Spell of Conjuring and Controlling Earth Elemental (S-10)
Range: 20 feet
Duration: Concentration: No maximum
Experience Multiple: 225 for each portion of spell
Base Chance: 25% / 20%
Resist: May not be resisted
Effects: This is a two-part spell. Each part of the spell is learned, ranked and recorded separately, but there is a single procedure and a single Fatigue cost to cast the spell. The caster has a BC of 25% of successfully casting the first part of the spell. If successful, an Earth Elemental with a combined Fatigue and Endurance of 15 +an additional 5 per Rank appears within 20 feet of the caster. The caster must immediately make a second check with a Base Chance of 20% to see if he controls the Elemental. If successful in establishing control over the Elemental, the caster maintains control until his concentration is broken or he banishes the Elemental with a Counterspell. If he fails to gain control of the Elemental or gains control, but has his concentration broken, the Elemental will immediately attack him. A caster cannot banish an Elemental he does not control.

11. Spell of Sinking Doom (S-11)
Range: 30 feet +10 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 650
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: The spell opens a circular pit under a single human-sized target per each 5 (or fraction) Ranks and sucks the unfortunate standing over it into the bowels of the earth to be burned in molten rock.

12. Wall of Stone Spell (S-12)
Range: 20 feet +10 additional per Rank
Duration: 10 minutes +10 additional per Rank
Experience Multiple: 150
Base Chance: 10%
Resist: May not be resisted
Effects: Creates a 10 foot high×20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 foot radius. The caster increases any dimension by 1 foot per Rank. He may not attempt to cast the spell on top of a character.

13. Wall of Iron Spell (S-13)
Range: 20 feet +10 additional per Rank
Duration: 10 minutes +10 additional per Rank
Experience Multiple: 250
Base Chance: 5%
Resist: May not be resisted
Effects: Same as for S-12 (Wall of Stone Spell) except that the caster creates a wall of cold iron.

14. Spell of Tunneling (S-14)
Range: 5 feet +1 additional per Rank
Duration: 30 seconds +5 additional per Rank
Experience Multiple: 200 Base Chance: 10%
Resist: May not be resisted
Effects: The caster creates a circular opening or tunnel 10 feet in diameter and 20 feet deep in a wall, ceiling, floor, ground surface, cliff face, etc. The caster may add 1 foot to either depth or radius per Rank.

15. Trollskin Spell (S-15)
Range: 10 feet
Duration:1 minute +10 additional seconds/2 Ranks (or fraction)
Experience Multiple: 250
Base Chance: 20%
Resist: May not be resisted
Effects: The spell allows the subject to regenerate Endurance Points removed as a result of damage incurred in combat. The target begins to regenerate 30 seconds after a wound is inflicted and continues to regenerate at the rate of 1 Endurance Point every 10 seconds for the duration of the spell. The spell will not help regenerate wounds inflicted by acid or fire.

16. Spell of Smoking Magma (S-16)
Range: 25 feet +5 additional per Rank
Duration: 10 seconds +10 additional per Rank
Experience Multiple: 300
Base Chance: 7%
Resist: May only be passively resisted (then does half damage).
Effects: The caster creates a pool of molten rock which wells up from underground. The pool has a radius of 5 feet (+1 additional foot per Rank). Any character within the area covered by the pool suffers damage of [D10−5] +1 per Rank. If the character successfully resists, this damage is halved.

17. Spell of Diamond Javelins (S-17)
Range: 30 feet +10 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The spell causes diamond-tipped javelins to fly from the earth at the caster’s feet and travel toward a target(s) of the caster’s choice. The number of javelins appearing is always 1 +1 additional javelin for every 2 (or fraction) Ranks of the spell. The javelins have a Base Chance equal to the Base Chance of ordinary javelins of hitting their target +3 per Rank of the spell. Each javelin does [D10−4] (+1 per every 2 or fraction Ranks) damage.

18. Spell of Earth Transformation (S-18)
Range: 10 feet +10 additional per Rank
Duration: 3 hours +1 additional per Rank
Experience Multiple: 400
Base Chance: 10%
Resist: May only be passively resisted
Effects: This spell turns 3 cubic feet of stone into mud or vice versa. The caster may add one cubic foot to this figure per Rank. A character standing on a spot containing a mud puddle that is turned to stone has an opportunity to passively resist the effects of the spell. If he fails to resist, he will become trapped in the stone that has taken the place of the mud he was standing in. If he resists, the mud turns to stone, but he is not trapped.

[59.7] Special Knowledge Rituals

1. Ritual of Binding Earth (R-1)
Experience Multiple: 500
This ritual takes one hour to perform and involves the ritual sacrifice of a human (or humanoid) being. At the end of the ritual, the Adept’s player rolls D100. If the resulting number is equal to or less than the Base Chance to employ the ritual successfully, the Adept gains complete control over a 500 pound weight of earth and stone (plus an additional 500 pound weight per Rank). He can shape or move the earth, change its consistency or instil intelligence in it at his option. The Base Chance to successfully employ this ritual is 10%. It can affect any earth or stone within 10 feet (plus 10 per Rank) of the Adept. It cannot be resisted. Once cast, it lasts for 1 hour plus an additional hour for each Rank or until the Adept’s concentration is broken. The Experience Multiple for this ritual is 500.

60. The College of Celestial Magics

The College of Celestial Magics is concerned with the practice of those magic arts having to do with shadow, night, and stars. There are three distinct divisions of the College of Celestial Magics. They are:

  1. The Star Mages: Dealing with heavenly bodies.
  2. The Dark Mages: Dealing with night and darkness.
  3. The Shadow Weavers: Dealing with the power of light and shadow.

All members of the College of Celestial Magics must be associated with one of these three divisions and may change divisions only by forsaking their present division, losing all of their current magical knowledge and entering a monastery for 6 months of meditation and training in the new divisions of their College.

Man’s natural fear of the power of darkness gives this College special power. Consequently, in addition to the other information included under this College, 60.8 contains the Fright Table which must be rolled on as a result of certain spells.

[60.1] Adepts of the College of Celestial Magics may practice their arts without restriction.
[60.2] The Base Chance of performing any talent, spell or ritual of the College of Celestial Magics is modified by the addition of the following numbers:

If the Adept is a Star Mage and:

It is full daylight −20
It is a starless night −5
It is a night of the new moon +15
It is a night of the full moon +5

If the Adept is a Dark Mage and:

It is a day with bright sunlight −25
It is a day with an overcast −20
It is twilight −5
It is a moonlit night −5
It is a cloudy night or a night of the new moon +10
He is in total darkness except for artificial light* +15
He is in total darkness (not even torches present)* +25

If the Adept is a Shadow Weaver and:

Is standing in bright sunlight −20
Is standing in medium sunlight (late afternoon) +10
Is standing in direct rays of setting Sun +5
It is twilight +10
It is full night −5
Is standing in total darkness (no light, including torches) −10
Is standing in light shadow +5
Is standing within 5 feet of deep shadow +5
Is standing in deep shadow +15

*Total Darkness can only be achieved naturally if the Adept is underground. Artificial light is light not cast by the sun or its reflection off of other heavenly bodies or by the stars.

[60.3] Talents

1. Speak to Shadow Creatures (T-1)
Experience Multiple: 50
The Adept can speak to all shadow creatures and most nocturnal animals within 10 feet (+10 additional feet per Rank). The communication may be verbal in some cases, but will usually employ a combination of telepathic contact, sign language, and a few verbal symbols at the lowest Ranks. The Experience Multiple for this talent is 50.

2. Night Vision (T-2)
Experience Multiple: 100
The Adept has the ability to see in the dark with the same vision (near perfect) as a cat. However, everything will appear monochromatic and somewhat distorted (geometrical). The higher the Rank, the less distorted the vision will be. The Experience Multiple for this talent is 100.

3. Detect Aura (T-3)
Experience Multiple: 75
This talent is identical in all ways to the talent of the same name of the College of Naming Incantations (see 55.3, T-1).

[60.4] General Knowledge Spells

1. Spell of Blending (G-1)
Range: May be cast over self only
Duration: 1 hour +1 additional per Rank
Experience Multiple: 50
Base Chance: 60%
Resist: May not be resisted
Effects: Same as for the spell of the same name of the College of Earth Magics (see 59.4, G-4).

2. Spell of Light (G-2)
Range: 15 feet +15 additional per Rank
Duration: 15 minutes×[D10−5]×Rank (×1, if unranked)
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted
Effects: One 10-foot cube may be brightly lighted as described in the spell of the same name (G-4) of the College of Fire Magics.

3. Spell of Darkness (G-3)
Range: 15 feet +15 additional per Rank
Duration: 15 minutes×Rank (×1, if unranked)
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted
Effects: The Adept creates a volume of darkness (1000 cubic feet) of any shape he desires. At Ranks 1–5, the spell creates darkness equal to a cloudy night. At 6–10, it creates darkness equal to a sealed room. At Ranks 11 and up, it creates absolute blackness that no non-magical light source (including torches) can penetrate. The volume of darkness created may be increased by 500 cubic feet per Rank.

4. Spell of Shadow Form (G-4)
Range: 15 feet +1 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 150
Base Chance: 10%
Resist: May not be resisted
Effects: The target of the spell is enveloped in a confusing pattern of shadows. Any attempt to hit the target while the spell is in effect will have 2 (+2 per Rank) subtracted from the Strike Chance. This subtraction applies only to physical weapons, not magic.

5. Wall of Starlight Spell (G-5)
Range: 15 feet +15 additional per Rank
Duration: 10 minutes +10 additional per Rank
Experience Multiple: 150 Base Chance: 15%
Resist: May not be resisted
Effects: Creates a 10-foot high I foot thick Wall of Light 20 feet long or a 10 foot high, 1 foot thick Ring of Light with a 5 foot radius, or a pillar of starlight 5 feet thick by 15 feet high. The Adept can increase any dimension by 1 foot per Rank. The spell may not be cast on top of other entities. Shadow and darkness-aligned creatures (including Dark Mages and Shadow Weavers) suffer [D10−5] (+1 per Rank) damage if they come in contact with the wall. Any entity damaged by the spell must roll on the Fright Table (see 60.8).

6. Wall of Darkness Spell (G-6)
Range: 15 feet +15 additional per Rank
Duration: 10 minutes +10 additional per Rank
Experience Multiple: 100
Base Chance: 20%
Resist: May not be resisted
Effects: Works the same as the Wall of Starlight except that light aligned creatures (including Star Mages) suffer damage due to contact with it.

7. Witchsight Spell (G-7)
Range: 15 feet +15 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 150
Base Chance: 15%
Resist: May not be resisted
Effects: This spell gives any one target of the Adept’s choice the ability to see normally invisible entities or objects or those which have been rendered invisible by magic (i.e., via the spells of Blending, Walking Unseen, and invisibility). It also gives the target the night vision of an Elf.

8. Strength of Darkness Spell (G-8)
Range: 15 feet
Duration: 10 minutes +10 additional per Rank
Experience Multiple: 200
Base Chance: 15%
Resist: May not be resisted
Effects: The target’s Physical Strength is increased by 1 (+1 for every 2 or fraction of 2 Ranks) for the duration of the spell. This spell may only be cast by Dark Magics who are not exposed to natural light (only torches or magical light).

9. Spell of Walking Unseen (G-9)
Range: 1 foot +1 additional per Rank
Duration: 1 hour +1 additional per Rank
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted
Effects: The target may move unnoticed (not invisible) even if individuals are staring directly at him. If, however, he touches or is touched by an entity (or something worn or held by the entity), the spell is immediately broken and he is seen.

[60.5] General Knowledge Rituals

1. Ritual of Reading the Stars (Q-1)
Experience Multiple: 150
The Adept may, by remaining in one place and taking no other action except performing this ritual, read something. of the future in the stars. He must occupy a vantage point where he has a clear view of the sky (not indoors or in a hollow), and it must be a clear night. The ritual may not be performed during the day or during an overcast. It takes 1 hour to perform. The Base Chance of success is equal to the Adept’s Magical Aptitude +4 per Rank. The Experience Multiple is 150. The GM provides all answers writ in the stars in the form of generalized statements that can be as accurate or misleading as the GM feels appropriate.

2. Ritual of Summoning and Binding Shadow Creatures (Q-2)
Experience Multiple: 200
The Adept may summon and bind l creature of night and shadow (+1 for every 5 or fraction of 5 Ranks). The Base Chance of the ritual being effective is 20% (+4 per Rank). Any shadow creature called must be native to the area. If the ritual succeeds, the creature will arrive in a state of being bound to the will of the Adept. If it backfires, the creature will arrive and attack the Adept. If merely unsuccessful, the creature will not arrive at all. Bound creatures will serve the Adept so long as he continues to concentrate on controlling them (no maximum length of time) or until released by the Adept. If his concentration is broken, the Adept will be attacked. If he simply releases the creatures, they will flee his presence. The Experience Multiple for this ritual is 200. Creatures of night and shadow include nocturnal animals and lesser undead, for purposes of this spell.

[60.6] Special Knowledge Spells

1. Spell of Healing (S-1)
Range: May only be cast over self
Duration: Immediate
Experience Multiple: 200
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).

2. Spell of Creating Shadow/Starsword (S-2)
Range: 15 feet +5 additional per Rank
Duration: 20 seconds×[D10−5]×Rank (×1, if unranked)
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: Only Star Mages may create a Starsword, and only Dark Mages or Shadow Weavers may create a Shadow Sword. 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 1 (+1 for every 3 or fraction of 3 Ranks) added to the damage it will do whenever it is used against a creature of opposite alignment. Starswords do extra damage to creatures of night and shadow and Shadowswords do extra damage to all other creatures.

3. Starfire Spell (S-3)
Range: 30 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 35%
Resist: May be actively and passively resisted
Effects: The Adept casts a bolt of staff ire at any one target within range. The first entity or object the bolt hits along its flight path suffers [D10−4] (+1 per Rank) damage unless they resist.

4. Meteor Spell (S-4)
Range: 60 feet +15 additional per 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 meteor with a 25 foot diameter which crashes into an area within range, doing [D10−4] (+1 per Rank) damage to all entities within the impact area who fail to resist. The meteor must be targeted to hit a specific hex and takes 2 minutes to arrive (−10 seconds per Rank). Only Dark Mages and Star Mages may use this spell.

5. Shadow Wings Spell (S-5)
Range: 10 feet +10 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: The caster creates great batwings of darkness on himself or any single character within range. These wings will bear the target through the sky wherever he desires at a rate of 30 miles per hour (+1 mile an hour per Rank). This spell may only be cast by Shadow Weavers and Dark Mages.

6. Web of Starlight Spell (S-6)
Range: 30 feet +15 additional per Rank
Duration: Concentration/maximum of 15 minutes +15 additional per Rank
Experience Multiple: 250
Base Chance: 25%
Resist: May only be passively resisted (which may halve damage).
Effects: This spell operates in the same manner as the Web of Fire (S-4) of the College of Fire Magics except that it affects only creatures of night and shadow who must, if damaged, roll on the Fright Table. It may only be cast by Star Mages. Entities that are not creatures of night and shadow may ignore the web entirely. See 58.6 for details.

7. Web of Blackness Spell (S-7)
This spell is identical in all ways to S-6 above except that it affects only creatures of light and may only be cast by a Dark Mage or a Shadow Weaver.

8. Meteor Swarm Spell (S-8)
Range: 75 feet +15 additional per 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 (Meteor Spell) except that 3 meteors are summoned. At least one cubic foot of each meteor must overlap with one cubic foot of another meteor. The meteors will arrive in 5 minutes (−20 seconds per Rank). Only Star Mages may cast this spell.

9. Dwarf Star Spell (S-9)
Range: 60 feet +15 additional per Rank
Duration: Concentration/maximum of 1 minute +1 additional per Rank
Experience Multiple: 450
Base Chance: 2%
Resist: May be actively and passively resisted
Effects: The spell causes one target of the Adept’s choice which is within range to suffer the effects of an increase in the force of gravity of 1 gravity (+1 additional gravity per Rank) unless the target resists.

10. Black Fire Spell (S-10)
Range: 30 feet +15 additional per 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 black 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 [D10−4] (+1 per Rank) damage and must roll on the Fright Table. The Base Chance of infection is increased by 20 is a character suffers damage from this spell.

11. Spell of Shadow Walking (S-11)
Range: May only be cast over self
Duration: Immediate (during Pulse)
Experience Multiple: 550
Base Chance: 1%
Resist: May not be resisted
Effects: The Adept may cause himself to be instantly transported from one spot which is in shadow to another spot which is within shadow. The destination must be in sight or must have been carefully observed beforehand. The destination may also be up to 5 miles (+1 additional mile per Rank) from the spot the Adept currently occupies. Only Shadow Weavers may use this spell.

12. Spell of Whitefire (S-12)
Range: 30 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 500
Base Chance: 1%
Resist: May be actively and passively resisted
Effects: This spell is cast at a single target of the Adept’s choice that is within range. The target must resist or it will be flash fried. The target’s Willpower must be less than the modified chance of casting the spell or it will have no effect upon him, though it may backfire.

13. Spell of Fear (S-13)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 350
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: One target of the Adept’s choice that is within range is seized by almost uncontrollable fear. The target’s player must, if the target fails to resist, roll on the Fright Table to determine the result of the spell (see 60.8).

[60.7] Special Knowledge Rituals

1. Ritual of Conjuring and Controlling Dark Sphere (R-1)
Experience Multiple: 450
The Adept may summon and control an inky black 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 Dark Sphere and fails to resist is immediately disintegrated. Anything that resists, simply suffers D10 damage for each contact and is thrown to the ground by the shock of contact. The Experience Multiple for this ritual is 450.

[60.8] Fright Table
D100
Result
Effect
01–20 Target is wary and suffers a subtraction of 5 from all Strike Chances for remainder of Pulse.
21–25 Target flies into a berserk rage and immediately attempts to attack (within the limits of movement) the object of his rage (the Adept or manifestation that brought about the fear). He will Charge if possible and attempt to Grapple. All Strike Checks against him are increased by 10 and all Strike Checks which he makes are increased by 10.
26–76 Target flees as rapidly as possible away from the source of his terror.
77–90 Character is immobilized as if stunned and adds 5 to all subsequent rolls on the Fright Table this day.
91–95 Target becomes hysterical and will continue to stand in place and scream until snapped out of it (GM determines how this occurs). Add 15 to subsequent rolls on the Fright Table this day.
96–100 Target’s hair turns white as he becomes totally catatonic (as if stunned). Add 15 to subsequent rolls on the Fright Table this day.
101–106 Target faints dead away (collapsing to the ground). He remains unconscious for [D10+6] minutes. Add 10 to all subsequent rolls on the Fright Table this day.
107–110 Target suffers a heart attack. The result is the same as for 101–106 except that the target may not move about under his own power for the remainder of the day and suffers a decrease of 2 in all characteristics until he has spent one month resting in bed.
111+ Target suffers a heart attack and must have medical attention (cardiovascular resuscitation) within one minute (12 Pulses of combat) or die. If he does survive, all subsequent rolls on the Fright Table are increased by 20 this day

61. The College of Necromantic Conjurations

The College of Necromantic Conjurations is concerned with the processes of life, death, decay, and putrefaction.

[61.1] Adepts of the College of Necromantic Conjurations may practice their arts without restriction.
[61.2] The Base Chance of performing any talent, spell, or ritual of the College of Necromantic Conjurations is modified by the addition of the following numbers:
It is a High Holiday of the Powers of Light* −10
It is a High Holiday of the College of Necromantic
Conjurations**
+20
It is the stroke of midnight on the night of one of the
High Holidays of the College of Necromantic Conjurations***
+30

*This modifier may include any holidays of the GM’s invention that are dedicated to the Powers of Light. However, all such holidays are presumed to be known to all characters and must, therefore, be announced by the GM well in advance of the application of this modifier.

**The College of Necromantic Conjurations recognizes one principal High Holiday: Walpurgisnacht. The GM may create other High Holidays as he sees fit (see note above).

***This modifier is applied to any spell loosed at the stroke of midnight or to any ritual which is completed on the stroke of midnight. This modifier is applied instead of (not in addition to) the+20 modifier for working the magic of this College on a High Holiday of the College. Otherwise, all modifiers are cumulative.

[61.3] Talents

1. Ask The Dead (T-1)
Experience Multiple: 150
The Adept may, whenever he occupies the place in which an entity has died, communicate with the spirit of the entity if the Adept could have communicated with the entity while it was alive (knew its language, etc.) and is aware that the place he occupies was the site of the entity’s death. Only questions that can be answered with a simple yes or no will be answered, and the dead can only provide knowledge of events which transpired while they were alive. There is a Base Chance of 20% (+4 per Rank) that the dead will respond to the questions of the Adept. Once the dead initially respond, they will continue to answer all questions automatically until dismissed. This talent does not allow the Adept to communicate with the undead, only to summon the dead from the spirit world and speak with them. It has an Experience Multiple of 150.

[61.4] General Knowledge Spells

1. Spell of Conjuring Darkness (G-1)
Range: 15 feet+ 15 additional per Rank
Duration: 15 minutes +15 additional per Rank
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted
Effects: The Adept creates a volume of darkness of variable intensity of 500 cubic feet (+500 additional cubic feet per Rank). At Ranks 1–5, the darkness is equal to that found on a cloudy night; at Ranks 6–10, to that found on an overcast moonless night; at Ranks 11 and above, to that of a sealed room with no light source.

2. Spell of Putrescence (G-2)
Range: 15 feet +15 additional per Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted
Effects: The Adept may, by casting this spell, spoil enough food to generously feed 1 person (+ 1 additional person per Rank). The food will thereafter be inedible.

3. Spell of Obscurement (G-3)
Range: 15 feet +15 additional per Rank
Duration: 10 minutes+10 additional per Rank
Experience Multiple: 200
Base Chance: 30%
Resist: May only be passively resisted
Effects: The Adept creates a 5-foot cube of oily black smoke (+1 foot to each dimension per Rank). The vision of all entities except the Adept is reduced to 5 feet. The Adept's sight is unaffected, and any character who successfully resists is unaffected.

4. Fire and Brimstone Spell (G-4)
Range: 15 feet+ 15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 250
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The Adept may cast a bolt of sulphurous flame at a single target. If the target fails to resist, it takes [D−4](+1 per Rank) damage. The Base Chance of infection is increased by 20 as a result of damage inflicted by this spell.

5. Spell of Heating Metal (G~5)
Range: 15 feet+15 additional per Rank
Duration: 20 seconds +10 additional per Rank
Experience Multiple: 250
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept can cause up to 1 cubic foot of metal (+ 1 additional cubic foot per Rank) to become hot, increasing its temperature by 5° +5° per Rank.

6. Spell of Harming Entity (G-6)
Range: 15 feet+ 15 additional per Rank
Duration: 1 0 seconds+ 1 0 additional per Rank
Experience Multiple: 200
Base Chance: 200/o Resist: May be actively and passively resisted
Effects: The Adept may cast this spell at any one target within range. If the target fails to resist, he will be in intense agony for the duration of the spell and must check to see if his concentration is broken. His Strike Chance is reduced by 10 for the duration of the spell. He suffers no Damage Points as a result of the spell.

7. Spell of Noxious Vapors (G-7)
Range: 15 feet +15 additional per Rank
Duration: 10 seconds×[D10−5]×Rank (×1, if unranked)
Experience Multiple: 250
Base Chance: 10070 Resist: May only be passively resisted
Effects: The Adept creates a cloud of foul yellow vapor which will affect all characters (including the Adept) who are caught within it. The cloud covers the entire area within range of the Adept. At Ranks 0–5, it reduces each character's range of vision by 10 feet. At Ranks 6–10, it causes a light sleep lasting until the spell ends or the sleeper is awakened. At Ranks 11–20, there is a 20% chance that any character who fails to resist will contract consumption.

8. Spell of Warping Wood (G-8)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may twist a 2×2×1' area of a piece of wood into any shape of his choosing. He may add 1 to any dimension per Rank.

9. Ram of Force Spell (G-9)
Range: 5 feet +5 additional per Rank
Duration: Until task is completed
Experience Multiple: 200
Base Chance: 25 %
Resist: May be actively and passively resisted
Effects: Creates a 15'×15'×15' column of force that will follow the Adept's command to execute one specific task (smash through that locked door, for example) and then will dissipate. Will do [D10−5] damage per 10 second exposure to flesh which cannot be pushed out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone.

10. Spell of Vapor Breathing (G-10)
Range: May only be cast over self
Duration: 30 seconds +15 additional per Rank
Experience Multiple: 150
Base Chance: 30%
Resist: May not be resisted
Effects: The spell permits the Adept to breathe any atmosphere that contains sufficient oxygen to keep him alive, filtering out other substances. This spell does not permit the Adept to breathe underwater.

[61.5] General Knowledge Rituals

1. Ritual of Summoning and Binding Lesser Undead (Q-1)
Experience Multiple: 250
The Adept may use this ritual to summon and bind the Lesser Undead if he remains stationary within a Pentacle (see 63, The College of Greater Summonings) drawn in or near an area where Lesser Undead may habitually be found (near tombs, graveyards, barrows, etc.). The Adept and his companions must remain within the Circle of Protection during the entire course of the ritual. They may take no other action while the ritual is taking place. This ritual lasts two hours. At the end of that time, the Adept's player rolls D100. If the resulting number is equal to or less than the Adept's Magical Aptitude, the ritual succeeds. The Adept's Magical Aptitude is modified in the same manner as any Base Chance of performing a ritual. In addition, 3 per Rank is added to the Adept's Magical Aptitude. If the Adept's player rolls a number 40 or more greater than the Modified Chance for this ritual to be effective, the ritual backfires and the appropriate number of undead appear unbound within the Circle of Protection and can attack the Adept and companions. The spell summons 1 (+1 per Rank) Lesser Undead and (unless it backfires) subjects them to the will of the summoner for as long as his concentration lasts (one week maximum). Once the Adept's concentration is broken or he releases the undead, they may attack him and his companions. If the ritual backfires or concentration is broken, the Lesser Undead will attempt to attack the summoner if possible. The Experience Multiple for this ritual is 250. Undead summoned successfully (i.e., not as a result of a backfire) will appear within 20 feet of the summoner's Pentacle.

2. Ritual of Converse With The Dead (Q-2)
Experience Multiple: 400
The Adept may converse with a dead entity if he occupies the place the entity died or was buried and calls forth the dead spirit using this ritual. The ritual takes an hour to perform and must be cast in a Pentacle. The Adept must have known of the death (by witness, hearsay, or reading) in order to summon the dead spirit. He need not have known or encountered the entity before. He must understand a language spoken by the entity. The Adept's player rolls D100 at the end of the ritual and if the result is equal to the Base Chance of performing the ritual, the spirit of the deceased appears and will answer three questions. Each question will be answered with a riddle or puzzle. The Base Chance of this ritual being effective is equal to the Adept's Magical Aptitude (+4 per Rank). The dead disappear whenever any character who is not within the Pentacle occupies the same general area. The Experience Multiple for this ritual is 400. The GM creates all riddles and puzzles in answer to the Adept's questions. Undead may not be summoned or conversed with using this ritual.

[61.6] Special Knowledge Spells

1. Spell of Causing Wounds (S-1)
Range: 15 feet +5 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 200
Base Chance: 35%
Resist: May be actively and passively resisted
Effects: The Adept may cause [D10−4](+1 per Rank) damage as a result of wounds to one target within range unless that target successfully resists. If the target suffers any effective damage he suffers an increase of 10 to the BC of infection as a result of his injuries.

2. Wall of Force Spell (S-2)
Range: 15 feet +15 additional per Rank
Duration: Concentration/maximum of 15 minutes +1 additional per Rank
Experience Multiple: 250
Base Chance: 30%
Resist: May only be passively resisted
Effects: The Adept creates a 1 thick Wall of Force which is 10 feet high and 20 feet long or a 1 thick, 10 foot high Ring of Force with a radius of 5 feet. The Adept can increase the height or length by 1 foot (or radius by 3 inches) per Rank. Any entity coming in contact with the Wall of Force will either successfully resist or be thrown back (fall Prone) and suffer [D10−5](+1 per Rank) damage.

3. Wall of Bones Spell (S-3)
Range: 15 feet +15 additional per Rank
Duration: 30 minutes +30 additional/ Rank
Experience Multiple: 150
Base Chance: 30%
Resist: May only be passively resisted
Effects: The Adept conjures a wall of interlaced bones 1 foot thick, 10 feet high, and 20 feet long or a circle of bones 1 foot thick, 10 feet high and with a 5 foot radius. The Adept may increase the height and thickness by 1 foot and the radius by 3 inches per Rank. An entity coming in sight of the wall must either successfully resist or roll on the Fright Table (see 60.8). The wall can suffer 100 points of damage and then turns to dust. Bright sunlight inflicts 20 points per Pulse on the wall.

4. Spell of Fear (S-4)
Range: 15 feet +15 additional per Rank
Duration: Concentration/maximum of 15 minutes+15 additional per Rank
Experience Multiple: 350
Base Chance: 20%
Resist: May only be passively resisted
Effects: The spell has the same effect as the spell of the same name (S-13) of the College of Celestial Magics.

5. Mass Fear Spell (S-5)
Range: 30 feet +15 additional per Rank
Duration: 30 seconds +10 additional per Rank
Experience Multiple: 400
Base Chance: 10%
Resist: May only be passively resisted
Effects: The spell has the same effects as the Spell of Fear (S-13) of the College of Celestial Magics except that all characters within range except the Adept must resist or roll on the Fright Table (60.8).

6. Spell of Scarring Terrain (S-6)
Range: 15 feet +15 additional per Rank
Duration: 1 year +1 additional per Rank
Experience Multiple: 300 Base Chance. 20%
Resist: May not be resisted
Effects: The Adept causes terrible ruin by burning out an area of ground equal to 25 square feet (+25 additional square feet per Rank). The ground will be so damaged that it will be unable to support any flora for the duration of the spell. Though the spell will immediately wither any flora in the area it effects, fauna will be unaffected.

7. Spell of Animation of the Dead (S-7)
Range: 30 feet +15 additional per Rank
Duration: 3 hours +30 additional minutes per Rank
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept animates 3 (+1 per Rank) corpses within range. They will serve the Adept in all ways. If the corpses are recently dead, they will be zombies. If they have been dead for more than a month, they will be partially devoid of skin and will be treated as skeletons for purposes of this spell.

8. Wraithcloak Spell (S-8)
Range: 15 feet +1 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 200
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept causes the target to appear less corporeal and to be harder to hit. The chance of successfully Striking the target of the spell is reduced by 1 (+1 per Rank) for the duration of the spell. In addition, the target's stealth is increased by 10.

9. Shadowed Weapon Spell (S-9)
Range: 5 feet +5 additional per Rank
Duration: 20 seconds×[D10−5]×Rank (×1, if unranked)
Experience Multiple: 250
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may increase the usefulness of any weapon within range. The affected weapon has its Base Chance increased by 1 (+ 1 per Rank) and the damage increased by 1 for every 3 or fraction of 3 Ranks. At Rank 6 or above, the Adept can create a sword entirely of darkness which will operate in the same manner as a normal sword of its type (broadsword, tulwar, etc.) which has had a Shadowed Weapon Spell of the appropriate Rank cast over it.

10. Hand of Death Spell (S-10)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 500
Base Chance: 5%
Resist: May only be passively resisted
Effects: The Adept causes any single target to sense the Adept's hand squeezing his heart or similar organ to a pulp. Even if the character resists, the sensation will remain and will break the character's concentration and subtract 10 from the character's Base Chance of hitting another character or successfully performing magic. If the character fails to resist, he suffers [D10+1] damage that Pulse and each succeeding Pulse that the spell remains in effect and he fails to resist. The spell remains in effect so long as the Adept expends 2 Fatigue and implements a Pass Action each Pulse. During this time, the Adept must make visible squeezing motions with his hand to simulate the squeezing of the victim's organs. The Adept need not recast the spell once he successfully looses it at his victim. Even if the victim resists, the spell will continue to operate so long as the Adept continues to make squeezing motions.

11. Hellfire Spell (S-11)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 375
Base Chance: 1%
Resist: May only be passively resisted (then suffers half damage).
Effects: This spell operates in the same manner as the Spell of Hellfire (S-9) of the College of Fire.

12. Spell of Life Draining (S-12)
Range: Adept must touch target.
Duration: Immediate (during Pulse)
Experience Multiple: 400
Base Chance: 15%
Resist: May be actively and passively resisted
Effects: The Adept drains 1 (+ 1 per Rank) Fatigue from the target if the target fails to resist. The Fatigue may be used to repair the Adept's own Fatigue or Endurance or to increase his Physical Strength for the remainder of the Pulse on a one for one basis. If the target has no Fatigue remaining, the Adept may drain from Endurance instead. He may not drain from both Fatigue and Endurance in the same Pulse.

13. Spell of Agony (S-13)
Range: 30 feet +15 additional per Rank
Duration: 10 seconds +10 additional per Rank
Experience Multiple: 350
Base Chance: 10%
Resist: May be actively and passively resisted
Effects: The spell causes all entities in the affected area except the Adept to suffer extreme agony. No character who does not resist may take any Action except to Pass. Characters who successfully resist reduce all Strike Chances by 30 and take twice as long to perform any Action.

14. Phantasm Spell (S-14)
Range: Works at any range
Duration: Concentration/no maximum
Experience Multiple: 400
Base Chance: 5%
Resist: May not be resisted
Effects: This spell is the same as the spell of the same name (S-3) of the College of Sorceries of the Mind.

[61.7] Special Knowledge Rituals

1. Ritual of Summoning and Binding Greater Undead (R-1)
Experience Multiple: 350
This ritual works in the same manner and under the same conditions as the Ritual of Summoning and Binding Lesser Undead (Q-1) except that the Base Chance is always half (round down) the Adept's Magical Aptitude and the Experience Multiple is 350. The ritual summons Greater Undead and must be performed in or near an area frequented by them (barrows, churchyards, or abandoned dwellings).

2. Ritual of Life Prolonging (R-2)
Experience Multiple: 350
The Adept may prolong his life, remaining unchanged and un-aged for the duration of the effects of this ritual. Once the effects of the ritual wear off, the Adept will begin to age at the rate of 1 year per minute until he reaches the proper biological age to match his chronological age. The Adept must remain stationary and may take no other action while performing the ritual. At the end of the ritual, the Adept's Player rolls D100. If the result is less than or equal to the Base Chance (5%+5 per Rank), the ritual is effective. If the ritual backfires, the Adept will increase his age instead of decrease it or keep it unchanged. Normally, the ritual's effects last for 2 years (+2 additional years per Rank), but at Rank 10 and above, the Adept can immediately upon the ritual being completed reduce his biological age by up to 2 years (+2 years per Rank) instead of (not in addition to) halting aging. Any backfire reverses the anticipated effect (accelerating aging). The Experience Multiple for this ritual is 350. The ritual takes 8 hours.

3. Ritual of Becoming Undead (R-3)
Experience Multiple: 550
The Adept may become an undead by employing this ritual. Once he joins the ranks of the undead, he may not reverse the effect. The Adept must draw a Circle of Protection and a Pentacle (see College of Greater Summoning, 47) and remain within it throughout the ritual. The ritual takes 2 hours to perform. During the course of the ritual, the Adept must murder an entity of his own race who occupies the Pentacle with him. The entity may be bound, but must be conscious during the murder. Upon the performance of the murder, a Wight appears over the corpse at Rank 0–10, or a Wraith at Rank 11–20. This undead becomes chained to the place in which the murder was committed until freed by someone other than the Adept entering or leaving the Circle of Protection. Upon being released, the undead will hunt the Adept and attempt to terminate his existence in revenge. Once the murder is performed, the Adept's Player checks to determine if it was a success. The Base Chance that it will be a success is 10% (+3 per Rank). If it is a success, the Adept joins the ranks of the undead as the Greater Undead type of his choice. He may leave the Circle of Protection without releasing the undead imprisoned therein. If the result is not a success and the Adept fails to become undead, the undead imprisoned therein will be released if the Adept attempts to leave the Circle of Protection. If the ritual backfires, the undead will immediately be released and will attack the Adept inside the Circle of Protection (which will be broken and will not keep the undead imprisoned). The Experience Multiple of this ritual is 550.

62. The College of Black Magics

The College of Black Magics is organized somewhat differently from other Colleges in that its knowledge is available only to those who make various pacts with the Powers of Darkness. There are three pacts which an Adept may make. They are organized in order of importance:

  1. The First Pact: Upon entering this College, the Adept swears an oath of allegiance to the Powers of Darkness. This is the First Pact. In exchange for this oath, the Adept is given all of the General Knowledge of the College of Black Magic at Rank 0 and may achieve up to Rank 15 with that knowledge. He may not achieve Rank above 15 or learn any of the Special Knowledge of the College of Black Magics.
  2. The Lesser Pact: In order to learn the Special Knowledge of the College of Black Magics, the Adept must make the Lesser Pact. This pact consists of reaffirming the Adept's allegiance and giving up a token of that allegiance to the Powers of Darkness. The GM and the Adept's player must arrive at an agreement in advance as to what must be given up. The Adept may offer anything. The GM should insist on something that the Adept's player is particularly proud of or has found to be a strong point in his character. The price should be stiff, but not totally crippling. It could include reducing the Physical Beauty of a particularly handsome character by 10 points or more, taking the character's eyesight, taking the character's shadow and/or reflection, or any other price that involves some sacrifice. Once the pact is agreed to, the Adept may learn most Special Knowledge of the College at Rank 0 and may progress to Rank 15 with that Special Knowledge and to Rank 20 with the General Knowledge of the College. In addition, an Adept who has sworn the Lesser Pact will be given a Familiar in the form of a small animal (cat, bat, dog, etc.). The Familiar will be devoted to the Adept and will serve him faithfully, but the Adept must always feed the Familiar or it will die. All Adepts who swear the Lesser Pact will receive a Witchmark, an invisible mark somewhere on their person through which their Familiar will feed by sucking the Adept's blood. Only the blood of the Adept will suffice to sustain the Familiar and it will lose 1 Fatigue (Endurance if all Fatigue is exhausted) per hour that it has not been fed. The Adept suffers a loss of 4 Fatigue Points each time he feeds his Familiar. The Familiar regains all lost Fatigue upon feeding. Familiars are minor Devils (half the characteristics and Rank of normal Devils rounded down) who appear in animal form except when required to adopt their natural form by the Adept. See 47, the College of Greater Summoning, for the characteristics and abilities of Devils. The Adept may only receive 1 new Familiar every 5 years and only if his old Familiar has died.
  3. The Greater Pact: If the Adept wants to learn those spells and rituals that compose the part of the Special Knowledge of this College that he has been denied access to, he must make the Greater Pact and sell his soul to the Powers of Darkness. A character who has sold his soul in this manner may never be resurrected. However, he attains access to all knowledge of the College of Black Magics (General and Special) and may achieve up to Rank 20 with that knowledge. Once made, a Pact of this College other than the First Pact may never be renounced. An Adept who has made only the First Pact may always quit the College, losing all of his magic knowledge and abilities. However, neither the Lesser Pact nor the Greater Pact can ever be totally renounced. If an Adept attempts to renounce them, he immediately loses all knowledge and abilities acquired as a result of his membership in the College and suffers a curse of the GM's choice from the Damnum Minatum. He may join another College, but will never achieve higher than Rank 15 with any knowledge of that College.
[62.1] Adepts of the College of Black Magic may only practice those talents, skills and rituals permitted them by the Pact they have made.

They may never practice any of the arts of this College until they have made the appropriate Pact. The First Pact must be sworn before either the Lesser or Greater Pacts can be sworn and the Lesser Pact must be sworn before the Greater Pact can be sworn.

[62.2] The Base Chance of performing any talent, spell or ritual of this College is modified by the addition of the following numbers:
It is daylight −10
It is night time +10
The Adept has made the Lesser Pact +5
The Adept has made the Greater Pact +10
It is a High Holiday of the Powers of Light* −10
It is a High Holiday of the Powers of Darkness** +20

*See 61, the College of Necromantic Conjurations.

**Same as above. The GM must create the High Holidays for the Powers of Darkness according to what those powers are in his world.

[62.3] Talents

1. Witchsight (T-1)
Experience Multiple: 200
The Adept has a Base Chance equal to his Perception (+5 per Rank achieved with this talent) of seeing objects which are normally invisible or which have been rendered invisible by magical means (i.e., such spells as Walking Unseen, Blending, and Invisibility). The Adept also possesses the night-vision of an Elf. The Experience Multiple for this talent is 200.

2. Projected Image (T-2)
Experience Multiple: 150
The Adept can, by remaining stationary and concentrating for the duration of the talent's workings, project an image of himself standing within 15 feet (+15 additional feet per Rank) of his actual position. While he continues to concentrate, the illusion of himself will remain and his actual person will be invisible. Once he breaks his concentration, he will become visible and the illusion will fade. It takes about 10 seconds (−1 second per Rank) for the image to form and the Adept to become invisible. The Experience Multiple for this talent is 150.

3. Special Alchemy (T-3)
The Adept, upon making the First Pact, gains certain knowledge of Alchemy. Among the specific benefits accruing to the Adept are the following:
  1. The ability to distil venoms from such plants as belladonna. See the Alchemist Skill.
  2. The ability to distil a dose of a potion of Toad Sweat that will remove blemishes, warts, corns, pimples, etc., at the rate of 1 disfigurement (wart, corn, etc.) (+1 additional per Rank) per dose. The Experience Multiple for this potion is 100 and its cost is 50 silver pennies. The Base Chance of effectively preparing it is 60%.
  3. The ability to make these amulets:
    Amulet of Elder Flowers: Makes the wearer proof against the Evil Eye. Cost: 50 silver pennies.
    Amulet of Hypercium: Increases the wearer's Magical Resistance by 10 to any magical act performed by a demon. Cost: 100 silver pennies.
    Amulet of Luck: Made from tiger's or alligator's teeth, it increases the wearer's Magical Resistance by 3 and subtracts 2 from any Strike Check made against the wearer. Cost: 300 silver pennies.
    Amulet of Diamonds: Increases the wearer's Strike Chance with any weapon by 2. Cost: 1000 silver pennies.
    Amulet of Jade: No undead will willingly approach closer than 30 feet to the wearer in most cases. Cost: 500 silver pennies.
    Amulet of Iron: No demon will willingly approach closer than 10 feet to the wearer in most cases. Cost: 250 silver pennies.
    Amulet of Jet: No demon will willingly approach closer than 50 feet to the wearer in most cases. Cost: 600 silver pennies.
    Amulet of Aquilaeus: The wearer subtracts 10 from all rolls on the Fright Table. Cost: 300 silver pennies.
    Amulet of Alectorius: Made from the corpse of a Black Cock which has been cured on an anthill for 3 days, this amulet will increase the average value of treasure found by the wearer and his companions by 5%. Cost: 600 silver pennies.
    Amulet of Amethyst: Wards bad dreams and assists the wearer in achieving a restful sleep. Increase the wearer's Fatigue recovery during sleep periods by 2. Cost: 700 silver pennies.
    Amulet of Beryl: Increases the wearer's ability to detect traps and ambushes by 5. Cost: 500 silver pennies.
    Amulet of Betony: Decreases the Base Chance of infection by 5. Cost: 650 silver pennies.
    Amulet of Bloodstone: Prevents miscarriage and decreases Base Chance of infection by 10. Cost: 1000 silver pennies.
    Amulet of Carbuncle: Decreases damage done by poison by 2 points of damage per Pulse or day. Cost: 1200 silver pennies.
    Amulet of Chalcedony: No undead will willingly approach closer than 10 feet to the wearer in most cases. Cost: 600 silver pennies.
    The cost is the cost of materials necessary to manufacture the amulet. Each amulet requires 3 days to manufacture once the necessary materials have been gathered or purchased.
  4. The ability to distil from a variety of substances a Love Philter which will cause the imbiber to fall in love with the first entity of whom he or she sets eyes after drinking it (regardless of species or sex). The Base Chance to prepare the Philter is 30% (+3 per Rank) and The Experience Multiple is 200. The cost of the materials will average 600 silver pieces. The effects of the substance will last for 1 week (+1 week per Rank).
  5. The ability to distil from a variety of substances a Potion of Fertility that increases the chances of conception by 5% (+5 per Rank). It has a 30% Base Chance of working and may be actively or passively resisted by the imbiber. The effects last one day. The Experience Multiple for this potion is 200 and its value is 100 silver pennies. (Note: The Base Chance of conception is normally 5%.)
[62.4] General Knowledge Spells

1. Spell of Fear (G-1)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 350
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The effects of the spell are the same as for the spell of the same name (S-13) of the College of Celestial Magics.

2. Spell of Darkness (G-2)
Range: 15 feet +15 additional per Rank
Duration: 15 minutes +15 additional per Rank
Experience Multiple: 100
Base Chance: 60%
Resist: May not be resisted
Effects: The effects of the spell are the same as for the spell of the same name (G-3) of the College of Celestial Magics.

3. Spell of Walking Unseen (G-3)
Range: 1 foot +1 additional per Rank
Duration: 1 hour +1 additional per Rank
Experience Multiple: 100
Base Chance: 60 %
Resist: May not be resisted
Effects: The effects of the spell are the same as for the spell of the same name (G-9) of the College of Celestial Magics.

4. The Damnum Minatum (G-4)
Range: 15 feet +15 additional per Rank
Duration: Until dispelled by the appropriate Counterspell
Experience Multiple: 500
Base Chance: 50%
Resist: May be actively and passively resisted
Effects: The Adept curses any one target within range with a particular unpleasantness as listed below:

Rank Effect of Curse
1–3 The Adept may afflict the target with boils, warts, clumsiness (subtract 1 from Agility) or mal-adroitness (subtract 1 from Manual Dexterity). If the effects of the curse are doubled or tripled, the Adept may inflict 2 or 3, instead of one of these results.
4–6 The Adept may afflict the target with gout, amnesia (subtract 1 Rank from all magic and skills) or weakness (subtract 2 from Physical Strength).
7–10 The Adept may afflict the target with total deafness, poor health (subtract 3 from Endurance), financial disaster (bad luck leading to a loss of wealth) or cowardice (subtract 3 from Willpower and add 5 to all rolls on the Fright Table).
11–13 The Adept may afflict the target with total blindness, delerium tremens (subtract 5 from Manual Dexterity and reduce Perception by 3) or total amnesia (the target remembers nothing, from his own name to any spells).
14–20 The Adept may afflict the target with total muteness, leprosy, or accelerated aging (10 years per month).

5. Spell of Storm Calling (G-5)
Range: Works at any range
Duration: Variable
Experience Multiple: 200
Base Chance: 40% Resist. May not be resisted
Effects: The effects of the spell are the same as for the spell of the same name (S-2) of the College of Air Magics.

6. Wind Whistle Spell (G-6)
Range: Works at any range
Duration: D10 hours
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted
Effects: The effects of the spell are the same as for the spell of the same name (G-5) of the College of Air Magics.

7. Spell of Protection Against Were-Creatures (G-7)
Range: 15 feet
Duration: 30 minutes +10 additional per Rank
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The spell creates an invisible Circle of Protection with a 15 foot radius which will not willingly be crossed by any were-creature in beast form unless they successfully resist the circle's effects upon first encountering it.

8. Spell of Summoning Enchanted Creature (G-8)
Range: Works at any range
Duration: Immediate
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept may summon 1 enchanted fantastical creature of his choice (+ 1 additional for each 5 or fraction of 5 Ranks). Only creatures that are native to the area may be summoned. It will take them 5 minutes to arrive and they will be uncontrolled when they do arrive.

9. Spell of Putrescence (G-9)
Range: 15 feet +15 additional per Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted
Effects: The spell has the same effect as the spell of the same name (G-2) of the College of Necromantic Conjurations.

10. Spell of Harming Entity (G-10)
Range: 15 feet+15 additional per Rank
Duration: 10 seconds +10 additional per Rank
Experience Multiple: 200
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The effects of this spell are the same as for the spell of the same name (G-6) of the College of Necromantic Conjurations.

11. Spell of Igniting Flammables (G-11)
Range: 15 feet +15 additional per Rank
Duration: Immediate
Experience Multiple: 200
Base Chance: 20%
Resist: May not be resisted
Effects: The spell causes flammable material (cloth, paper, wood, and similar items, but not flesh) to burst into flames. The flames may be extinguished.

12. Spell of Hypnotism (G-12)
Range: 15 feet +15 additional per Rank
Duration: Concentration/no maximum
Experience Multiple: 200
Base Chance: 40%
Resist: May be actively and passively resisted
Effects: The effects of this spell are the same as for the spell of the same name (G-5) of the College of Sorceries of the Mind.

13. Mind Cloak Spell (G-13)
Range: May only be cast over self
Duration: 1 hour +2 additional per Rank
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: This spell has the same effects as the spell of the same name (G-3) of the College of Sorceries of the Mind.

14. Call Master Spell (G-14)
Range: May be cast at any range
Duration: Immediate
Experience Multiple: 350
Base Chance: 10%
Resist: May not be resisted
Effects: The Adept may call himself (and his plight where appropriate) to the attention of the representative of the Powers of Darkness with whom he signed his First Pact. The Power may ignore the caster or may come to his aid or otherwise respond. The response is up to the GM. Whatever the result of the spell, the Power will exact a price from the Adept for any aid, no matter how paltry (perhaps even insisting that the Adept swear the Lesser or Greater Pact in advance of receiving any aid). The Base Chance of casting this spell is increased by 10 (instead of 5) if the Adept has made the Lesser Pact and by 20 (instead of 10) if he has sworn the Greater Pact.

[62.5] General Knowledge Rituals

1. The Tarot (Q-1)
Experience Multiple: 500
The Adept may read the tarot to gain insight into the future. It takes half an hour to read the tarot and the Adept may not move or perform any other action during that time. The performance of the reading allows the Adept to exercise during the ritual the following actions:

Only one of these three options may be chosen per reading. The Base Chance for each is modified by the Rank of the Adept with the tarot, (+3 per Rank) not by the Rank he may have with any of the talents, spells or rituals mentioned. Once he has successfully implemented one of these options, he must begin a new reading in order to implement another. The Experience Multiple for this ritual is 500.

[62.6] Special Knowledge Spells

1. Spell of Converse With Animals (S-1)
Range: 10 feet +10 additional per Rank
Duration: Concentration/maximum: 3 hours×Rank (× 1, if unranked)
Experience Multiple: 50
Base Chance: 100%
Resist: May not be resisted
Effects: This spell has the same effect as the spell of the same name (G-1) of the College of Earth Magics.

2. Spell of Nightvision (S-2)
Range: 15 feet +15 additional per Rank
Duration: 1 hour +1 additional per Rank
Experience Multiple: 100
Base Chance: 60%
Resist: May not be resisted
Effects: The Adept causes the target to develop vision equal to that of a cat for purposes of seeing in the dark, but monochromatic and somewhat distorted (geometrical). The greater the Rank of the spell, the less distortion.

3. Spell of Blending (S-3)
Range: 15 feet +1 additional per Rank
Duration: 1 hour +1 additional per Rank
Experience Multiple: 50
Base Chance: 60%
Resist: May not be resisted
Effects: The target must remain stationary for the spell to take (and retain) effect. If, at any time, the subject moves, the spell is broken. Any one target of this spell cannot be seen except by magical means.

4. Spell of Blight on Crops (S-4)
Range: Sight
Duration: 1 year +1 additional per Rank
Experience Multiple: 125
Base Chance: 45%
Resist: May not be resisted
Effects: The spell causes 1 acre (+1 additional acre per Rank) of orchard or cultivated land within sight to lose fertility. There is a 20% (+1 per Rank) chance of future crops failing while this spell is in effect. Those years that the crops do not fail, they will be stunted.

5. Spell of Blessing on Crops (S-5)
Range: Sight
Duration: 1 year +1 additional per Rank
Experience Multiple: 125
Base Chance: 40%
Resist: May not be resisted
Effects: The spell increases the richness of the soil of 1 acre (+1 additional acre per Rank). For the duration of the spell everything grown in that soil will be proof against locusts, droughts, flooding, frost, and other natural disasters.

6. Spell of Pestilence on Livestock (S-6)
Range: Sight
Duration: 1 month +1 additional per Rank
Experience Multiple: 150
Base Chance: 45%
Resist: May not be resisted
Effects: The spell may be cast on the livestock of any one owner as long as they are all within sight. All livestock of that owner in sight are cursed and will die in 3 weeks unless they resist (individually) the curse. Any new stock which come into contact with the infected stock while the curse is in effect will also die.

7. Spell of Blessing on Livestock (S-7)
Range: Sight
Duration: 1 month +1 additional per Rank
Experience Multiple: 150
Base Chance: 45%
Resist: May not be resisted
Effects: The spell may be cast on the livestock of any one owner if the livestock are in sight. These animals will then be resistant to natural disorders, such as rabies, dysentery, worms, and hoof and mouth for the duration of the spell.

8. Spell of Controlling Animals (S-8)
Range: 15 feet +15 additional per Rank
Duration: Concentration/no maximum
Experience Multiple: 100
Base Chance: 20%
Resist: May be actively & passively resisted
Effects: This spell works in the same manner as the spell of the same name (G-3) of the College of Earth Magics.

9. Evil Eye Spell (S-9)
Range: 15 feet +15 additional per Rank
Duration: 1 day +1 additional per Rank
Experience Multiple: 300
Base Chance: 20%
Resist: May only be passively resisted
Effects: The effects of this spell are the same as for the spell of that name (G-9) of the College of Ensorcelments and Enchantments.

10. Spell of Causing Disease (S-10)
Range: 15 feet
Duration: 1 day +1 additional per Rank
Experience Multiple: 200
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The spell infects any one target with any of the following diseases:

Rank Disease
1–5 Measles
6–10 Consumption
11–15 Typhoid
16–18 Bubonic Plague
19–20 Pneumonic Plague

The target will not die of the disease, but will become habitually ill and all who come in contact with him (except the Adept who cast the spell) will contract a potentially fatal dose from him. In effect, the target becomes a carrier.

11. Spell of Blessing or Curse on Unborn Child (S-11)
Range: Sight
Duration: Immediate
Experience Multiple: 200
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The Adept may mar or bless any unborn child whose mother is in sight of him while she is pregnant. The Adept may increase or decrease any one characteristic of the child by 1 (+1 for every 3 or fraction of 3 Ranks).

12. Spell of Virility (S-12)
Range: 15 feet
Duration: 1 day
Experience Multiple: 200
Base Chance: 30%
Resist: May not be resisted
Effects: The spell is cast over any target (male only) of the Adept's choice within range and increases the target's virility by 5 (+ 5 per Rank). It lasts 1 day.

13. Spell of Creating Restorative (S-13)
Range: Adept must touch substance being transmuted
Duration: Immediate
Experience Multiple: 200
Base Chance: 30%
Resist: May be passively resisted.
Effects: The spell creates out of potable water a potion which, when imbibed, subtracts 2 from Endurance and adds 4 to Fatigue. The amount subtracted from Endurance is increased by 1 and the amount added to Fatigue is increased by 2 per Rank. The effects of drinking the potion may be resisted. The Adept must take 10 minutes to prepare 1 dose of the potion and must burn 200 silver pennies worth of costly oils during the creation of the item.

14. Wall of Bones Spell (S-14)
Range: 15 feet +15 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 150
Base Chance: 30%
Resist: May only be passively resisted
Effects: This spell has the same effect as the spell of the same name (S-3) of the College of Necromantic Conjurations. Only Adepts who have made the Greater Pact may learn this spell.

15. Mass Fear Spell (S-15)
Range: 30 feet +15 additional per Rank
Duration: 30 seconds +10 additional per Rank
Experience Multiple: 400
Base Chance: 10% Range: May only be passively resisted
Effects: This spell has the same effect as the spell of the same name (S-5) of the College of Necromantic Conjurations. Only Adepts who have made the Greater Pact may employ this spell.

16. Spell of Agony (S-16)
Range: 30 feet +15 additional per Rank
Duration: 10 seconds +10 additional per Rank
Experience Multiple: 350
Base Chance: 10%
Resist: May be actively and passively resisted
Effects: This spell has the same effects as the spell of the same name (S-13) of the College of Necromantic Conjurations. Only Adepts who have made the Greater Pact may learn this spell.

17. Fire and Brimstone Spell (S-17)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 250
Base Chance: 20%
Resist: May be actively and passively resisted
Effects: The spell has the same effect as the spell of the same name (G-4) of the College of Necromantic Conjurations. Only Adepts who have made the Greater Pact may use this spell.

18. Spell of Animation of the Dead (S-18)
Range: 30 feet +15 additional per Rank
Duration: 3 hours +30 additional per Rank
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: This spell has the same effect as the spell of the same name (S-7) of the College of Necromantic Conjurations. Only Adepts who have made the Greater Pact may learn this spell.

19. Hellfire Spell (S-19)
Range: 15 feet +15 additional per Rank
Duration: Immediate (during Pulse)
Experience Multiple: 375
Base Chance: 1%
Resist: May only be passively resisted (then suffers half damage).
Effects: This spell has the same effect as the spell of that name (S-11) of the College of Necromantic Conjurations. It may only be learned by an Adept who has made the Greater Pact.

20. Shadow Wings Spell (S-20)
Range: 10 feet +10 additional per Rank
Duration: 30 minutes +30 additional per Rank
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: This spell has the same effect as the spell of that name (S-5) of the College of Celestial Magics. It may only be learned by an Adept who has made the Greater Pact.

21. Skin Change Spell (S-21)
Range: The Adept must touch the pelt being enchanted
Duration: Immediate
Experience Multiple: 350
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may enchant any animal pelt or skin in his hands so that anyone who wears it will turn into the type of animal to whom the pelt originally belonged, but will retain his own mind and memories. He may only resume his own form by having a Counterspell cast over him. Only an Adept who has made the Greater Pact may learn this spell. The pelt is destroyed once the wearer is transformed.

22. Earth Tremor Spell (S-22)
Range: 15 feet +15 additional per Rank
Duration: Immediate
Experience Multiple: 350
Base Chance: 20%
Resist: May not be resisted
Effects: This spell causes a 5-foot square area of ground (+25 additional square feet per Rank) to shake and roll as in an earthquake. Only an Adept who has made the Greater Pact may employ this spell.

[62.7] Special Knowledge Rituals

1. Ritual of Controlling Weather (R-1)
This ritual is identical to the ritual of that name (R-1) of the College of Air Magics. It may only be performed by an Adept who has made the Greater Pact.

2. Ritual of Summoning Animals (R-2)
This ritual is identical to the ritual of the same name (Q-1) of the College of Earth Magics.

3. Ritual of Casting the Runes (R-3)
Experience Multiple: 500
The Adept must prepare a piece of paper or vellum on which are written the Runes of Doom. The entire ritual of preparation takes an hour. At the end of the hour, the Adept chooses which of the demons from the College of Greater Summonings will be the executor of the doom and writes this name on the paper as well. The Adept's player must actually write this information down since it will only come into play in the future. Once the ritual is prepared, the Adept then passes the sheet of paper on to the victim whose name is written on the paper. The victim must voluntarily accept the paper (though he need not know what is on it). Once he accepts it, the demon named on the Paper will hunt him down and kill him. Even if the demon is destroyed, it will return as soon as it is able and continue the hunt (see the College of Greater Summoning for how demons recover from injury and death in their own dimension). Only by passing the paper on to another entity who voluntarily accepts it can the doom be transferred. If the paper is destroyed, the doom will never be lifted and can never be transferred. The Experience Multiple for this ritual is 500. Its Base Chance of success is 10% (+5 per Rank). Only Adepts who have made the Greater Pact may perform this ritual.

4. Ritual of Creeping Doom (R-4)
Experience Multiple:450
The Adept creates 13 Runesticks by carving the appropriate maledictions into human bones. He then performs a ritual over them (duration 1 hour) and buries the sticks beneath the dwelling of someone he wishes to curse. It is best if the victim's name is carved in the bones as well. For each month that the bones remain in or under the victim's dwelling, he must make a Resistance Check, the Base Chance for which is composed of the victim's Endurance multiplied by the Difficulty Rating of the resistance. The Difficulty Ratings are:

Ritual
Rank
Difficulty
Rating
0–5 4
6–10 3
11–15 2.5
16–18 2
19–20 1.5

If the victim fails to resist, he suffers a wasting disease and loses D10−4 Endurance for purposes of future resistance (only). If he fails to resist for three straight months, he dies. The Experience Multiple for this ritual is 450. The Base Chance of the ritual working is 20% (+4 per Rank). Only Adepts who have made the Greater Pact may perform this ritual.

5. The Hand of Glory (R-5)
The Adept must sever the right hand of a convicted murderer who has been hung. The hand may only be severed during the new moon and must be wrapped in a winding sheet. It must then be dried in the sun and the blood entirely removed. When the desiccated hand is worn as an amulet, thereafter, it will add 15 to the Base Chance of creating any plague, blight, or curse or of animating the dead. There is no Base Chance or Experience Multiple for this ritual. It always works if it is correctly performed. Only Adepts who have made the Greater Pact may perform this ritual.

6. The Dead Man's Candle (R-6)
The Adept makes a Dead Man's candle by ritually cutting off the right hand of a murderer as described in R-5 and making a Hand of Glory. The fats and oils in the hand are then rendered so that the hand can be coated with them and a candle can be made. The wick of this candle must be made of the hair of a murderer (not the same one that donated his hand). The Adept then says a ritual over this candle. Thereafter, it may be lit as part of any ritual of this College and will increase the chance that the ritual is successful by +20%. There is no Base Chance or Experience Multiple to perform this ritual. It always works if it is correctly performed. Only Adepts who have made the Greater Pact may perform this ritual.

63. The College of Greater Summonings

The College of Greater Summonings is concerned exclusively with the summoning and controlling of entities from other dimensions. All such summonings and associated magical procedures are Ritual Magic. Members of the College of Greater Summonings possess no Talent or Spell Magic as a result of their association with the College. Their power lies exclusively in their ability to summon and control beings via the performance of special rituals.

All summonings of this College, regardless of the type of being they are designed to summon, are performed in the same manner. First the summoner must perform a Ritual Cleansing of his body (requiring from 1 to 10 hours). Then he must prepare and implement the proper Ritual of Summoning. The Ritual of Summoning, itself, requires only one hour to execute. Once he has performed the Ritual of Summoning, he may wish to control the entity he has summoned by implementing either a Ritual of Binding or a Ritual of True Speaking. Binding and True Speaking Rituals each require one hour to prepare and implement. If the summoner does not implement these rituals immediately upon successfully summoning the entity who is their target, he will have to engage in a new Ritual of Cleansing before attempting to enact another ritual.

When performing the summoning rituals of this College, the summoner occupies a Circle of Protection which also contains within it a Pentacle of Power. Unless the summoner and his companions occupy this protective area, there is a chance that whatever they summon will be able to turn on them and destroy them. Only the summoner occupies the Pentacle. His companions occupy the Circle, but are outside the Pentacle.

The summoned entity appears in the vicinity of the Circle of Protection, but outside it (unless the ritual backfires and the Circle is broken). In order to perform (and as part of the performance of) the Rituals of True Speaking and Binding, the summoned entity is forced into the Triangle (outside the Circle of Protection.

The Pentacle, Circle of Protection, and Triangle must all be drawn on the ground by the summoner before the rituals are performed.

[63.1] Members of the College of Greater Summonings must meet requirements of time, place equipment, knowledge, and circumstance in order to perform their College's magic.

The following list of requirements must be met in all or most situations wherein the arts of the College of Greater Summonings are practiced:

  1. The Adept must know the spell or ritual being employed.
  2. If a summoning of an entity other than an Incubus or Succubus is being performed, the Adept must know the name of the entity being summoned and speak it during the ritual.
  3. Throughout all preparations for the ritual and throughout the ritual itself, the Adept must remain stationary. He may engage in no other activity.
  4. The space used for the performance of the ritual must be large enough to accommodate the ritual symbols and the entity being summoned (usually, an area 30'×30'×12' high is adequate) and may not have been affected by an area Counterspell in the last 12 hours.
  5. If the magic is a Special Knowledge Ritual, it may only be performed on certain days of the month and at certain hours of the day (listed in rule 63.7).
  6. The Adept must possess the necessary tools and equipment to perform any ritual and must have access to such substances as clear water for the cleansing which precedes each ritual.

If the Adept fails to meet any of these requirements, he may not attempt to perform any ritual of the College of Greater Summoning. He may still exercise any special Talent Magic he may possess and may cast Counterspells.

[63.2] The following numbers are added to the Base Chance of successfully performing a ritual of the College of Greater Summoning:
Each Rank the Adept has achieved with the ritual +3
Adept occupies a Mana-rich place +15
Each hour (maximum of 10) Adept spends in Ritual Cleansing
prior to performing the ritual
+3
Ritual is part of the College's body of General Knowledge
and is begun at midnight
+20
Ritual is part of the College's body of General Knowledge
and is performed while the moon Luna is 2, 4, 6, 8, 10, 12 or 14 days into its cycle.
+20

These modifications apply only to rituals. Counterspells are affected in the same manner so far as Mana and Rank are concerned. They are also affected by the provisions of rule 48. They are unaffected by other modifications.

Special Knowledge Rituals are affected differently from General Knowledge Rituals so far as the hour of the day or day of the moon in which they are performed is concerned. The affects of the hour and day on these rituals is discussed in rule 63.7.

[63.3] Talents

There are no Talent Magics granted a character simply because he is a member of this College. However, there is a possibility that the character may be assigned a companion by a demon he has summoned. Once a character has been assigned a companion, he may automatically call forth (and later dismiss) that companion. Once called forth, the companion instantly appears to do the bidding of the character. In this sense, there is some Talent Magic available to members of this College.

Upon dismissing a demon he has summoned, the summoner may request that the demon assign to him a companion from among his legions of lesser spirits. The Base Chance that a demon will grant this request is listed under the Lesser Spirits heading for each demon. The summoner's player rolls D100, and if the resulting number is less than or equal to the Base Chance, the demon grants a companion. If the number is half or less than the Base Chance, the demon grants two companions.

A companion will be either a lesser Devil or an Imp who is constantly on call to the summoner. The companion is available until one of the following events occurs:

  1. The summoner requests a companion from any other Demon except the Demon who granted the summoner's current companion (regardless of whether or not the request is granted).
  2. The companion is dispelled by having a General Knowledge Counterspell of the College of Greater Summonings cast over him by the summoner.
  3. The companion is forced into his own dimension by a reduction in his Endurance sufficient to cause unconsciousness in a character.
  4. The summoner voluntarily attacks the companion or quits the College of Greater Summonings.

When a companion is granted, the summoner's player rolls D10: If the result is 1–4, his companion will be an Imp, if it is 5–10, it will be a devil. A separate roll is made for each companion if more than one is granted.

Imps and devils are described below (see section IX for a description of the terminology used herein):

IMP
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Imps appear as three to four foot high humanoids, but with horns, bat's wings and barbed tails. They tend to be muscular, but pot-bellied. Their skin may be blue, green, or purple, but is usually red. They have yellow eyes, flecked with silver and their teeth (including prominent incisors) are made of silver. Imps may also appear as goats, spiders, bats or large rats, but these are insubstantial forms and the imp cannot use his powers in his plane except in his natural and substantial form.

Talents, Skills and Magic: Imps may be members of any Colleges of Magic except the Entities as determined by the GM. Imps can only be harmed by silvered weapons or magic. Cold iron does not affect them. They have no Skills. They have Rank 5 with all magic.

Movement Rates: Flying: 500; Running: 350

PS: 15–20 MD: 13–17 AG: 16–22 MA: 22–26
EN: 14–16 FT: 22–28 WP: 28–32 PC: 16–25
PB: 3–5 TMR: 7/10 NA: Skin absorbs 3 DP

Weapons: Imps may make a horn attack during Close Combat with a Base Chance of 20% and possible damage of −1. Imp horns may have a Rank of between 1 and 10 (controlling Player should roll D10 to determine Rank). Imps may also make an attack in either Melee or Close Combat with their long tail. Its tip contains a sting with a quick acting nerve poison (2–4 Damage Points per Pulse). The sting, itself, is treated like a dagger. Base Chance with tail is 30%. Imps may use other weapons, but may not wear armor.

Comments. Imps are dangerous servants in that they have a cruel sense of humour which they are not adverse to visiting upon their master and his friends. They may not be bound or forced to speak true, so there is no way to really control their actions. They will lie, steal, sow dissension, or play practical jokes (magical or non-magical) on the average of once per day (total). They will not knowingly get their master killed or maimed, but are otherwise not overly considerate of his well-being. They will use their powers in his behalf when he demands it (though even here their sense of humour may have an effect) and will fight his enemies. Imps may be called upon as needed and then returned to their own dimension. Given their warped personalities, the wise master will keep them in their own dimension as much as possible. Imps have a BC 7% chance of knowing past, present and future events, but will seldom speak truthfully of what they know.

DEVIL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Devils appear as large muscular humanoids with massive bat wings, horns and fangs. They tend to have carmine skin and green eyes. Their tails are sharp and barbed and contain a poisonous sting.

Talents, Skills and Magic: Devils, like imps, may be members of any College except the Entities as determined by the GM. Devils can only be harmed by silvered weapons or by magic. Cold iron does not affect them They have no Skills, but possess Rank 10 with all magic of their College. Devils know a little of the past, present, and future of things (7% chance of accuracy) and will speak truthfully to the best of their knowledge in exchange for their freedom. They may not be bound or subjected to a Ritual of True Speaking.

Movement Rates: Flying: 500; Running: 400

PS: 25–30 MD: 15–20 AG: 18–24 MA: 28–34
EN: 25–30 FT: 35–40 WP: 24–28 PC: 22–26
PB: 2–3 TMR: 8/10 NA: Skin absorbs 5 DP

Weapons: Devils may make a horn attack or bite in Close Combat and may sting with their tail in Melee or Close Combat. Their bite is BC 30%, D10+2 damage. Their horns are BC 25%, D10+2 damage. Both are Rank 1–10 (controlling Player rolls D10 to determine the exact Rank). Their tail is BC 30% in Melee and BC 50% in Close Combat, D10−1 damage. It has a quick-acting nerve poison in it that does 3–5 Damage Points per Pulse. A devil's tail is always Rank 8. A Devil may use weapons, but will not wear armor.

Comments. Devils are extremely powerful companions, but tend to serve only with reluctance. They will attempt to bargain for their freedom in exchange for the use of their magic powers in any situation that does not involve immediate danger of death or maiming of their master. They are required to assist the master only in situations of imminent danger and so will usually be able to bargain successfully early in their service. Their power to see things past, present, and future is the same as that of Imps (BC 7%). They will never use this talent except in exchange for their release from service and return to their own plane.

[63.4] General Knowledge Spells

The College of Greater Summonings' General Knowledge and Special Knowledge Counterspells are the only spells useable by members of this College. See rule 47 for descriptions of the nature and working of Counterspells.

[63.5] General Knowledge Rituals

There are six rituals that an Adept learns upon becoming a member of this College. The first is the Ritual of Cleansing in which the Adept bathes his body and meditates as a prelude to attempting any other ritual. It is not possible to attempt any other ritual of this College unless one has first engaged in the Ritual of Cleansing. There are three summoning rituals that are part of the body of General Knowledge of this College. They are: the Ritual of Summoning Succubi, the Ritual of Summoning Incubi, and the Ritual of Summoning Heroes. There are two non-summoning rituals associated with the General Knowledge of this College besides the Ritual of Cleansing. They are: the Ritual of Binding and the Ritual of True Speaking. These two rituals may only be employed after a summoning ritual has been successful completed. They are sometimes necessary to gain the required services of beings from other dimensions.

Also as part of the study of the General Knowledge of this College the Adepts receive a parcel containing the tools necessary to their magic. The parcel consists of the following:

Item Weight Value
1 sceptre of dogwood 1 lb 250 sp
1 broadsword of silvered steel 6 lb 500 sp
1 mitre 1 lb 50 sp
1 cap 5 lb 10 sp
1 robe of virgin linen 3 lb 20 sp
1 girdle of lion's skin imprinted with symbols 3 lb 100 sp
1 censor of silver and gems 2 lb 3,000 sp

In addition to these tools, the Adept is provided with a supply of materials which together weigh 5 pounds and which must be replenished on the average of every three months at a cost of 1000 silver pennies.

These items include: a packet of charcoal, a packet of powdered agrimony (for making tea used in the Ritual of Cleansing), a 3 ounce tin of myrrh, a vial of white frankincense dissolved in white wine, a 6 ounce pot of sandalwood and powdered antimony, a 2 ounce tin of ambergris salve, an 8-ounce box of multi-colored chalks (for drawing the Triangle, Circle, Hexagram and Pentagram necessary for the various Rituals of Summoning).

The Adept is also taught the Generic True Names of all things that occupy dimensions other than his own and may be summoned to this dimension, and the Individual True Names of all heroes of other dimensions known to the College and of 72 great Demons of the Seventh Plane. He does not learn the rituals necessary to summon Demons from the Seventh Plane—only the names of the Demons and how to identify them. A member of this College may learn additional Individual True Names of entities from other planes by first acquiring them from a Demon and then studying the True Names in the same manner as a member of the College of Naming Incantations.

The following Rituals constitute the major part of the knowledge of the Adept acquired in his general training:

1. Ritual of Cleansing (Q-1)
The Ritual of Cleansing must be performed prior to any other rituals of this College. The Adept cleans his body and purifies his mind for from 1 to 10 hours. The Base Chance of any succeeding Ritual being successful is increased by 3 for each hour spent in Ritual Cleansing. There is no Base Chance for this ritual being successful. The Adept states the number of hours he will expend on the ritual and at the end of that period of time, the Adept is cleansed. He may perform no other activity while engaged in this ritual. If his concentration is broken, he must restart the cleansing from the beginning or abandon the effort. Any rituals the Adept desires to perform after the cleansing must be performed immediately. He may perform any number of rituals within three hours of the cleansing, but these rituals must immediately follow each other. Any time spent in any other activity destroys the effects of the cleansing and a new cleansing must be accomplished before another ritual can be enacted.

2. Ritual of Summoning Succubi (Q-2)
Experience Multiple: 300
This may be used to summon one or more Succubi, who will arrive on this plane favorably disposed towards the summoner for having summoned them, and thus will not immediately need to be bound. Succubi arrive on this plane with only one goal: the seduction of and copulation with humans. Any deed the summoner desires of them which will further their goal will be approved of and encouraged by the Succubi. If the summoner desires the Succubi to perform a task not immediately related to their goal they will have to be Bound and forced to do the task. The Base Chance is 15% (+3 per Rank), and it is reduced by 10 for each Succubi above one being summoned at once. If the ritual backfires, the Succubi will appear and attempt to devour the summoner and his or her companions.

Succubi remain on this plane and serve for a number of days equal to D10+4. The die is rolled individually for each Succubus successfully summoned. The Succubi may also be forcibly returned to their own plane whenever their Endurance is reduced to the point that they are reduced to unconsciousness or a Counterspell is cast over them by their summoner. Once returned to their own plane, they may not return to the aid of the summoner unless he performs another Ritual of Summoning Succubi. The Experience Multiple for this ritual is 300.

SUCCUBI
Natural Habitat: Other Planes (Seventh Plane)
Frequency: Very Rare
Number: 1
Description: Succubi are lesser spirits of the seventh plane. They appear always in the form of tall, beautiful women with flowing hair which hides their small horns. They also possess membranous wings shaped like bats wings that fold down so as to be all but invisible when not in use. They have retractable fangs which they sometimes use to open the veins of those individuals whose blood they desire to drink.

Talents, Skills and Magic:

Succubi all possess mastership at Rank 10 of all spells and talents of the College of the Mind. They possess the following talents: Assassin, Courtesan, Spy, Thief, Troubadour. All Skills of Succubi are Rank 10. Succubi possess the following characteristics:

Movement Rates: Flying: 400; Running: 350

PS: 16–21 MD: 24–28 AG: 28–32 MA: 26–30
EN: 12–16 FT: 24–28 WP: 26–30 PC: 24–28
PB: 26–34 TMR: 7/8 NA: Skin absorbs 2 DP

Weapons: Succubi may attempt to bite during Close Combat with a Base Chance of 40%. Their bite does +2 damage to Fatigue each Pulse. This drain continues so long as they continue to bite (they need not make another Strike Check). The Succubi will cease biting only when they have become stunned or unconscious or when their victim is dead. They never inflict specific Grievous Injuries, but may do Endurance damage. Their bite may be Rank 1–10 (roll D10 to determine its exact Rank). Succubi do not wear armor and carry only small weapons that are easily concealed. They prefer envenomed weapons to all others.

Comments: Succubi will, at the behest of their summoner, attempt to meet, seduce, and then murder any individual of the summoner's choice. They will pursue their victim until returned to their own plane or until they succeed in killing him. Their specially is to gain the confidence of the victim and then murder him in his bed. They cannot be harmed except by magic or by the touch of the Book of Toth, an ancient tome of magical lore found only in older and seldom frequented libraries. This rare volume immediately and permanently dissipates them, forcing them back to their own plane.

3. Ritual of Summoning Incubi (Q-3)
This ritual operates in the same manner of Q-2 (the Ritual of Summoning Succubi). Incubi are exactly like Succubi, except that they appear only in the male form, rather than as females. They will tend to be 2–3 points stronger and will have 1–2 points less Endurance than Succubi, but will otherwise be the same. They also are immune to all but magic and the Book of Toth.

4. Ritual of Summoning Heroes (Q-4)
Experience Multiple: 500
The Adept may summon a great hero from another dimension to assist him. This hero may be any character from the body of fantasy literature known to both the Adept and the GM. The GM always sets the characteristics of the hero, his weaponry and armor, the number and type of his companions (if any), and the length of time and terms under which he will remain in the Adept's dimension and assist him. The GM may limit the use of this ritual to periods when various celestial bodies are in conjunction (once a Game-Year or so). He need not inform the Adept of any details concerning the results of the summoning until it has been performed.

Example: The GM may allow the Adept to summon Conan the Barbarian, but does not tell him that Conan will appear wrapped in bandages and infirm from a recent combat.

The Base Chance that this ritual will succeed will vary according to the hero the Adept is attempting to summon, but should usually be set at less than 20%. The Experience Multiple for this ritual is 500.

5. Ritual of True Speaking (Q-5)
Experience Multiple: 250
Whenever any entity except a hero is summoned, the summoner may wish to ask him questions. In all cases, the veracity of the entity summoned (Incubus, Succubus, Demon) will be less than 100%. Sometimes it will be very near 100%, but in the case of a Demon who is particularly resentful that he has been summoned (or one that is a habitual liar) the chance of the entity telling the truth may be as low as 5%. The only way to be sure that the entity will tell the truth is to perform a Ritual of True Speaking and then ask the entity during the ritual for answers to the desired questions. The entity is required during the ritual to stand within a triangle and give answers to the summoner's questions. The ritual lasts for one full hour, and the summoner may do nothing else during the time the ritual is in progress except ask questions. The effects of the ritual do not extend beyond the end of the ritual. The Base Chance of forcing the entity into the triangle and successfully performing the ritual is 50%. The GM rolls D100 to determine the success of the ritual. He need not inform players of the result of the dice roll. The entity may passively resist the effects of the ritual. The Experience Multiple of this ritual is 250.

6. Ritual of Binding (Q-6)
Experience Multiple: 400
An Adept may perform a Ritual of Binding in order to bind an entity other than a hero to this plane. He cannot normally control a Demon that is not bound except while inside the Pentacle he occupied when he summoned the Demon. Before he can leave the Pentacle or require any service of the Demon except for conversation and teaching of Skills, the summoner must in most cases perform a Ritual of Binding. The Base Chance of successfully binding a particular demon is equal to half (rounded down) the unmodified Base Chance to summon that Demon initially. The Demon can actively resist the workings of a Ritual of Binding.

Once bound, a demon will remain on this plane for a number of days equal to D10−3 (minimum of one day) and will serve the summoner more or less willingly during that time. in some cases, special conditions must be met to bind the demon. Usually, this means the giving of presents, most often human life. If the demon resists such an offering, he will have also broken the summoning and may turn on the summoner despite the fact that the summoner is protected by the Pentacle. When this happens, the summoner's player rolls D100. If the result is less than or equal to the summoner's Magic Resistance, the demon is banished to his own plane. If the result is greater than the summoner's Magical Resistance, the summoner is overcome by the will of the demon and voluntarily breaks the circle of protection allowing the demon to enter the pentacle and attack him.

Some demons will serve more willingly and faithfully than others. The details of which demons serve willingly and which resist service even when bound are discussed under the heading dealing with each particular demon. A summoner may control only one bound demon at a time, though he may summon other demons (or non-demonic entities) for purposes of conversation. He may voluntarily dismiss a demon at any time prior to the end of his service and the demon is immediately returned to his own dimension unless he has already broken the binding and turned on the summoner. The Experience Multiple for this ritual is 400.

[63.6] Special Knowledge Spells

There are no Special Knowledge Spells for this College.

[63.7] Special Knowledge Rituals

There are six separate Special Knowledge Rituals. Each is designed to summon a particular Rank of demon. There are six Ranks of demons: Duke, Prince, President, Earl, Marquis, and King. Each Rank is subject to certain limitations as to where and when it can be summoned.

All Ranks of demons are summoned in the same manner. The summoner announces the demon he is summoning and that demon's Rank. He then performs the appropriate Ritual of Summoning. At the end of the ritual (i.e., after one hour), a check is made to see if the ritual has been effective. The summoner's player rolls D100. If the result is equal to or less than the Base Chance of summoning the particular demon that is the object of the ritual, the demon is summoned and appears before the summoner. Otherwise, the demon does not appear and the summoner may not make a further attempt to summon that demon that day. He may attempt to summon another demon instead but must first repeat the Ritual of Cleansing. The description of each demon lists the Base Chance to summon that demon.

Special Knowledge Rituals may only be performed on days 2, 4, 6, 8, 10, 12 and 14 of the cycle of the moon, Luna. They may be attempted on other days, but can never have any effect. There is a possibility that a character could lose track of time and attempt to employ a Special Knowledge Ritual on a day when it will not work. In such cases, the GM may choose not to inform the individual that the ritual can have no effect and may allow him to perform it anyway, only telling the player why he has been unable to summon a demon at the end of the ritual.

A character who knows a particular Ritual of Summoning may summon any of the demons of that Rank. The demons of each Rank are listed and described in the section dealing with the ritual used to summon those demons. Each description includes: the demon's name; the Base Chance of summoning (and binding) him; the percentage chance that the demon will agree to grant the summoner a companion from among his legions of lesser spirits; the special Talents, Skills and magical abilities of the demon; a quantification (given as a span of possible numbers) of the demon's characteristics; the demon's natural armor (given under the heading NA as the number of hits absorbed for each Strike); the natural weapons of the demon (and any other weapons habitually carried), and any special comments on the demon's nature or abilities. Also included is a short physical description of the demon. Demons may choose to bring along one or more hellhounds when summoned.

Demons are possessed of certain qualities not listed in their descriptions. All demons exercise their Skills at Rank 15 and magic powers at Rank 20. Demons are not subject to specific Grievous Injuries. Instead, they suffer Endurance damage. They can only be harmed by magic or by silvered weapons. Being creatures of mana, they are not prevented from performing magic by the presence of cold Iron. A demon automatically recovers from all injury by spending one full day in his own dimension. Once a demon is dismissed (returned to his own dimension), he cannot return to this plane in less than a day. A demon who has been dispelled by a Counterspell or rendered unconscious, may return to this plane (by being re-summoned in a new ritual) only after one full month in his own plane (spent reforming the scattered energy pulses that make up his being).

Demons may be controlled while the summoner stands within the Pentacle which he must draw to perform the summoning ritual. They will speak to the summoner under this circumstance and will sometimes tell the truth. To insure absolute honesty, a Ritual of True Speaking must be performed. To insure that the demon will not destroy the summoner once the ritual is over, a Ritual of Binding must be performed. A demon who is not bound must be dismissed at the end of the summoning (once the summoner is done speaking to the demon) and will then usually return to his own plane. However, a demon who is particularly savage or who has been offered a gift which he rejects will attempt to devour the summoner before departing. The summoner's player must then make a check against the summoner's Willpower to determine if the summoner breaks the magical circle protecting him and fights the demon or remains safely within the Pentacle (in which case, the frustrated demon departs).

Adepts are not provided with a Shield when they are admitted to membership in the College of Greater Summoning. Such is not necessary to perform the rituals of the College. However, they may wish to make or have made a special Shield (actually a disc of metal engraved with symbols of occult power) to protect them during the summoning of demons (this shield is made by Adepts of the College of Shaping Magics). A summoner who does not have a Shield can suffer backfire. A summoner who is using the proper Shield cannot suffer backfire. Backfire from a Special Knowledge Ritual consists of the appearance of the demon being summoned, but inside the circle of protection (Pentacle) so that the demon is free to attempt to destroy the summoner. In such cases, the demon may be returned to his own dimension by a Counterspell (or by being rendered unconscious), but will otherwise remain on this plane and freely roam about attacking and destroying until somehow banished. It will not, however, begin roaming the earth until it has destroyed its summoner. Backfire occurs whenever a player rolls a number which is 30 or more greater than the modified Base Chance of summoning a particular demon while making a check to see if that demon is summoned. A backfire is treated as no effect if the summoner has the proper Shield in his hand during the ritual.

The individual Shields that will protect a summoner from backfire are discussed under each individual Ritual of Summoning. Shields only affect the summoning of demons. There is no backfire due to an ineffective attempt at employing any other Ritual of Summoning. Rituals of True Speaking and Binding may backfire (regardless of whether or not a Shield is employed) and result in the summoner being affected by his own ritual and forced either to answer all questions of the demon as truthfully as possible or to serve the demon so long as the demon remains on this plane. This backfire result may be passively resisted.

Note: The interaction between a player and the demon characters he summons is the most important aspect of the workings of this College, and the GM should strive to keep players on their toes by developing the demonic character as fully as possible (making him cooperative about some things and uncooperative about others, for example). Some demons are savage in the extreme and will always be out to do what damage they can short of murdering the summoner (and sometimes that is not excluded). Others are milder and will pass up a golden opportunity to devour their summoner. The notes on individual demons are meant to serve as a guide to their characters as well as their abilities. Their descriptions also give the forms in which they may appear. Often, these forms will be insubstantial and the demon will have no power (nor will anyone have power over him) while he is in those forms. However, the information is included as clues for the GM in structuring the demonic character.

1. Ritual of Summoning Demonic Dukes (R-1)
Experience Multiple: 300
This ritual is used to summon the following demons from the seventh plane: Agares, Aim, Alloces, Amdusias, Astaroth, Barbatos, Bathin, Berith, Bune, Crocell, Dantalion, Eligos, Furcalor, Furcas, Gremory, Gusion, Havres, Murmur, Sallos, Uvall, Valefor, Vapula, Vephar and Zepar. The demons of this Rank may only be summoned between sunrise and noon on days when the weather is clear and the sun can be seen. Any attempt to perform this ritual at any other time will be totally ineffective.

The only Shield that will protect against the possibility of backfire while summoning Dukes is a disk of purest copper 12 inches across, inscribed with the names and signs of all the Dukes of the seventh plane. This shield may only be manufactured by a Shaping mage. It weighs 2 pounds and the average cost of manufacture will be 3000+ silver pennies. It takes about three months to manufacture. This ritual's Experience Multiple is 300.

AGARES The Duke of Changes
Base Chance: 50%
Lesser Spirits: 31%

Description: Agares appears as an aged and enfeebled man riding on a giant land turtle. A crow perches on his right wrist. He speaks with a voice that is brittle with age.

Talents, Skills, and Magic: Agares is an Adept of the College of Illusions. He possesses the following skills: Alchemist, Astrologer, Beast Master, Healer, Merchant, Navigator, Spy. He inspires terror in the enemies (and sometimes the friends) of the summoner (roll on Fright Table). He is a linguist and a masterful teacher of languages. He may also cause earthquakes at will. He has the power to find those who hide themselves.

Movement Rates: Running: 50

PS: 9 MD: 12 AG: 11 MA: 33
EN: 14 FT: 26 WP: 35 PC: 36
PB: 10 TMR: 1 NA: Skin absorbs 3 DP

Weapons: Agares has no natural weapons. He is treated as a human for purposes of unarmed combat. He may use weapons and wear armor.

Comments: Agares has a 25% chance of locating any individual of the summoner's choice (regardless of how far away the individual may be). He cannot, however, locate individuals on other planes of existence. The individual need not be hiding (he may simply be lost, for example) in order for Agares to exercise this power.

AIM The Fire Duke
Base Chance: 63%
Lesser Spirits: 26%

Description: Aim appears as a man with three heads. One head is human, the other is that of a serpent, and the third is that of a calf. He bears two stars on the forehead of his human head. In one hand he carries a ball of fire that is eternally blazing. He rides a large lizard with scales of midnight blue. Wherever he goes, Aim is surrounded by billowing clouds of red-tinged smoke.

Talents, Skills, and Magic: Aim is a master of the College of Fire Magics. He possesses the following Skills: Alchemist, Military Scientist. He can set fire to any combustible object by touching it with the hand wherein resides his fireball. The fireball may not be thrown.

Movement Rates: Running: 250

PS: 22 MD: 24 AG: 23 MA: 30
EN: 25 FT: 35 WP: 34 PC: 26
PB: 3 TMR: 5 NA: Skin absorbs 3 DP

Weapons: Aim may bite in Close Combat with his non-human heads. He has a BC of 45% with his serpent head and a BC of 30% with his calf head. The serpent does+2 damage (plus D−3 per Pulse additional damage for poison) and the calf head does+3 damage. The serpent's head is Rank 4 and the calf's head is Rank 2. Aim may not wear armor. He may use only one handed weapons.

Comments: Aim delights in all things having to do with fire and will gladly start a blazing inferno for the joy of watching the fire burn, even when bound. He must be watched carefully for this reason.

ALLOCES The Warrior Duke
Base Chance: 74%
Lesser Spirits: 36%

Description: Alloces appears as a man with a lion's face and eyes made of hot coals. He wears burnished armor and rides a great war horse. Alloces' flesh is like red gold. His voice is harsh and booming. Those who look directly into his eyes see their own death and are blinded for D10+5 days afterward.

Talents, Skills, and Magic: Alloces is a practitioner of the arts of the College of Celestial Magics. He possesses the following Skills: Assassin, Navigator, Spy, Thief, Military Scientist.

Movement Rates: Running: 350

PS: 30 MD: 28 AG: 32 MA: 29
EN: 26 FT: 38 WP: 32 PC: 29
PB: 10 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Alloces bite has a BC of 45%, doing+3 damage in Close Combat. It is Rank 7. Alloces is also armed as a knight with broadsword and buckler and axe, mace and knife.

Comments: Alloces will gladly serve a master who promises bloodshed, but will turn on the summoner if there is no fighting for a prolonged period and will attempt to drag the summoner into his mouth and devour him. Alloces may not be bound.

AMDUSIAS The Unicorn Duke
Base Chance: 80%
Lesser Spirits: 29%

Description: Amdusias appears as a silver unicorn. He will shed this insubstantial form and take on the shape of a tall, thin man with a white beard after a few moments. His transformation is accompanied by the sound of trumpets.

Talents, Skills, and Magic: Amdusias is a practitioner of the arts of the College of Celestial Magics. He possesses the following Skills: Beast Master, Healer, Ranger, Spy. He has the power to command trees to do his bidding in the same manner as a member of the College of Naming Incantations. He knows all Generic and Individual True Names, but will tell these only if his summoner is in dire need.

Movement Rates: Running: 250

PS: 23 MD: 26 AG: 24 MA: 29
EN: 22 FT: 35 WP: 32 PC: 31
PB: 16 TMR: 5 NA: Skin absorbs 3 DP

Weapons: Amdusias has no natural weapons and is treated as a man for purposes of unarmed combat. He will refuse to wear armor, but may employ all weapons.

ASTAROTH The Terrible Duke

Base Chance: 66%
Lesser Spirits: 40%

Description: Astaroth appears in the form of a dark angel all black and with a bloody mouth. He carries a viper coiled about his right hand and he rides an infernal dragon. He speaks gaily of horrible things and laughs readily at pain and disease. He is exceedingly cruel.

Talents, Skills, and Magic: Astaroth is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist, Assassin, Military Scientist, Navigator. He knows the Generic and Individual True Names of all things, but will only tell these if it pleases him and he thinks that suffering may be increased thereby. He knows men's secrets and will tell them.

Movement Rates: Running: 350

PS: 27 MD: 26 AG: 28 MA: 32
EN: 26 FT: 35 WP: 35 PC: 26
PB: 8 TMR: 9 NA: Skin absorbs 3 DP

Weapons: Astaroth's breath is poisonous to the same degree as chlorine and extends outward from his mouth 25 feet in a cone 10 feet wide at the base. He has no other natural weapons, but will usually carry a heavy mace which he uses in shattering the bones of his victims so that they will be crippled and take a long time dying.

Comments: Astaroth will readily serve the summoner, but only so long as he is pleased to do so. He will usually serve so long as the summoner is involved in much death and cruelty and will depart when these cease. Astaroth may not be bound. If the summoner attempts to bind him, Astaroth will turn on him and rend him and may claim his soul.

BARBATOS Duke of Virtues

Base Chance: 53%
Lesser Spirits: 30%

Description: Barbatos appears as a hunter in the company of an insubstantial host of soldiers led by four kings. He wears a green hood fringed in scarlet and a grey cloak.

Talents, Skills, and Magic: Barbatos is a member of the College of Naming Incantations. He possesses the following Skills: Assassin, Beast Master, Healer, Ranger and Spy. He is a linguist and understands the speech of birds and beasts as well as men. He can break an enchantment used to seal a place or treasure with his touch. He knows the Generic and Individual True Names of all things on earth.

Movement Rates: Running: 350

PS: 23 MD: 27 AG: 29 MA: 32
EN: 25 FT: 35 WP: 34 PC: 34
PB: 16 TMR: 8 NA: Skin absorbs 3 DP

Weapons: Barbatos has no natural weapons. He is treated as a human for purposes of unarmed combat. He refuses to wear armor, but can employ any weapons.

Comments: Barbatos may not be compelled to tell the True Name of anything, but he may choose lo do so if the need of the summoner is urgent.

BATHIN The Pale Duke

Base Chance: 62%
Lesser Spirits: 30%

Description: Bathin appears as a pale and cadaverous man riding a pale horse. His voice is soft and sad and can compel others to love him.

Talents, Skills, and Magic: Bathin is a practitioner of the arts of the College of the Mind. He possesses the following Skills: Alchemist, Beast Master, Healer, Troubadour. He can transport men from place to place through the air and knows all of the virtues of herbs and stones. He is a patient teacher. The EP cost to learn a skill is halved if the skill is learned with Bathin's aid.

Movement Rates: Running: 350

PS: 23 MD: 25 AG: 24 MA: 29
EN: 22 FT: 30 WP: 34 PC: 26
PB: 13 TMR: 7 NA: Skin absorbs 2 DP

Weapons: Bathin has no natural weapons. He is treated as a human for purposes of unarmed combat. He may wear armor and employ all types of weapons.

BERITH The Savage Duke

Base Chance: 65%
Lesser Spirits: 26%

Description: Berith appears as a soldier dressed in red and riding a red horse. His face is seamed with what appear to be old scars and he has a black, bushy beard. His voice is subtle except when he is enraged. On his head is a crown of gold which appears to flame when the demon is aroused.

Talents, Skills, and Magic: Berith is a practitioner of the arts of the College of the Mind. He possesses the following Skills: Alchemist, Assassin, Merchant, Military Scientist, Spy, Thief. He can turn all metals to gold by touch. He also has knowledge of the past, present and future, but will only trade this knowledge for a life of man or woman.

Movement Rates: Running: 350

PS: 28 MD: 25 AG: 26 MA: 29
EN: 25 FT: 32 WP: 31 PC: 24
PB: 11 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Berith has no natural weapons. He is treated as a human for purposes of' unarmed combat. Berith often carries a rapier and a main-gauche, both of which he keeps envenomed with a nerve poison. He will refuse to wear armor since this would cover his beautiful clothes, of which he is inordinately proud.

Comments: Berith delights in torture and will usually agree to serve only upon being guaranteed that he can torture any prisoners the party may take. These he will transport to another plane once they are captured and bound over to him. There. he will torture them at his leisure. If anyone attempts to deny him this boon (including the summoner), he will attack them. He may not be bound.

BUNE The Dragon Duke

Base Chance: 64%
Lesser Spirits: 30%

Description: Bune appears as a giant green dragon with three heads: one that is seemingly human, one that is like a dingo and one that is like a gryphon. He speaks with a high-pitched, but comely voice. His scales are jade and his talons are silver.

Talents, Skills, and Magic: Bune is a practitioner of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist, Beast Master, Merchant, Military Scientist. He is also a linguist and knows the Generic True Name of all things. He will often bring his summoner presents in the form of gems or silver in exchange for an early dismissal from this plane.

Movement Rates: Running: 500; Flying: 800

PS: 180 MD: 9 AG: 12 MA: 30
EN: 90 FT: 100 WP: 32 PC: 28
PB: 2 TMR: 10/16 NA: Skin absorbs 11 DP

Weapons: Bune may roll over one hex characters as described in the multi-hex character rules. In addition, he may use his gryphon head to peck and his dingo head to bite while in Close or Melee Combat. Both have a BC of 35 % and do+2 damage. They are Rank 3. Bune may use his talons in either Close Combat or Melee Combat with a BC of 50% and damage of+6. His talons are Rank 10.

Comments: Bune requires an offering of human life before he will serve. Each head must have a life (3 total) and only lives which are pleasing to the demon will be accepted. If dissatisfied with an offering, Bune can break any binding and will attack and devour the summoner. He prefers newborn babies, but will accept maidens when in a jovial mood.

CROCELL Duke of the Bath

Base Chance: 71%
Lesser Spirits: 48%

Description: Crocell appears in the form of a dark angel with flowing silver hair and yellow cat's eyes. His voice is great and all-pervading and he ever speaks of things mystical and hidden.

Talents. Skills. and Magic: Crocell is a member of the College of Water Magics. He possesses the following Skills: Alchemist, Assassin, Astrologer, Healer, Merchant, Navigator, Spy, Troubadour. He has the power to warm or cool waters. He can discover water even in the desert and can create the illusion of waters to fool the unwary.

Movement Rates: Running: 250; Flying: 500

PS: 30 MD: 28 AG: 26 MA: 30
EN: 32 FT: 40 WP: 33 PC: 25
PB: 11 TMR: 5/10 NA: Skin absorbs 4 DP

Weapons: Crocell has no natural weapons. He is treated as a human for purposes of unarmed combat. He may, however, carry a sword whose blade is of infernal ice that can never melt and which inflicts burning wounds that later turn white and waxy and eventually turn black and rot unless cured by magic He may also use any other weapons. He will not wear armor.

DANTALION The Duke of Faces

Base Chance: 82%
Lesser Spirits: 36%

Description: Dantalion appears in whatever human form he desires to put on and will wear the face of any man or woman in an ever changing pattern or he may be compelled by the summoner to wear only one face. In his right hand he carries a heavy book in which are written all the thoughts of all men or women who have ever been and only Dantalion can read the book.

Talents, Skills, and Magic: Dantalion is a mighty mage of the College of the Mind. He possesses the following Skills: Assassin, Beast Master, Courtesan, Healer, Spy. He knows the Generic and Individual True Names of all things, the thoughts of all beings and all that has been or will be. He cannot speak of these things, however, and any attempt at compelling him will lead to his return to his own plane.

Movement Rates: Running: 400

PS: 20 MD: 22 AG: 21 MA: 30
EN: 20 FT: 30 WP: 35 PC: 26
PB: 23 TMR: 8 NA: Skin absorbs 2 DP

Weapons: Dantalion has no natural weapons and is treated as a human for purposes of unarmed combat. He may bear any weapons or wear armor, but prefers not to do so since this makes it harder for him to alter his shape at will.

Comments: Dantalion has great power, but there are limits placed on its use. He can employ his powers, but never pass them on. He can reveal the things he discovers as a result of his powers, but the knowledge which enables him to exercise those powers is forever hidden. He may never teach magic or Skills. He can never prophesy for others.

ELIGOS The Knightly Duke

Base Chance: 55%
Lesser Spirits: 60%

Description: Eligos appears in the form of a goodly knight in black armor and riding a dark war horse. In his right hand he carries a banner on a lance. It bears a legend which cannot be read except from another dimension. In his left hand he holds a curling serpent with ruby scales whose venom is acid.

Talents, Skills, and Magic: Eligos is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following Skills: Assassin, Beast Master, Mechanician, Military Scientist, Ranger and Spy. He has the ability to predict with 250/o accuracy when and how wars will come and battles will be lost and won. he can discover all things hidden within 25 feet of him.

Movement Rates: Running: 350

PS: 28 MD: 24 AG: 25 MA: 29
EN: 26 FT: 35 WP: 31 PC: 28
PB: 13 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Eligos has no natural weapons. He is armed with a lance, sword, mace, battle axe and sabre. The sabre is envenomed.

Comments: Eligos is a great leader of men and inspires his allies whenever he enters battle. No one allied with Eligos will ever flee from combat so long as he is present.

FURCALOR Duke of the Waters

Base Chance: 68%
Lesser Spirits: 30%

Description: Furcalor appears as a humanoid with gryphon's wings and green, scaly skin. His hair is like seaweed and he smells of death and the sea. His voice is a whisper and is compelling when he suggests action to men.

Talents, Skills, and Magic: Furcalor is a practitioner of the College of Water Magics. He possesses the following Skills: Astrologer, Beast Master, Merchant, Navigator. He has the power to command the beasts of the sea and to gather great storms at sea, but he has no power away from water. He breathes both water and air.

Movement Rates: Flying: 600; Swimming: 200

PS: 27 MD: 25 AG: 24 MA: 33
EN: 27 FT: 35 WP: 35 PC: 28
PB: 11 TMR: 12/4 NA: Skin absorbs 4 DP

Weapons: Furcalor has no natural weapons. He is treated as a human for purposes of unarmed combat. He may wear specially tailored armor (to fit around his wings) and may employ any weapons.

Comments: Furcalor is obsessed with slaying men by drowning them and he will pursue his calling ruthlessly at every opportunity unless bound by his summoner. He may only be summoned when the summoner is at sea or near the ocean.

FURCAS The Reaping Duke

Base Chance: 72%
Lesser Spirits: 20%

Description: Furcas appears in the guise of a cruel old man with a long, plaited beard, dressed in pale armor and riding a pale horse. In his hand he carries a scythe with which he cuts down those he wishes to torment, for those who fall to his scythe become his slaves and serve him in his own dimension. He speaks harshly and is ever proceeded by a sound like the rattling of old bones.

Talents, Skills, and Magic: Furcas is a master of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist Assassin, Astrologer, Merchant, Military Scientist, Navigator, Spy.

Movement Rates: Running: 300

PS: 23 MD: 25 AG: 24 MA: 29
EN: 24 FT: 36 WP: 35 PC: 24
PB: 12 TMR: 6 NA: Skin absorbs 2 DP

Weapons: Furcas has no natural weapons, but can call his scythe to him from other dimensions at will. The Scythe has a BC of 40%. It does +8 damage and is Rank 10. It is a two-handed weapon. Only Furcas can wield the Scythe. He may use other weapons as well.

GREMORY The Duke of Songs

Base Chance: 76%
Lesser Spirits: 26%

Description: Gremory appears as a beautiful woman with flowing auburn hair riding on a camel. He wears a fillet of white gold and robes of black velvet trimmed in threads of white gold. His voice is rich and melodic.

Talents, Skills, and Magic: Gremory is a master of the College of Illusions. He possesses the following Skills: Assassin, Merchant, Courtesan, Healer, Spy, Thief, Troubadour. He can procure the love of women and can discover the location of treasures that are hidden within 50 feet of him. He knows the events of the past, present and future to a small degree and will prophesy for gain (15% accuracy).

Movement Rates: Running: 300

PS: 20 MD: 28 AG: 29 MA: 30
EN: 19 FT: 30 WP: 36 PC: 31
PB: 28 TMR: 6 NA: Skin absorbs 2 DP

Weapons: Gremory has no natural weapons. He is treated as a human for purposes of unarmed combat. He always carries envenomed knives on his person and rings full of poison on his fingers. His poisons are extremely swift-acting (10 hits per pulse on the average). He will not wear armor, but may agree to carry gilded weapons.

Comments: Gremory is a lover of beautiful women and will prophesy, speak of the past, seek treasure or any other thing desired by the summoner in exchange for the love of a comely young woman. Gremory usually tires of such liaisons after a few months, however, and then may release his lover and return her to her own plane or may devour her.

GUSION The Wise Duke

Base Chance: 54%
Lesser Spirits: 40%

Description: Gusion appears in the guise of a mature and strong man in a saffron robe. He speaks softly and his advice always seems good in consequence.

Talents, Skills, and Magic: Gusion is a master of the College of the Mind. He possesses the following Skills: Alchemist, Astrologer, Healer, Mechanician, Merchant, Military Scientist. He has the power to reconcile all but sworn enemies. He has knowledge of past events and can say what is happening at any moment in places that are far away. He can also see dimly into the future.

Movement Rates: Running: 300

PS: 23 MD: 25 AG: 24 MA: 29
EN: 21 FT: 30 WP: 32 PC: 21
PB: 18 TMR: 6 NA: Skin absorbs 2 DP

Weapons: Gusion has no natural weapons. He is treated as a human for purposes of unarmed combat. He will not wear armor, but will employ any weapons provided by the summoner.

Comments: Gusion's knowledge is never perfect. He only catches glimpses of events past, present and future and one can easily be misled by him, but he will always tell the truth as he knows it.

HAVRES The Leopard Duke

Base Chance: 78%
Lesser Spirits: 36%

Description: Havres first appears as a leopard with blazing eyes, but this is an insubstantial form. At the command of the summoner, he will adopt the form of a dark man dressed in the skin of a leopard and with a terrible face and eyes which blaze with tongues of fire.

Talents, Skills, and Magic: Havres is a master of the College of Fire Magics. He possesses the following Skills: Assassin, Beast Master, Ranger. Havres has the power to create illusory fires which will destroy those who believe them to be real, but will do no harm to those who successfully disbelieve them. He knows something of the past, present and future and can see into places where there is/was/will be fire.

Movement Rates: Running: 400

PS: 30 MD: 25 AG: 32 MA: 30
EN: 28 FT: 36 WP: 33 PC: 34
PB: 8 TMR: 8 NA: Skin absorbs 3 DP

Weapons: Havres has no natural weapons and is treated as a human for purposes of unarmed combat. He may carry weapons at the summoner's request. He will not wear armor.

Comments: Havres normally has only a 10% chance of accurately telling of past or future events or events which are happening far away, but if these events are happening close to fire, his chances improve greatly. The larger the fire and the closer it is to the event, the better Havres chances of seeing the event.

MURMUR Duke of Thrones

Base Chance: 75%
Lesser Spirits: 30%

Description: Murmur appears as a warrior in green armor, riding on a gryphon and wearing a ducal crown. He is preceded by shades blowing trumpets.

Talents, Skills, and Magic: Murmur is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist, Assassin, Astrologer, Beast Master, Healer, Mechanician, Merchant, Military Scientist, Navigator. He also possesses the power to make the dead appear before the summoner and speak to him of their lives and deaths and to answer the questions he may put to them.

Movement Rates: Running: 350

PS: 27 MD: 23 AG: 25 MA: 29
EN: 23 FT: 35 WP: 33 PC: 31
PB: 15 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Murmur has no natural weapons. He is treated as a human for purposes of unarmed combat. He usually carries a heavy war hammer, a shield and a brace of knives.

SALLOS The Mighty Duke

Base Chance: 57%
Lesser Spirits: 30%

Description: Sallos appears as a mighty knight in silver armor mounted on a crocodile and wearing a ducal crown on his head. He comes in peace, though, and will fight only with reluctance.

Talents, Skills, and Magic: Sallos is a practitioner of the arts of the College of Ensorcelments and Enchantments. He possesses the following Skills: Beast Master, Healer, Military Scientist, Ranger, Troubadour. He has the talent to inspire love between men and women.

Movement Rates: Running: 300

PS: 24 MD: 25 AG: 25 MA: 29
EN: 26 FT: 34 WP: 32 PC: 31
PB: 21 TMR: 6 NA: Skin absorbs 3DP

Weapons: Sallos has no natural weapon. He is armed with a sword and a main gauche.

Comments: Sallos would rather drink and wench than fight and kill and is, perhaps, something of a coward. Once in combat, though, he will not flee until all his enemies are dead.

UVALL Duke of Sands and Wastes

Base Chance: 70%
Lesser Spirits: 37%

Description: Uvall appears first as a large black dromedary. At the command of the summoner, he will leave this insubstantial form and adopt the form of a man garbed in flowing robes and burned dark, like one of the wild dwellers in the wastelands. His voice is always hushed and he speaks with menace.

Talents, Skills, and Magic: Uvall is a practitioner of the arts of the College of Illusions. He possesses the following Skills: Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy, Thief. He has the power to procure for the summoner the love of women. He also can cause others to love the summoner and become devoted to him.

Movement Rates: Running: 350

PS: 25 MD: 26 AG: 27 MA: 30
EN: 24 FT: 38 WP: 35 PC: 34
PB: 13 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Uvall has no natural weapons. He is treated as a human for purposes of unarmed combat. He usually comes armed with a scimitar, spear and a brace of sharp throwing knives which break when they enter the victim's body and leave splinters that must be removed or they will burrow their way to the heart and kill the victim in D10+3 days.

Comments: Uvall has a small knowledge of the past, present and future of things and can be persuaded to speak (with 20% accuracy) by a gift of a young boy to serve him on his own plane. He is cunning and evil and will attempt to betray the summoner even when bound, though he will not. directly attack him.

VALEFOR The Duke of Thieves

Base Chance: 52%
Lesser Spirits: 10%

Description: Valefor appears as a mountain lion with the head of an ass. He has a sharp, braying voice and an unpleasant manner.

Talents, Skills, and Magic: Valefor is a practitioner of the College of Ensorcelments and Enchantments. He possesses the following Skills: Assassin, Ranger, Spy and Thief. He sometimes represents himself as the god of thieves and the EP cost to learn the Thief skill is halved if the skill is learned from Valefor.

Movement Rates: Running: 400

PS: 30 MD: 4 AG: 32 MA: 33
EN: 29 FT: 36 WP: 35 PC: 35
PB: 4 TMR: 8 NA: Skin absorbs 4 DP

Weapons: Valfor may bite in Close Combat with a BC of 25%, doing +1 damage. His bite is Rank 3. He may also use his claws in Melee or Close Combat with a BC of 45%. He does+2 damage with claws in Melee and+4 in Close Combat. His claws are Rank 5. He may not wear armor or employ man-made weapons.

Comments: Valefor will always counsel theft even where it involves stealing from companions and friends. He cannot be broken of that habit, no matter how he is bound. His advice will tend to be persuasive. Further, he will steal objects from castles or inns where his summoner might stay and secret them in the summoner's belongings.

VAPULA The Lion Duke

Base Chance: 77%
Lesser Spirits: 36%

Description: Vapula appears as a tawny lion with the wings of a gryphon and a red mane. He has great green eyes which seem full of wisdom and his voice is a quiet rumbling.

Talents, Skills, and Magic: Vapula is a member of the College of Earth Magics. He possesses the following Skills: Beast Master, Healer, Ranger.

Movement Rates: Running: 400

PS: 35 MD: 4 AG: 30 MA: 32
EN: 28 FT: 36 WP: 34 PC: 31
PB: 18 TMR: 8 NA: Skin absorbs 4 DP

Weapons: Vapula may bite in Close Combat with a BC of 40%, doing +4 damage. His bite is Rank 5. Vapula may also use claws in Melee and Close Combat. He has a BC of 45% with claws in Melee and a BC of 55% with claws in Close Combat. His claws do +6 damage and are Rank 8. He may not wear armor or employ weapons.

VEPHAR The Sea Duke

Base Chance: 69%
Lesser Spirits: 29%

Description: Vephar appears as a mermaid with emerald scales trimmed in silver and seaweed tangled in his hair. He may also appear at times to be a beautiful woman, but this shape is insubstantial and is used only to lure sailors to their deaths. His fingers are webbed and he has small gills behind his ears.

Talents, Skills, and Magic: Vephar is a master of the College of Illusions. He possesses the following Skills: Beast Master, Courtesan, Navigator. He can raise great storms at sea by willing it. Vephar also has the ability to cause horrible wounds by looking upon a man. These will appear as gashes, but will putrefy and fill with worms and within three days the victim will die unless cured by magic.

Movement Rates: Swimming: 600

PS: 12 MD: 19 AG: 18 MA: 30
EN: 18 FT: 30 WP: 34 PC: 26
PB: 28 TMR: 12 NA: Skin absorbs 4 DP

Weapons: Vephar has no natural weapons and is treated as a human for purposes of unarmed combat. He may not wear armor, but may employ weapons.

Comments: Vephar cannot exit the sea. he becomes totally insubstantial and melts into his own plane if he attempts to do so. He can guide ships through any waters (even in the absence of sun and stars) and will always do so at the summoner's request.

ZEPAR The Red Duke

Base Chance: 60%
Lesser Spirits: 26%

Description: Zepar appears as a slight warrior with a clubfoot dressed all in red armor. He is of a dark mien and speaks in a grating voice filled with contempt for all who inhabit this plane.

Talents, Skills, and Magic: Zepar is a practitioner of the arts of the College of Illusions. He possesses the following Skills: Alchemy, Assassin, Merchant, Military Scientist, Spy and Troubadour. He is able to cause women to fall in love with men and so allow themselves to be seduced. His touch, however, makes women barren.

Movement Rates: Running: 350

PS: 18 MD: 29 AG: 28 MA: 30
EN: 26 FT: 35 WP: 32 PC: 28
PB: 13 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Zepar has no natural weapons. He is treated as a human for purposes of unarmed combat. He may carry a variety of weapons, but all will be smeared with foul venom which inflicts horrible scarring injuries that may only be cured by magic. Zepar's envenomed weapons do 2 points of damage per hour to Fatigue or Endurance as a result of their poisonous coating.

Comments: Zepar is an unfaithful servant who always resents his summoner's ability to bring and hold him in this plane. He will make common cause with his summoner's enemies if they promise to return him to his own dimension, even if he is bound. However, when bound, he cannot directly attack his summoner and must act with guile.

2. Ritual of Summoning Demonic Princes (R-2)
Experience Multiple: 350

This ritual is used to summon the following demons from the seventh plane: Gaap, Ipos, Orobas, Scir, Sitri, Stolas, Vassago. These demons may be summoned at any time of the day.

The only Shield that will protect against the possibility of backfire while summoning Princes is a disk of hammered tin inscribed with the names and symbols of the Princes of the seventh plane. This Shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost of manufacture will be 3000+ silver pennies. It takes about three months to manufacture. The Experience Multiple for this ritual is 350.

GAAP The Servant Prince

Base Chance: 52%
Lesser Spirits: 66%

Description: Gaap appears as a man dressed in animal skins and accoutered for war. He is bronzed (as if by the sun) and looks to be a man of the wilderness. Behind him come the insubstantial shades of four princes whom he appears always to serve and guide.

Talents, Skills, and Magic: Gaap is a master of the College of Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, Assassin, Beast Master, Healer, Mechanician, Navigator, Ranger, Spy, Thief. He has the power to break the ties between a magician and his familiar and to send the familiar back to whence he came. He can teleport beings within their plane by willing it.

Movement Rates: Running: 350

PS: 28 MD: 26 AG: 27 MA: 31
EN: 28 FT: 36 WP: 33 PC: 35
PB: 12 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Gaap has no natural weapons. He is treated as human for purposes of unarmed combat. However, see below. Gaap may wear no armor. He carries any weapons the summoner provides.

Comments: Those who touch Gaap will have their senses stolen for a number of minutes equal to D100. Thereafter, they will awaken to find that they love that which they formerly hated and hate that which they once loved. The effect of Gaap's touch will last until dispelled by magic.

IPOS The Prince of Fools

Base Chance: 49%
Lesser Spirits: 36%

Description: Ipos appears as an angel with a lion's head, the feet of a goose and the tail of a hare. He has a sweet voice and is an accomplished musician.

Talents, Skills, and Magic: Ipos is a master of the College of Illusions. He possesses the following Skills: Healer, Spy, Thief and Troubadour. He can speak truly of what has happened or is about to happen in a place he occupies. He has the talent of making men bold and will use this talent no matter how he is bound. Those affected by the talent add 10 to their Willpower in the presence of Ipos.

Movement Rates: Running: 200; Flying: 400

PS: 24 MD: 21 AG: 18 MA: 34
EN: 26 FT: 35 WP: 38 PC: 29
PB: 11 TMR: 4/8 NA: Skin absorbs 4 DP

Weapons: Ipos bites for+2 damage in Close Combat. He has a BC of 45% with his bite. It is Rank 4. Ipos will not wear armor. He will carry any weapons provided by the summoner.

Comments: Ipos makes all men in his presence bold (not merely the summoner and friends) when he uses his talent. Further, men are more likely to fight than talk when they are in the presence of Ipos and come among strangers. Those affected by Ipos' talent will never flee danger and will fight to the death.

OROBAS The Equine Prince

Base Chance: 65%
Lesser Spirits: 20%

Description: Orobas appears in the form of a great black stallion with a carmine main and flowing carmine tail. His hooves are silver and sharpened like those of a war horse. He speaks in the squealing voice of a horse.

Talents, Skills, and Magic: Orobas is a practitioner of the arts of the College of Naming Incantations. He possesses the following Skills: Beast Master, Healer, Navigator, Ranger, Spy, Thief. Orobas knows the Generic and Individual True Names of all things of this plane. He will gladly permit the summoner to acquire these names, but will provide them to no one else.

Movement Rates: Running: 500

PS: 45 MD: 20 AG: 20 MA: 30
EN: 30 FT: 35 WP: 32 PC: 31
PB: 24 TMR: 10 NA: Skin absorbs 4 DP

Weapons: Orobas may bite for+2 damage in Close Combat. His BC for biting is 30% and his bite is Rank 2. He may use his hooves to strike in Melee Combat or to trample in Close Combat. They have a BC of 40% in Melee and do +3 damage. In Close Combat they have a BC of 55 % and do +6 damage. They are Rank 6. Orobas will wear the barding of a war horse if the summoner provides it. He uses no weapons.

Comments: Orobas is a faithful retainer and, once bound, will look after the summoner's well being as if it were his own. He will be especially careful to protect the summoner from the powers and whiles of other demons or spirits the summoner may encounter. He will even permit the summoner to ride him as a horse.

SEIR The Willing Prince

Base Chance: 75%
Lesser Spirits: 26%

Description: Seir appears as a handsome man with hair the color of corn and eyes like ice riding a silver stallion with gryphon wings. He speaks with a soft and cheerful voice and is of a good nature and always amenable to the desires of the summoner.

Talents, Skills, and Magic: Seir is a practitioner of the College of Air Magics. He possesses the following Skills: Astrologer, Healer, Merchant, Navigator, Spy, Troubadour. He has knowledge of all thefts and can sometimes tell where the loot is hidden. He can pass over the entire earth at the twinkling of an eye and can carry others with him. He brings abundance of things in his wake.

Movement Rates: Running: 350

PS: 25 MD: 22 AG: 26 MA: 29
EN: 24 FT: 32 WP: 31 PC: 32
PB: 23 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Seir has no natural weapons. He is treated as a human for purposes of unarmed combat. Seir will not wear armor or carry any weapons except a quarterstaff.

Comments: Characters in the company of Seir and his summoner will always experience a flood of good luck so far as physical objects are concerned. The average value of treasure they may acquire will be 10% greater than what they may acquire when not in company with Seir.

SITRI The Beautiful Prince

Base Chance: 47%
Lesser Spirits: 60%

Description: Sitri appears as a large, muscular man with the head of a leopard and the wings of a gryphon. He may also appear in insubstantial form as a man who is unbearably beautiful and well-formed or as a lovely woman of sensual mien.

Talents, Skills, and Magic: Sitri is a master of the College of Illusions. He possesses the following Skills: Assassin, Beast Master, Courtesan, Spy, Thief, Troubadour. Sitri has the power to enflame men and women with the love of each other and to cause them to show themselves naked and frolic with one another in unseemly ways.

Movement Rates: Running: 350; Flying: 400

PS: 30 MD: 25 AG: 26 MA: 33
EN: 28 FT: 35 WP: 34 PC: 25
PB: 35 TMR: 7/8 NA: Skin absorbs 3 DP

Weapons: Sitri may bite during Close Combat with a BC of 45% and +2 damage. His bite is Rank 4. Sitri will wear armor if the summoner has it specially made for him and will use any weapons provided.

Comments: Sitri is a lover of all things carnal and will not be prevented from encouraging carnal activity or using his special talents, no matter how he is bound.

STOLAS The Raven Prince

Base Chance: 54%
Lesser Spirits: 26%

Description: Stolas appears as a massive raven with talons of silver and eyes rimmed with red. He speaks with a cracked and horrible voice.

Talents, Skills, and Magic: Stolas is a mage of the College of Air Magics. He possesses the following Skills: Assassin, Beast Master, Navigator, Spy, Thief. He knows the magical powers and virtues of all herbs and stones and will speak the truth about these when requested to do so.

Movement Rates: Flying: 500

PS: 14 MD: 6 AG: 12 MA: 29
EN: 21 FT: 28 WP: 32 PC: 34
PB: 13 TMR: 10 NA: Skin absorbs 3 DP

Weapons: Stolas has a BC of 40%, doing +1 damage in Close Combat with his beak. It is Rank 4. He has a BC of 45% of doing +3 damage in Close Combat with his talons. They are Rank 6. Stolas cannot wear armor or use weapons.

VASSAGO Prince of Prophecy

Base Chance: 45%
Lesser Spirits: 26%

Description: Vassago appears as an aged man riding a crocodile and carrying on his right wrist a Goshawk. His eyes are hollow and see into other dimensions, but he is blind in this dimension.

Talents, Skills, and Magic: Vassago is a mage of the College of Naming Incantations. He possesses the following Skills: Alchemist, Healer, Troubadour. Vassago has the ability to locate things which have been hidden or lost if he is within 100 feet of them. He also knows all Generic and Individual True Names, but is reluctant to tell these names except to save the life of the summoner.

Movement Rates: Running: 150

PS: 12 MD: 13 AG: 13 MA: 35
EN: 17 FT: 28 WP: 37 PC: 19
PB: 12 TMR: 3 NA: Skin absorbs 2 DP

Weapons: Vassago has no natural weapons. He is treated as a human for purposes of unarmed combat. Vassago cannot wear armor or use weapons.

Comments: There is only a 40% chance that Vassago will reveal a True Name in the absence of physical danger to the summoner. There is only a 50% chance that he will willingly tell the location of a hidden or lost object. He may be compelled to speak of these things through the performance of a Ritual of True Speaking.

3. Ritual of Summoning Demonic Presidents (R-3)
Experience Multiple: 450

This ritual is used to summon the following demons from the seventh plane: Avnas, Buer, Camio, Foras, Haagenti, Labolas, Malphas, Marbas, Volac and Voso. These demons may only be summoned during daylight.

The only shield that will protect against the possibility of backfire while summoning Presidents is a disk of base metal (other than cold iron) coated with quicksilver. This shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost to manufacture will be 4000+ silver pennies. It takes about four months to manufacture. The Experience Multiple for this ritual is 450.

AVNAS President of Fire

Base Chance: 50%
Lesser Spirits: 36%

Description: Avnas appears as a pillar of fire and smoke. Those who look into the flames can see the panorama of the history of other dimensions and can sometimes read the events of their own plane and even their own future. At the command of the summoner, Avnas will abandon this insubstantial form and take on the form of a small withered brown man.

Talents, Skills, and Magic: Avnas is a mage of the College of Fire. He possesses the following Skills: Alchemist, Astrologer Healer, Mechanician, Merchant, Navigator. Avnas can locate' any treasure that is guarded by spirits, ghosts or other undead and that is within 500 feet of him.

Movement Rates: Running: 350

PS: 14 MD: 26 AG: 21 MA: 38
EN: 19 FT: 30 WP: 40 PC: 33
PB: 12 TMR: 7 NA: Skin absorbs 2 DP

Weapons: Avnas has no natural weapons. He is treated as a human for purposes of unarmed combat. He may not wear armor or use weapons.

Comments: Avnas may be ordered to take form as a pillar of fire at any time. However, in that state, he cannot act on this plane and his fire will not burn those who touch it. It will instead feel cold and dead and those who touch it will see their own death.

BUER The Star President

Base Chance: 37%
Lesser Spirits: 50%

Description: Buer appears always as a Centaur, armed with a great bow. His skin is silver and shimmers like starlight. His hair is all white and his eyes are the color of Mars.

Talents, Skills, and Magic: Buer is a master of the College of Celestial Magics. He possesses the following Skills: Healer, Navigator, Ranger, Troubadour. Buer's touch can heal all hurts and diseases, especially those which have been caused by magic. He is a great teacher of languages and will freely pass on his knowledge to others.

Movement Rates: Running: 500

PS: 38 MD: 25 AG: 28 MA: 30
EN: 25 FT: 35 WP: 33 PC: 32
PB: 19 TMR: 10 NA: Skin absorbs 4 DP

Weapons: Buer uses weapons as a man. In addition, his hooves do +4 damage in Close Combat due to trampling. The BC for use of hooves is 60%. They are Rank 8. Buer may use any weapons, but may not wear armor.

CAMIO The Thrush President

Base Chance: 47%
Lesser Spirits: 30%

Description: Camio first appears as a small thrush, but then leaves this insubstantial form and takes on that of a yellow-skinned man. He carries in his hand a sharp sword smeared with venom. He does not speak, but is, nonetheless, a great disputer. His words appear before his hearers as letters written in the air with fiery coals.

Talents, Skills, and Magic: Camio is a member of the College of Fire. He possesses the following Skills: Beast Master, Healer, Ranger, Spy, Thief. Camio is a great linguist and will willingly teach his summoner the languages of birds and mammals and also teach him to understand what has passed in a place by reading the speech of running waters.

Movement Rates: Running: 400

PS: 18 MD: 23 AG: 26 MA: 35
EN: 24 FT: 35 WP: 38 PC: 36
PB: 14 TMR: 8 NA: Skin absorbs 2 DP

Weapons: Camio has no natural weapons. He is treated as a human for purposes of unarmed combat. Camio will wear any armor provided by the summoner and will carry other weapons, but will not use them unless his sword is damaged.

Comments: Camio will always give true answers to all things.

FORAS President and Lord of Seekers

Base Chance: 42%
Lesser Spirits: 29%

Description: Foras appears in the form of a strong man, unarmed and mild seeming.

Talents, Skills, and Magic: Foras is a master of the College of Illusion. He possesses the following Skills: Astrologer, Healer, Mechanician, Merchant, Navigator, Troubadour. He has the power to make men temporarily invisible. He is a linguist and a teacher of language. He also has the ability to discover things hidden (especially treasure) if he is within 50 feet of them.

Movement Rates: Running: 350

PS: 33 MD: 28 AG: 28 MA: 32
EN: 27 FT: 35 WP: 34 PC: 27
PB: 23 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Foras has no natural weapons. He is treated as a human for purposes of unarmed combat. Foras will wear any armor provided by the summoner and will carry and use weapons.

Comments: Foras will grant long life (triple life span) to those who will worship him and know no other gods or converse with other demons. As a teacher he may pass on Skills at the rate of one hour being equal to one month of training under any human teacher and at half the normal EP cost.

HAAGENTI The Winged President

Base Chance: 45%
Lesser Spirits: 33%

Description: Haagenti at first appears as a red bull with a Gryphon's wings and horns tipped in gold, but this form is insubstantial and at the command of the summoner he will put on the shape of a red man with black hair.

Talents, Skills, and Magic: Haagenti is a mighty member of the College of Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, Healer, Merchant, Navigator. Haagenti can change wine into water and water into wine with a touch. He can also transmute all metals into gold with a touch. One hour spent learning alchemy under the tutelage of Haagenti is the equivalent of two months learning from a human. The EP cost to achieve Rank with this skill is halved (round down) when taught by Haagenti.

Movement Rates: Running: 350

PS: 40 MD: 25 AG: 23 MA: 35
EN: 28 FT: 40 WP: 38 PC: 24
PB: 13 TMR: 7 NA: Skin absorbs 4 DP

Weapons: Haagenti has no natural weapons. He is treated as a human for purposes of unarmed combat. Haagenti will wear armor and use weapons provided by the summoner.

Comments: Haagenti's office is to make men wise and he will instruct anyone (not merely the summoner) and demand no fee if the lesson is well-learned, but will become enraged if he feels that the pupil has been lax and will turn on him and rend him with his powerful hands.

LABOLAS President and Master of Murderers

Base Chance: 40%
Lesser Spirits: 36%

Description: Labolas always appears in the form of a winged mastiff. His wings are always those of a gryphon and bear him at great speeds. His mouth is covered in froth from his slavering and gnashing of teeth.

Talents, Skills, and Magic: Labolas is a member of the College of Illusions. He possesses the following Skills: Assassin, Beast Master, Military Scientist, Ranger, Spy, Thief. He can teach any Skill of which he is possessed in an hour at no EP cost, but demands as his reward a life. If the offering is not pleasing to him, he will take the life of the summoner instead. He prefers human lives to all others.

Movement Rates: Running: 350; Flying: 500

PS: 18 MD: 3 AG: 15 MA: 32
EN: 19 FT: 30 WP: 34 PC: 31
PB: 2 TMR: 7/10 NA: Skin absorbs 4 DP

Weapons: Labolas may bite in Close Combat with a BC of 50%. He does +2 damage and his bite is Rank 8. The bite of Labolas always becomes infected. Labolas may never wear armor or carry or use weapons.

Comments: Labolas is capable of reconciling enemies when he so desires, but prefers strife and bloodshed. His psychic life requires manslaughter and he will seek to promote it at every opportunity, even among the summoner's family and companions.

MALPHAS President of Deceivers

Base Chance: 45%
Lesser Spirits: 40%

Description: Malphas appears as a large crow, but this form is insubstantial and will melt away at the summoner's request to reveal the form of a dark man dressed in black velvet studded with precious gems. His voice will be rough, but deep and compelling.

Talents, Skills, and Magic: Malphas is a member of the College of Celestial Magics. He possesses the following Skills: Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy, Thief. He is also a master of spoken and written language. He knows the art of magically raising houses and high towers. He also knows the secret desires of the summoner's enemies and will reveal those thoughts upon request.

Movement Rates: Running: 350

PS: 26 MD: 25 AG: 27 MA: 29
EN: 25 FT: 35 WP: 30 PC: 30
PB: 18 TMR: 7 NA: Skin absorbs 2 DP

Weapons: Malphas has no natural weapons. He is treated as a human for purposes of unarmed combat. Malphas will refuse to wear armor. However, he will use any weapons provided by the summoner.

Comments: Malphas will deceive the summoner knowingly and willfully unless compelled to tell the truth by a Ritual of True Speaking.

MARBAS President and Master of the Seal

Base Chance: 35%
Lesser Spirits: 36%

Description: Marbas first appears as a tawny lion with a black mane and bloody muzzle, but this form is insubstantial. Upon the order of the summoner, he will adopt the guise of a golden-skinned man with a shock of black hair.

Talents, Skills, and Magic: Marbas is a master of the College of Illusions. He possesses the following Skills: Alchemist, Mechanician, Merchant, Military Scientist. He has the power to inflict on men rotting diseases by the merest touch. He also may change the shape of men by his touch so that they become as wolves or bears. He has knowledge of many of the secrets of the universe.

Movement Rates: Running: 350

PS: 26 MD: 29 AG: 24 MA: 29
EN: 26 FT: 38 WP: 32 PC: 25
PB: 16 TMR: 7 NA: Skin absorbs 2 DP

Weapons: Marbas has no natural weapons. He is treated as a human for purposes of unarmed combat. Marbas will wear any armor and use any weapons provided by the summoner.

Comments: Marbas is a speaker of truth and will never knowingly deceive his summoner. He knows the Generic True Names of all things and knows the Individual True Names of many beings who are wealthy and famous.

VOLAC The Dragon President

Base Chance: 52%
Lesser Spirits: 38%

Description: Volac appears as a child with the wings of an angel riding on the back of an infernal two-headed red dragon. He speaks with a high pitched and silly voice, but his words are always true, if not wise.

Talents, Skills, and Magic: Volac is a practitioner of the College of Naming Incantations. He possesses the following Skills: Beast Master, Ranger, Spy, Thief, Troubadour. He can locate treasure hidden anywhere within 25 feet of him. Volac can also call serpents and cause them to obey him once they have arrived. Volac knows and will tell the Generic True Names of all things.

Movement Rates: Running: 250; Flying: 500

PS: 11 MD: 18 AG: 17 MA: 36
EN: 18 FT: 30 WP: 39 PC: 35
PB: 26 TMR: 5/10 NA: Skin absorbs 2 DP

Weapons: Volac has no natural weapons. He is treated as a human for purposes of unarmed combat. He may use weapons, but will not wear armor.

VOSO The Leopard President

Base Chance: 49%
Lesser Spirits: 30%

Description: Voso appears as a mighty leopard with terrible green eyes and spots tinged with carmine. He speaks with a cunning voice, the better to fool his victims. He will attempt to devour the summoner unless bound.

Talents, Skills, and Magic: Voso is a great member of the College of Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, Healer, Mechanician and Navigator. He has the power to change a man's form by touch into another form so that his victim does not know that he has been ensorcelled and believes himself always to have had the form given him by Voso. He knows many secrets.

Movement Rates: Running: 500

PS: 35 MD: 4 AG: 32 MA: 35
EN: 29 FT: 36 WP: 37 PC: 31
PB: 20 TMR: 10 NA: Skin absorbs 4 DP

Weapons: Voso's bite does +2 damage in Close Combat. It has a BC of 45% and is Rank 6. Voso may use his claws in either Melee or Close Combat. They have a BC of 40% in Melee and of 60% in Close Combat and do+4 damage. They are Rank 8. Voso will not use weapons or wear armor.

Comments: Voso knows the Generic and Individual True Names of all things and beings. He will, however, reveal a True Name only if he is provided with a human victim (preferably a maiden or child since their flesh is the most tender). A new victim must be provided for each True Name the summoner wishes to acquire.

4. Ritual of Summoning Demonic Earls (R-4)
Experience Multiple: 500

This ritual is used to summon the following demons from the seventh plane: Andromalius, Bifrons, Botis, Furfur, Malthus, Marax, Raum and Renove. These demons may be summoned only in woods and hills and only in places that are quiet. They may be summoned at any time of the day or night.

The only shield that will protect against the possibility of backfire while summoning Earls is a disk of hammered bronze inscribed with the names of the Earls of the seventh plane. This shield may be manufactured by Shaping magicians. It weighs three pounds and the average cost to manufacture will be 5000+ silver pennies. It will take about four months to manufacture. The Experience Multiple for this ritual is 500.

ANDROMALIUS Earl of Justice

Base Chance: 45%
Lesser Spirits: 36%

Description: Andromalius appears as a large man of fearsome mean holding a viper in one hand. He dresses all in cloth of gold.

Talents, Skills, and Magic: Andromalius is a member of the College of Naming Incantations. He possesses the following Skills: Alchemist, Astrologer, Beast Master, Healer, Mechanician, Merchant Navigator, Ranger, Spy. He also has the ability to discover any hidden treasure within 200 feet of where he is standing.

Movement Rates: Running: 300

PS: 26 MD: 23 AG: 24 MA: 29
EN: 25 FT: 35 WP: 30 PC: 33
PB: 13 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Andromalius has no natural weapons. He is treated as a human for purposes of unarmed combat. He will refuse to wear armor, but will use any weapons provided by the summoner.

Comments: Andromalius is dedicated to the punishment of thievery wherever he finds it and to the return of the victims valuables. He will turn on any summoner who attempts to steal while in his company. He may also react in the same manner to underhanded dealing even with non-humanoid beings.

BIFRONS Earl of the Dead

Base Chance: 38%
Lesser Spirits: 6%

Description: Bifrons may appear in insubstantial form as a horned monster, but always appears as a handsome young man when fully material.

Talents, Skills, and Magic: Bifrons is a member of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist, Assassin, Beast Master, Merchant Ranger, Spy, Thief. He is also a great Navigator and an hour spent learning navigation from Bifrons is equal to a month spent learning the art elsewhere and costs no EPs. Whenever he passes a place of the dead at night candles will appear lit on the graves.

Movement Rates: Running: 350

PS: 23 MD: 26 AG: 28 MA: 32
EN: 24 FT: 31 WP: 34 PC: 32
PB: 22 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Bifrons has no natural weapons. He is treated as a human for purposes of unarmed combat. Bifrons will wear any armor and use any weapons provided by the summoner. He prefers envenomed weapons.

Comments: Bifrons has the power to make dead bodies appear as they did when they were alive so that it cannot be told that they are dead and corrupted.

BOTIS The Ugly Earl

Base Chance: 25%
Lesser Spirits: 60%

Description: Botis will first appear as a large, horrible snake of insubstantial form. At the, command of the summoner, he will take on human form, but with great teeth and sharp horns. He will be carrying an envenomed sword.

Talents, Skills, and Magic: Botis is a member of the College of Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, Astrologer, Beast Master, Navigator, Ranger, Spy. He has the power to make all but bitter sworn enemies friendly to each other while in his presence. He also has the ability to tell what has transpired in any place he occupies and part of what will (may) transpire there.

Movement Rates: Running: 350

PS: 27 MD: 24 AG: 25 MA: 30
EN: 25 FT: 35 WP: 30 PC: 35
PB: 11 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Botis may do +1 damage with his bite in Close Combat with a BC of 35% of hitting his target. His bite is Rank 4. He may make a single horn attack in Close Combat with a BC of 30% of doing +3 damage. His horns are Rank 6. The venom of his sword does 6 damage points per Pulse. He will wear any armor provided and employ other weapons if the summoner desires, but will prefer to use his sword.

FURFUR Earl of Storms and Lightning

Base Chance: 32%
Lesser Spirits: 26%

Description: Furfur appears as a hart with a fiery tail. He may also take on an insubstantial form as an angel, but only when forced within a triangle and compelled by a Ritual of True Speaking to utter truth instead of the falsehoods he prefers. Furfur speaks with a rough and grating voice that is extremely unpleasant.

Talents, Skills, and Magic: Furfur is a master of the College of Air Magics. He possesses the following Skills: Alchemist, Mechanician, Navigator, Ranger, Spy. Furfur can raise thunder and lightning and cause great storms to form. He also is able to influence men and women to make love and participate in perversions by the sound of his voice.

Movement Rates: Running: 400

PS: 32 MD: 4 AG: 28 MA: 31
EN: 28 FT: 34 WP: 32 PC: 33
PB: 18 TMR: 8 NA: Skin absorbs 3 DP

Weapons: Furfur may use his horns in Melee or Close Combat and his hooves in Close Combat. His horns have a BC of 45% and do +4 damage. His hooves have a BC of 50% and do+3 damage. They are both Rank 8. Furfur will not use weapons or wear armor.

Comments: Furfur knows many secrets of things that have happened or will happen on the earth, but he will not speak truthfully unless compelled by a Ritual of True Speaking.

MALTHUS Earl of Death and Havoc

Base Chance: 34%
Lesser Spirits: 26%

Description: Malthus appears in the form of a large, filthy buzzard. His feathers are black as night and his eyes are the color of new blood. He carries about him the smell of carrion.

Talents, Skills, and Magic: Malthus is a mage of the College of Necromantic Conjurations. He possesses the following Skills: Alchemist, Assassin, Beast Master, Mechanician, Military Scientist, Navigator, Spy, Thief. He is a great general and can build strong forts and organize warriors to march and to slaughter and can keep them supplied by his arts when they are in far places.

Movement Rates: Running: 100; Flying: 500

PS: 25 MD: 10 AG: 14 MA: 32
EN: 22 FT: 33 WP: 33 PC: 31
PB: 4 TMR: 2/10 NA: Skin absorbs 3 DP

Weapons: Malthus may attack with beak and talons in Close Combat. The BC to Strike with either is 40%. His beak does +1 damage and his talons do +3. Both are Rank 5. Malthus may never wear armor or use weapons.

Comments: Malthus will never be a willing servant. If he does agree to serve, he will do so only under the condition that he be allotted a daily portion of human flesh and will be made free to eat the flesh of the summoner if the required diet is not forthcoming. He may not be bound.

MARAX The Learned Earl

Base Chance: 27%
Lesser Spirits: 30%

Description: Marax appears as a bull with a man's face and is

exceedingly ugly.

Talents, Skills, and Magic: Marax is a mage of the College of Celestial Magics. He possesses the following Skills: Alchemist, Beast Master, Healer, Merchant Navigator, Ranger. He is especially learned in the use of herbs and stones to produce magic.

Movement Rates: Running: 400

PS: 60 MD: 3 AG: 20 MA: 29
EN: 34 FT: 42 WP: 29 PC: 24
PB: 3 TMR: 8 NA: Skin absorbs 6 DP

Weapons: Marax may charge in the same manner as a multi-hex character in combat. His horns have a BC of 50%, doing +6 damage in Close Combat and are Rank 5. His hooves have a BC of 50%, doing +5 damage in Close Combat and are Rank 4. Marax will not use weapons or wear armor.

RAUM Earl of Theft and Destruction

Base Chance: 36%
Lesser Spirits: 30%

Description: Raum first appears as a crow with bloody talons. Upon the command of the summoner he divests himself of this insubstantial form and adopts that of a tall, gaunt man.

Talents, Skills, and Magic: Raum is a Magician of the College of Earth Magics. He possessed the following Skills: Assassin, Beast Master, Healer, Merchant Ranger, Spy, Thief, Troubadour. He has the power to cause the earth to quake and to make fall the walls of cities. He can make all but the summoner's sworn enemies love him and be willing to lay down their lives in the service of the summoner.

Movement Rates: Running: 300

PS: 21 MD: 28 AG: 26 MA: 29
EN: 26 FT: 3 5 WP: 33 PC: 31
PB: 14 TMR: 6 NA: Skin absorbs 2 DP

Weapons: Raum has no natural weapons. he is treated as a human for purposes of unarmed combat. Raum will wear any armor and use any weapons the summoner provides.

Comments: Raum has some knowledge of what has been and will be and will speak truthfully of what he knows about a place he occupies.

RENOVE The Beautiful Earl

Base Chance: 30%
Lesser Spirits: 19%

Description: Renove first appears as a cloud of red mist, but will adopt human form at the summoner's behest. He then becomes a beautiful young boy with a melodious voice which is unbearably sweet to the listener.

Talents, Skills, and Magic: Renove is a mage of the College of Illusions. He possesses the following Skills: Assassin, Beast Master, Courtesan, Healer, Merchant, Navigator, Ranger, Spy, Thief, Troubadour. He also has a deep knowledge of rhetoric and is a master of spoken and written tongues. He has the ability to reconcile all but the bitterest of enemies and is a great teacher of the young.

Movement Rates: Running: 300

PS: 13 MD: 26 AG: 28 MA: 35
EN: 19 FT: 30 WP: 35 PC: 31
PB: 30 TMR: 6 NA: Skin absorbs 2 DP

Weapons: Renove has no natural weapons. He is treated as a human for purposes of unarmed combat. Renove will wear any armor and use any weapons the summoner provides.

Comments: An hour spent learning any of his Skills in the company of Renove is equal to a month spent learning the same Skill from any human teacher and costs half (round down) the normal number of EPs. However, Renove's tastes are not natural, and he will demand that the summoner either lie with him or procure him others more to his taste in return for any less

ons.

5. Ritual of Summoning Demonic Marquis (R-5)
Experience Multiple: 550

This ritual is used to summon the following demons from the seventh plane: Amon, Andras, Andrealphus, Cimejus, Decarabia, Forneus, Leraje, Marchosias, Naberius, Orias, Phenex, Samigina, Savnok and Shaz. These demons may only be summoned between 3 in the afternoon and sunrise.

The only Shield that will protect against the possibility of backfire while summoning Marquis is a disk of fine silver inscribed with the names of the Marquis of the seventh plane. This shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost of manufacture will be 7000+ silver pennies. It will take about five months to manufacture. The Experience Multiple for this ritual is 550.

AMON The Marquis of Fire

Base Chance: 17%
Lesser Spirits: 40%

Description: Amon appears as a wolf with a serpent's tail. In this form he has the capacity to spit fire balls to a distance of 20 feet. He may also appear as a raven-headed man (often with a dog's teeth).

Talents, Skills, and Magic: Amon is a mage of the College of Fire Magics. He has no Skills, but possesses the following powers : He may give a true account of events that have passed in the place he is standing and may guess accurately at what is to come in that place. He also has the power to cause all but sworn enemies to look upon each other as true friends and to desire each other's company above others.

Movement Rates: Running: 400

PS: 26 MD: 5/20 AG: 29/23 MA: 30
EN: 23 FT: 35 WP: 28 PC: 31
PB: 6 TMR: 8 NA: Skin absorbs 3 DP

Weapons: When in wolf form, Amon may use his claws to rend in Close Combat with a BC of 50% for D10+2. Amon's claws are Rank 8. In both wolf and man-raven form, Amon may bite or peck in Close Combat with a BC of 60% of doing D10+3. Amon's bite is Rank 8. Amon's fireballs are useable in Ranged or Melee Combat, have a BC of 40%, do D10+6, and are Rank 9.

Comments: Where two numbers are given for one of Amon's characteristics, the first applies to him in wolf form, the second in raven-man form.

ANDRAS Marquis of Discord

Base Chance: 35%
Lesser Spirits: 30%

Description: Andras appears as an angel with the head of a raven. He rides a dire wolf and carries a magical sword aloft in his right hand. The sword burns as with fire and drains 2 FT when it hits in addition to any other damage it may cause. In all other respects, Andras' sword is treated as a normal broadsword.

Talents, Skills, and Magic: Andras is a mage of the College of the Mind. He possesses the following Skills: Assassin, Beast Master, Military Scientist, Spy, Thief. His presence in a party will be an automatic cause of disruption and discord since he delights in such things and may not be made to cease encouraging bad feelings even when bound.

Movement Rates: Running: 400; Flying: 450

PS: 28 MD: 30 AG: 29 MA: 30
EN: 27 FT: 36 WP: 25 PC: 29
PB: 31 TMR: 8/9 NA: Skin absorbs 3 DP

Weapons: Andras has no natural weapons. He is treated as a human for purposes of unarmed combat. Andras may wear specially manufactured armor and carry weapons provided by the summoner. He will always use his sword, however, in preference to other weapons unless it is broken.

ANDREALPHUS The Beautiful Marquis

Base Chance: 37%
Lesser Spirits: 30%

Description: Andrealphus appears initially as a great and beautiful Peacock, but this is an insubstantial form, and he is without power in that guise. At the summoner's command, he will be forced to adopt the form of a man.

Talents, Skills, and Magic: Andrealphus is a member of the College of Illusions. He possesses the following Skills: Alchemist, Mechanician, Merchant, Navigator. He is a great teacher of all forms of measurement and celestial studies. An hour in his teaching will increase the pupil's abilities in counting and measuring fourfold. Any Skill dependent upon such talents will also be increased thereby and subsequent increase in Rank will cost only half EPs (round down).

Movement Rates: Running: 350

PS: 26 MD: 25 AG: 25 MA: 30
EN: 24 FT: 35 WP: 32 PC: 25
PB: 17 TMR: 7 NA: Skin absorbs 2 DP

Weapons: Andrealphus has no natural weapons. He is treated as a human in unarmed combat. Andrealphus may wear armor and use weapons provided by the summoner, but only if they are silvered or silvered. He will not use any other kind of armor or weapons.

Comments: For a payment of the life of a human being, Andrealphus will turn the summoner into a bird for a period of one hour. Each individual transformation or hour of transformation must be purchased by the sacrifice of an additional human being. Andrealphus eats the souls of those sacrificed in this manner. He must be present during the sacrifice.

CIMEJES Marquis of the Dark Continent

Base Chance: 38%
Lesser Spirits: 20%

Description: Cimejes appears as a powerful black man riding upon a black horse.

Talents, Skills, and Magic: Cimejes is a master of the College of Ensorcelments and Enchantments. He Possesses the following skills: Alchemist, Beast Master, Healer, Merchant, Military Scientist, Spy, Thief. He is a great linguist. He also has the ability to find things that have been lost or hidden (especially treasure) anywhere within 100 feet of him.

Movement Rates: Running: 350

PS: 26 MD: 24 AG: 24 MA: 29
EN: 27 FT: 38 WP: 31 PC: 32
PB: 18 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Cimejes has no natural weapons. He is treated as a human in unarmed combat. He will wear any armor and any weapons provided by the summoner, but will first insist that any armor be lacquered black to match his skin.

DECARABIA The Marquis in the Pentacle

Base Chance: 39%
Lesser Spirits: 30%

Description: Decarabia will first appear as a bright star burning inside a pentacle of fire and will remain in this insubstantial and powerless form until ordered to adopt human form by the summoner. Upon adopting human form, Decarabia will appear naked and remain so unless clothed by the summoner. He will always be surrounded by a barely-detectable blue aura where his skin is exposed.

Talents, Skills, and Magic: Decarabia is a member of the College of the Mind. He possesses the following Skills: Alchemist, Beast Master, Merchant, Ranger and Troubadour. He can command all types of birds by their Generic and Individual True Names in the same manner as a Namer, despite the fact that he is not a member of the College of Naming Incantations.

Movement Rates: Running: 350

PS: 24 MD: 25 AG: 25 MA: 31
EN: 23 FT: 34 WP: 34 PC: 37
PB: 26 TMR: 7 NA: Skin absorbs 3 DP

Weapons: Decarabia has no natural weapons. He is treated as a human in unarmed combat. He will wear any armor and use any weapons provided by the summoner.

FORNEUS Marquis of the Waters

Base Chance: 23%
Lesser Spirits: 29%

Description: Forneus appears as a great monster of the sea 30 feet long and 6 feet in diameter. His scales are precious stones, his eyes are like fire and the flesh of drowned sailors clings to his teeth.

Talents, Skills, and Magic: Forneus is the greatest mage of the College of Water Magics. He possesses the following skills: Beast Master, Military Scientist and Navigator. He also is a great linguist and may make men knowing in tongues. An hour spent in his company in the learning of a language is equal to two months of learning from any non-demonic teacher.

Movement Rates: Swimming: 600

PS: 150 MD: None AG: 28 MA: 38
EN: 60 FT: 80 WP: 35 PC: 25
PB: 2 TMR: 12 NA: Skin absorbs 10 DP

Weapons: Forneus is a 7 hex creature and may roll over one hex characters, using his entire body as a weapon. In addition, his bite may be used in Melee or Close Combat to do 2D10+5 (total possible damage of 25) with a BC of 50% and a Rank of 10. Forneus may not wear armor. Since he has no gripping members, he may not use weapons.

Comments: The Ritual of Summoning Forneus may only be performed while at sea or on a coastline where Forneus can remain in the water. He may never appear on land.

LERAJE The Marquis of Archers

Base Chance: 19%
Lesser Spirits: 30%

Description: Leraje appears as a man clothed in forest green and carrying a great bow and quiver.

Talents, Skills, and Magic: Leraje is a member of the College of Earth Magics. He possesses the following skills: Alchemist, Assassin, Beast Master, Military Scientist, Navigator, Ranger, Spy, Thief and Troubadour. He also possesses the power to make wounds that have been inflicted by arrows or quarrels putrefy. Add 60 to the Infection Chance whenever Leraje or anyone assisted by him inflicts damage with arrows.

Movement Rates: Running: 350

PS: 28 MD: 30 AG: 27 MA: 28
EN: 24 FT: 35 WP: 26 PC: 35
PB: 32 TMR: 7 NA: Skin absorbs 4 DP

Weapons: Leraje possesses no natural weapons. He is treated as manlike in that respect. However, the Greatbow he carries may only be pulled by him. It has a Range of 450 hexes (2250 feet) and a BC of 75%. It does +6 damage. He will not wear armor, but may carry other weapons. Leraje will always use his bow in preference to all other weapons, however.

Comments: Leraje is a lover of strife and will attempt to provide battle whenever possible. Chance encounters between normally neutral parties will usually end in a bloody combat to the death if Leraje is present and this should be taken into account by the GM.

MARCHOSIAS Marquis of the Seventh Throne

Base Chance: 25%
Lesser Spirits: 30%

Description: Marchosias appears as a great Ox with the wings of a Gryphon, the tail of a serpent and a breath of fire shaped like a cone 6 feet long and 4 feet wide at the base. He may take the shape of a man, but will be insubstantial and powerless in this form.

Talents, Skills, and Magic: Marchosias is a practitioner of the College of Sorceries of the Mind. He possesses the following skills: Beast Master, Military Scientist and Ranger.

Movement Rates: Running: 400; Flying: 300

PS: 65 MD: 5 AG: 18 MA: 28
EN: 35 FT: 45 WP: 30 PC: 25
PB: 6 TMR: 8/6 NA: Skin absorbs 6 DP

Weapons: Marchosias may charge in the same manner as a multi-hex character in combat. His horns have a BC of 40%, doing +4 damage and are Rank 10. His hooves have a BC of 45%, doing +5 damage in Close Combat. Marchosias breath has a BC of 70% in Melee Combat, but may not be used in Close Combat. It does +10 damage and is Rank 3.

Comments: Marchosias loves a good fight and will always counsel attack in any situation, often disobeying his summoner in his desire to charge and rend the enemy.

NABERIUS The Valiant Marquis

Base Chance: 21%
Lesser Spirits: 19%

Description: Naberius appears as a large black crane which flutters around the summoner and speaks in a rough and grating voice.

Talents, Skills, and Magic: Naberius is a master of the College of the Mind. He possesses the following skills: Alchemist, Assassin, Healer, Mechanician, Merchant, Military Scientist, Navigator, Spy, Thief and Troubadour. Naberius is a great teacher and an hour spent in his company learning a skill is equal to two weeks attempting to learn the skill with non-demonic aid and allows the student to progress at half the normal EP cost.

Movement Rates: Running: 250; Flying: 350

PS: 20 MD: 16 AG: 18 MA: 36
EN: 20 FT: 33 WP: 34 PC: 27
PB: 22 TMR: 5/7 NA: Skin absorbs 3 DP

Weapons: Naberius' beak does +3 damage in either Melee or Close Combat with a 50% BC. It is Rank 8. Naberius claws may be used to grip weapons. In addition, they have a BC of 45% of doing +1 damage in Close Combat. They are Rank 6. Naberius may not wear armor.

Comments: Naberius has the special power to restore lost dignities by manipulating events to the summoner's advantage. A summoner who has lost favor at court might use the power of Naberius to help him regain his station. The GM must take this special power into account.

ORIAS The Celestial Marquis

Base Chance: 33%
Lesser Spirits: 30%

Description: Orias appears in the form of a lion, but with the tail of a serpent. He bears in his front claws a pair of great hissing serpents and rides a mightily-thewed war horse.

Talents. Skills. and Magic: Orias is a mage of the College of Celestial Magics. He possesses the following Skills: Beast Master, Navigator. He can reconcile all but the most bitter enemies and any summoner who finds his favor will be subject to assistance in acquiring honors and dignities.

Movement Rates: Running: 500

PS: 35 MD: 9 AG: 30 MA: 30
EN: 34 FT: 42 WP: 32 PC: 34
PB: 18 TMR: 10 NA: Skin absorbs 4 DP

Weapons: The demon's claws do +4 damage in Melee and Close Combat and have a BC of 40%. They are Rank 6. The demon's bite does +3 damage in Close Combat and has a BC of 45%. It is Rank 4. Orias may not use weapons or wear armor.

PHENEX The Immortal Marquis

Base Chance: 27%
Lesser Spirits: 20%

Description: Phenex always appears as the great bird, the Phoenix. He speaks with the voice of a small child and sings sweetly and hypnotically to any who will listen.

Talents, Skills, and Magic: Phenex is a practitioner of the College of the Mind. He possesses the following Skills: Alchemist, Beast Master, Healer, Mechanician, Merchant Military Scientist, Navigator, Troubadour. The songs of Phenex will hypnotize his victims (including the summoner) who will then willingly enter the demon's mouth to be devoured. Care must always be taken when dealing with him.

Movement Rates: Running: 200; Flying: 400

PS: 75 MD: 16 AG: 18 MA: 30
EN: 26 FT: 32 WP: 33 PC: 27
PB: 34 TMR: 4/8 NA: Skin absorbs 5 DP

Weapons: The demon's beak does +6 damage in Melee or Close Combat and has a BC of 40%. It is Rank 5. The demon's claws do +4 damage in Melee or Close Combat, have a BC of 35% and are Rank 3. Phenex may not wear armor or use weapons.

Comments: Phenex is ever hungry for human flesh and will attempt to sing except when bound so as to draw victims close to his mouth where they can be devoured.

SAMIGINA Marquis of Dead Souls

Base Chance: 15%
Lesser Spirits: 300/o

Description: Samigina appears as a small ass though he may take on human form if the summoner so orders.

Talents, Skills, and Magic: Samigina is a master of the College of Necromantic Conjurations. He possesses the following skills: Alchemist Healer, Mechanician, Merchant, Military Scientist, Navigator, Troubadour. He has the power to converse with and give an account of all beings who have died, except for servants of the Forces of Light.

Movement Rates: Running: 350

PS: 25/23 MD: 5/20 AG: 20/25 MA: 30
EN: 30 FT: 40 WP: 30 PC:32
PB:10 TMR: 7 NA: Skin absorbs 4 DP

Weapons: When in the form of an ass, Samigina may bite in Close Combat with a BC of 50% of doing +2 with a Rank of 10. He may also trample with his hooves in Close Combat with a BC of 50% or use his hooves in Melee Combat with a BC of 40%. His hooves are Rank 10 and do +4 damage. Samigina will never agree to use weapons or wear armor.

Comments: Where two numbers are given for one of Samigina's characteristics, the first is for his ass form, the second for his human form.

SAVNOK Marquis of Corruption

Base Chance: 30%
Lesser Spirits: 50%

Description: Savnok appears as a great warrior with the head of a lion riding a pale horse.

Talents, Skills, and Magic: Savnok is a member of the College of Earth Magics. He possesses the following Skills: Beast Master and Military Scientist. In addition, he possesses the power to raise high towers, castles, and cities from out of earth and stone and to shape for them furniture and armor. Any wounds he inflicts will automatically become infected and will not be cured except by magic.

Movement Rates: Running: 350

PS: 28 MD: 30 AG: 29 MA: 30
EN: 26 FT: 35 WP: 33 PC:29
PB: 24 TMR: 7 NA: Skin absorbs 4 DP

Weapons: Savnok's bite inflicts +4 damage in Close Combat and has a BC of 50%. It is Rank 4. Savnok may appear wearing any type of armor. He prefers axes, spears, and daggers, but will use other weapons if the summoner provides them.

Comments: Savnok may start horrible plagues which cause their victims to break out in rotten sores full of worms and which will ultimately lead to death unless cured by magic.

SHAZ The Thieving Marquis

Base Chance: 31%
Lesser Spirits: 30%

Description: Shaz appears as a great bird speaking with a subtle voice.

Talents, Skills, and Magic: Shaz is a member of the College of Illusions. He possesses the following Skills: Assassin, Merchant, Ranger, Spy, Thief. He may will an individual to lose his sight or hearing or ability to comprehend the spoken word if the summoner so desires. He is an accomplished Thief and a hoarder of useful things (especially fine horses) which he keeps in his dimension.

Movement Rates: Running: 150; Flying: 450

PS: 23 MD: 18 AG: 26 MA: 30
EN: 25 FT: 35 WP: 38 PC: 35
PB: 18 TMR: 3/9 NA: Skin absorbs 3 DP

Weapons: Shaz's beak does +2 damage in Melee or Close Combat, has a BC of 50%, and is Rank 8. His talons do +1 damage and have a BC of 40%. They are Rank 5 and may be used in Melee or Close Combat. Shaz may not use weapons or wear armor.

Comments: Shaz is an inveterate liar and deceiver. If commanded to reveal information or fetch items from his hoard, there is only a 50% chance that he will speak entirely true or fetch the right items unless he is placed in a triangle and compelled by a Ritual of True Speaking.

6. Ritual of Summoning Demonic Kings (R-6) Experience Multiple:b> 600

This ritual is used for summoning the following demons from the seventh plane: Asmoday, Bael, Balam, Beleth, Belial, Palmon, Purson, Vine and Zagan. These demons may only be summoned between 9 in the morning and noon and between 3 in the afternoon and sunset.

The only shield that will protect against the possibility of backfire while summoning Kings is a disk of hammered gold inscribed with the names of the Kings of the seventh plane. This Shield may only be manufactured by Shaping magicians. It weighs three pounds and the average cost of manufacture will be 15,000+ silver pennies. It will take about six months to manufacture. The Experience Multiple for this ritual is 600.

ASMODAY The Infernal King

Base Chance: 13%
Lesser Spirits: 72%

Description: Asmoday appears as a man with three heads (that of a man, a bull, and a ram). He has a serpent's tail and breathes a cone of fire 25 feet long and 10 feet wide at the extreme end. His feet are webbed like those of a goose, and he comes riding upon a great infernal dragon and carries a heavy spear with a banner. The blade of his spear is poisoned.

Talents, Skills, and Magic: Asmoday is a master of the College of Sorceries of the Mind. He possesses the following Skills: Alchemist, Beast Master, Military Scientist, Mechanician, Merchant, Navigator, Healer. In addition, Asmoday has the power to locate any treasure hidden within 50 feet of him. He also has the power to turn those who serve him into beasts for short periods if they so desire.

Movement Rates: Running: 350

PS: 25 MD: 30 AG: 28 MA: 35
EN: 25 FT: 35 WP: 36 PC: 29
PB: 4 TMR: 7 NA: Skin absorbs 4 DP

Weapons: Asmoday may make two horn attacks in Close Combat in addition to any other attacks. Each has a BC of 35% and does +2 damage. They are both Rank 10. In addition, Asmoday's breath of fire has a BC of 50% in Melee and of 80% in Close Combat and does +4 damage. It is Rank 5. He may not wear armor, but will accept other weapons for use in addition to his spear if they are gilded.

Comments: Asmoday will not serve the summoner unless he is provided with a maiden upon whom he may visit his carnal desires once his service is complete. He will immediately transport her to his own dimension upon agreeing to serve the summoner. He may not be bound.

BAEL The King in the East

Base Chance: 5%
Lesser Spirits: 66%

Description: Bael may appear as either a man, a toad, or a cat, or he may appear as a man with the tail and claws of a cat and the head of a toad. He is recognizable by his hoarse sinister voice. The form he most often adopts and that he uses in combat is that of the toad-headed man-cat. He may adopt a new form at will.

Talents, Skills, and Magic: Bael is a master of the College of Ensorcelments and Enchantments. He has the power to make himself totally invisible at will.

Movement Rates: Running: 300

PS: 25 MD: 23 AG: 25 MA: 30
EN: 23 FT: 35 WP: 35 PC: 30
PB: 4 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Bite has a BC of 40%, does −1 damage, and is always Rank 10. Claws have a BC of 45%, do +2 damage, and are always Rank 10. Bite may only be used in Close Combat. Claws may be used in either Melee or Close Combat. Bael will not wear armor, but will use gilded weapons if the summoner provides them.

BALAM The Terrible King Base Chance: 15%
Lesser Spirits: 40%

Description: Balam appears as a man with three heads (one of a man, one of a bull, and one of a ram), the tail of a serpent, and bright flaming red eyes that can be seen at a great distance. He usually comes riding upon a great bear and carries a Goshawk on one wrist. He speaks with a hoarse voice.

Talents, Skills, and Magic: Balam is a mage of the College of the Mind. He possesses the following Skills: Alchemist, Merchant, Spy, Troubadour. He also has the power to make men witty -each hour spent in the company of Balam counts as one month of training in the Troubadour Skill and no EPs are expended to advance in this skill as a result of his teaching.

Movement Rates: Running: 300

PS: 25 MD: 23 AG: 21 MA: 34
EN: 22 FT: 32 WP: 30 PC: 30
PB: 3 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Balam may make two horn attacks in Close Combat in addition to any other attacks. Each has a BC of 30% and does +2 damage. They are both Rank 10. Balam will refuse to wear armor, but will accept and use gilded weapons if the summoner provides them. He will not always return these weapons.

BELETH The Mad King Base Chance: 9%
Lesser Spirits: 85%

Description: Beleth always appears in the shape of a large man riding a pale horse. He is preceded by music and appears in a rage whereat he will attempt to kill anything not within the summoner's circle of protection. He breathes a cone of fire 25 feet long and 10 feet wide at the extreme end.

Talents, Skills, and Magic: Beleth is a master of the College of Fire Magics. In addition, he is possessed of the talent of causing any individuals of the summoner's choice (not necessarily humanoids) to submit to the sexual desires of the summoner until he (the summoner) is sated.

Movement Rates: Running: 300

PS: 22 MD: 23 AG: 22 MA: 29
EN: 24 FT: 35 WP: 30 PC: 26
PB: 10 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Beleth's breath has a BC of 50% in Melee Combat and of 80% in Close Combat and does +4 damage. It is Rank 3. Beleth will wear silver or gilded armor (he much prefers the latter) if provided by the summoner and will use gilded weapons. He will claim these as gifts before departing this plane.

BELIAL King of Fire

Base Chance: 19%
Lesser Spirits: 50%

Description: Belial appears as a two-headed angel and may ride a chariot of fire. He speaks with a comely voice.

Talents, Skills, and Magic: Belial is a mage of the College of Fire Magics. He also possesses the following Skills: Merchant, Beast Master. He will cause all but sworn enemies of the summoner to look upon the summoner as their true friend, as described in 55.

Movement Rates: Running: 300; Flying: 400

PS: 28 MD: 30 AG: 23 MA: 31
EN: 25 FT: 37 WP: 30 PC: 30
PB: 28 TMR: 6/8 NA: Skin absorbs 3 DP

Weapons: Belial has no natural weapons. Belial will demand gifts of gilded armor and weapons before he can be bound to service. He will never return these to the summoner. He is treated as a human for purposes of unarmed combat.

Comments: The services of Belial must be paid for in advance in the only coin he will accept: human suffering. As part of the Ritual of Summoning Belial, the summoner must torture to death a human being (preferably an innocent child or a maiden since Belial prefers the suffering of innocents and may refuse an offering of a warrior). He may not be bound.

PALMON King of Domination

Base Chance: 7%
Lesser Spirits: 100%

Description: Palmon appears as a man with a crown of light upon his head and is often seen riding a dromedary. His appearance will always be accompanied by the sound of trumpets and cymbals played by an invisible band of demonic musicians. His voice is heard as a roaring at first, but he can be compelled to speak understandably as a man.

Talents, Skills, and Magic: Palmon is a master of the College of the Mind. His Skills include: Alchemist, Astrologer, Beast Master, Healer, Mechanician, Merchant, Military Scientist, Navigator, Ranger, Troubadour.

Movement Rates: Running: 300

PS: 22 MD: 24 AG: 24 MA: 34
EN: 23 FT: 34 WP: 35 PC: 35
PB: 25 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Palmon has no natural weapons. He is treated as a human for purposes of unarmed combat. He will use weapons and armor that are gilded if these are provided by the summoner.

Comments: Palmon may be accompanied by two kings (Abalim and Labal) who assist and protect him. Each will possess characteristics 2–3 points lower than Palmon's. They will possess the same Skills and Magics, but only at Rank 10. Neither Palmon nor the two Kings may be bound.

PURSON The Comely King

Base Chance: 11%
Lesser Spirits: 22%

Description: Purson appears as a muscular and well-proportioned man, but with the face of a lion and carries a viper in his hand. He is preceded by trumpets and often appears riding upon a bear. He may also appear in insubstantial form as a fairy.

Talents, Skills, and Magic: Purson is a member of the College of Naming Incantations and knows the Generic True Name of all things on the Mundane Plane. He has an 80% chance of knowing the Individual True Name of any being he encounters. He possesses the following Skills: Alchemist, Astrologer, Healer, Mechanician, Merchant, Military Scientist, Navigator.

Movement Rates: Running: 300; Flying: 500

PS: 21 MD: 23 AG: 23 MA: 33
EN: 21 FT: 35 WP: 34 PC: 35
PB: 12 TMR: 6/10 NA: Skin absorbs 3 DP

Weapons: Purson's bite has a BC of 40% of doing +2 damage in Close Combat and is Rank 6–8. Purson will wear gilded armor and use gilded weapons if they are provided by the summoner.

VINE The Lion-Headed King

Base Chance: 12%
Lesser Spirits: 36%

Description: Vine always appears as a lion-headed man, sometimes riding a great black horse and bearing a viper in his hand.

Talents, Skills, and Magic: He is a mage of the College of Naming Incantations. He also possesses the following Skills: Alchemist, Merchant, Military Scientist, Navigator, Mechanician. Vine has the ability to control weather, create earthquakes, detect the presence of magic, and transport and bind stone into magical dwellings.

Movement Rates: Running: 300

PS: 23 MD: 25 AG: 25 MA: 35
EN: 22 FT: 33 WP: 32 PC: 36
PB: 8 TMR: 6 NA: Skin absorbs 3 DP

Weapons: Vine's bite has a BC of 40% of doing +3 damage in Close Combat and is always Rank 10. Vine will wear gilded armor and use gilded weapons if these are provided by the summoner.

ZAGAN The Winged King

Base Chance: 17%
Lesser Spirits: 33%

Description: Zagan appears as a great bull with gryphon's wings, but may choose to adopt human form at will.

Talents, Skills, and Magic: Zagan is a master of the College of Illusions. He possesses the following Skills: Alchemist, Merchant. He can change blood or water to wine and wine to blood at will. He can shape all metals into coins of the realm. He makes men witty and one hour in his company is equal to 3 weeks experience in learning the Troubadour Skill. Progress in this Skill costs only half the normal EP cost if the summoner is taught by Zagan. He makes fools wise (see Comments).

Movement Rates: Running: 400; Flying: 300

PS: 65/30 MD: 5/25 AG: 20/23 MA: 30
EN: 35 FT: 40 WP: 28 PC: 25
PB: 6 TMR: 8/6 NA: Skin absorbs 6 DP

Weapons: Zagan may charge in the same manner as a multi-hex character in combat. His horns have a BC of 40% of doing +4 damage and are Ranked at 10. His hooves have a BC of 45% of doing +5 damage in Close Combat and are Ranked 8. Horns may be used in Melee or Close Combat. Zagan will agree to wear gilded armor while in his human form and will employ gilded weapons in that form.

Comments: Any character in the presence of Zagan may have his Willpower and Magical Aptitude increased by 10 and his Perception increased by 5 at the discretion of the summoner. This effect lasts as long as the character remains in Zagan's presence. Where two numbers are given for a characteristic, the first is for the bull form.

64. The College of Lesser Summonings

The College of Lesser Summonings is concerned with the summoning, conjuring, and binding of entities of the same plane as the Adept and with establishing communication with such entities. All summoning and bindings of this College are a form of spell magic. Conjurations are a form of ritual magic, and establishing communications can be accomplished via either spell or talent magic. Summoning is the act of calling entities who inhabit the same general area of the Adept. The controlled input of mana along with the utterance of the name of the entity to be summoned allows the call to travel to the spot where the entity may be found. The summoned entity hears the call and appears in the location from which the Adept issued his summons (even if the Adept has since moved to another location). The mana flow also creates a magical path over or through which the entity travels, thus allowing it to traverse the distance in much less time than normal. The entity to be summoned must be native to the area the Adept occupies and be within range of the call. Thus, an Adept in the middle of an expansive grassy plain, and not within range of an area of caverns, would be unable to summon a Dragon (which are native to caverns, not plains). The GM always controls summoned entities. As with Adepts of other Colleges, Adepts of Lesser Summonings may learn True Names from Namers, but may never attain Rank with them. Summonings may take the form of general calls (e.g., summoning all Wraiths within range) or specific calls (e.g., summoning the Wraith Catio, if he is within range). Unintelligent summoned entities who are not bound will, at the GM's discretion, remain in the area until they choose to leave (due to natural wanderlust) or are driven away.

Unbound intelligent summoned entities will stay or leave as they choose. In either case, the GM should perform a reaction roll to aid him in choosing. Once bound, an intelligent entity will remain until no longer bound and then immediately attempt to leave. Conjuring is the act of detecting entities occupying the same Plane as the Adept (but not necessarily the same area) and physically and instantly transporting them into the presence of the Adept. The entity to be conjured need not be native to the area to Adept occupies. All conjuration rituals must be performed from within a Circle of Protection and Pentacle. An Adept preparing to perform a conjuration draws a Pentacle within a Circle of Protection.

All Adepts of the College are presumed to acquire, as part of their basic equipment during their studies, an 8-ounce box of multicolored chalks for the purpose of drawing these figures (value for replacement purposes is 50 silver pennies). The Adept stands within the Circle of Protection. Within the Circle, the Adept and his companions are safe from any attack by the conjured entity. Conjured entities always materialize outside the Circle, unless the conjuration ritual backfires, in which case the entity materializes within the Circle, breaking it and negating the protection it affords. Neither the Circle nor the Pentacle is necessary, nor do they provide any benefit in summoning.

The GM always controls conjured entities. A conjured entity will remain with the Adept for a number of hours equal to the Adept's Rank with the conjuration ritual. At the end of that time, it will immediately return whence it came. Binding is the act of forcing an entity (whether summoned, conjured, or appearing naturally) to obey the commands of the Adept in all things.

The GM controls bound entities, although he refers to the Adept who controls the entity to ascertain his orders for the entity. An entity need not have been summoned or conjuror to be bound, nor need it have been summoned or conjured to be communicated with via spell or talent. The spells, talents, and rituals of this College affect particular classes of entities. These classifications match those appearing in the DragonQuest rules, with the following exceptions:

Creatures of Light are entities that the GM may have designated as having an affinity with the Power of Light, which are normally associated with what we would term good. Any member of a character race may be known as a Servant of Light, which means he will value the doing of good and the prevention of evil above all other things. This allegiance may be declared in any manner the GM desires within his world. Certain creatures have a history of affinity with the aims of Light, and those creatures in the following list are denoted with an (L).

Creatures of Darkness are entities that the GM may have designated as being aligned with the Powers of Darkness, which are normally associated with what we would term evil. These creatures will be in addition to the Creatures of Night and Shadow (see 140), which are known to be aligned with Darkness. Any member of a character race may be known to be aligned with Darkness, in which case he will be inherently evil. As with Light, certain creatures, in addition to those listed in Section 140., have a history of affinity with Darkness, and those creatures are denoted in the following list with a (D).

Any sentient being may choose to be aligned with Light, Darkness, or neither (being considered neutral for all game purposes). Beings that refuse to take a stand will be in the vast majority in any DragonQuest world. The GM is the final arbiter as to which creatures in his world are aligned with what (the indications on the following list are but a guide). See the Magic Colleges of Celestial Magics, Necromantic Conjurations, and Black Magics for more information on this subject. Classifications include the following:

Apes and Prehumans: Baboons, Gorillas, Neanderthals, Orang-Outangs, Sasquatch

Felines: Cheetahs, House Cats, Leopards, Lions, Sabretooth Tigers, Tigers, Wild Cats

Great Land Mammals: Bears, Boars, Camels, Elephants, Oxen, Stags, Woolly Mammoths

Small Land Mammals: Dingoes, Hyenas, Jackals, Mongooses, Rats, Weasels, Wolves

Common Avians: Buzzards, Eagles (L), Goshawks, Owls

Fantastical Avians: Gargoyles (D), Gryphons, Harpies, Hippogriffs, Pegasi, Phoenixes, Rocs

Fish: Barracuda, Manta Rays, Pike, Piranha, Sharks

Aquatic Mammals: Dolphins (L), Great White Whales, Killer Whales, Merfolk

Other Aquatics: Eels, Kraken, Octopi, Squids

Lizards and Kindred: Basilisks, Crocodiles, Giant Land Turtles, Hydras, Land Iguanas, Salamanders, Suarime, Wyverns

Snakes: Asps, King Cobras, Mambas, Pythons, Spitting Najas

Insects and Spiders: Black Widow Spiders, Fire Ants, Killer Bees, Scorpions, Tarantulas

Giant Humanoids: Cloud Giants, Fire Giants, Hill Giants, Frost Giants, Stone Giants, Storm Giants, Ogres, Titans, Trolls

Fairy Folk: Brownies (L), Dryads, Elves, Fossergrims, Leprechauns, Nixies, Nymphs, Pixies, Satyrs, Sylphs

Earth Dwellers: Dwarves, Gnolls, Gnomes, Goblins (D), Halflings, Hobgoblins, Kobolds, Orcs

Fantastical Monsters: Centaurs, Chimerae, Giant Amoebae, Gorgons, Manticores, Minotaurs, Nagas (L), Sphinxes, Unicorns (L)

Creatures of Light (L)

Creatures of Darkness: (including Creatures of Night and Shadows:) Bats, Dire Wolves, Doppelganger, Weres (D)

Summonables: Djinni, Efreeti, Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Hellhounds (D)

Lesser Undead: Ghosts, Ghouls, Revenants, Skeletons, Zombies

Greater Undead: Night-Gaunts, Vampires (D), Wights, Wraiths

Dragons: Black Dragons, Blue Dragons, Golden Dragons (L), Green Dragons (D), Red Dragons, Yellow Dragons

Riding Animals: Donkeys, Draft Horses, Mules, Mustangs, Palfreys, Ponies, Quarterhorses, Warhorses

[64.1] Adepts of the College of Lesser Summonings are restricted in the practice of their arts in several ways.

An entity may not be summoned or bound by an Adept if another Adept already binds it. In addition, an entity may never be summoned to leave its natural habitat and enter some other habitat that it does not normally frequent. Sufficient space must be available in which an entity could materialize before that entity may be conjured. An entity may be conjured into an environment in which it could not survive, but arrives in that environment dead or dying. A fish conjured from the ocean onto dry land, for instance would arrive near death. An Adept may successfully communicate commands to a bound entity only if the Adept has also cast a spell of communication over the entity, or the entity is affected by the operations of T-1 of this college. When an Adept attempts a summoning spell, there is a chance (determined by the entity's class) that the summoned entity will attack someone, something, and/or the Adept and his party. This reaction chance may be modified if the GM feels the characters have taken actions that would either antagonize or appease the entity.

[64.2] The Base Chance of performing any spell or ritual of the College of Lesser Summonings is affected by a variety of factors.

The following numbers are added to the Base Chance of performing any spell of the College of Lesser Summonings:

Adept is attempting to summon a Very Rare Monster −15
Adept is attempting to summon a Rare Monster −10
Adept is attempting to summon an Uncommon Monster −5
Adept is attempting to summon a Common Monster +5
Adept knows the entity's Generic True Name +5
Adept knows the entity's Individual True Name +25
[64.3] Talents

1. Communicate with Lesser Beasts (T-1)
Experience Multiple: 150
The Adept can always communicate with monsters belonging to the following groups. Apes and Prehumans, Felines, Great Land Mammals, Small Land Mammals, Common Avians, Fish, Aquatic Mammals (except Merfolk), Other Aquatics, Lizards and Kindred, Snakes, Insects and Spiders, Creatures of Night and Shadow, and Riding Animals. A monster of these groups with which the Adept wishes to communicate must be within 25 feet (+20 per Rank) of the Adept. Communication takes the form of telepathically communicating thoughts (including orders) to the subject and of reading the subject's mind. Base Chance is 40% (+3 per Rank). The Experience Multiple for this talent is 150 and it May not be resisted.

2. Detect Aura (T-2)
Experience Multiple: 50
Whenever confronted by an object or being whose nature is unknown to him, the Adept's player may tell the GM that he is attempting to detect the Aura of the being or object. The GM rolls D100. If the resulting number is less than or equal to the modified Perception of the Adept, the Aura is detected. The Adept's Perception is subject to modification in the same manner as any Base Chance. This talent may be Actively (but not Passively) resisted. In addition to any other modifications, the Adept's Perception is modified as follows:

For every 10 feet (after the first 10) separating the Adept
from the being or object whose Aura he wants to read
−1
For each Rank the Adept has with the Detect Aura Talent +5

The results of detection are the same as those given for this talent in 55.3. The Experience Multiple for this talent is 50.

For every 10 feet (after the first 10) separating the Adept from the being or object whose Aura he wants to read −1
For each Rank the Adept has with the Detect Aura Talent +5

The results of detection are the same as those given for this talent in 55.3. The Experience Multiple for this talent is 50.

[64.4] General Knowledge Spells

1. Spell of Summoning Small Land Mammals (G-1)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 60%
Resist: May not be resisted
Effects: The Adept may summon one monster (+2 per Rank) from the Small Mammals group. only one type from this class may be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5 minutes (−30 seconds per Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 20% chance that it will attack someone or something upon appearance.

2. Spell of Summoning Fish and Other Aquatics (G-2)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 125
Base Chance: 35%
Resist: May not be resisted
Effects: The Adept may summon one aquatic non-mammal (+1 per Rank), or 10 pike or piranha (+10 per Rank). The summoned monster(s) must be native to the area, and only one type may be chosen per cast. The summoned monster(s) will appear in 10 minutes (−30 seconds per Rank) after the spell is cast. The monster(s) appears in an uncontrolled state, and there is a 90% chance that it will attack someone or something upon appearance. There is a 100% chance that piranha will attack upon appearance.

Spell of Summoning Lizards and Kindred, Snakes, Insects and Spiders (G-3)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 35%
Resist: May not be resisted
Effects: The Adept may summon one monster (+1 per Rank) from among the three classes, Lizards and Kindred, Snakes, or Insects and Spiders. Note that Killer Bees and Fire ants appear in groups of 30, each group counting as one monster for purposes of this spell. Only one type of monster from among those subsumed under these three classes may be summoned per cast. The monster summoned must be native to the area. It will appear in 30 minutes (−1 per Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is an 85% chance (100% for Killer Bees and Fire Ants) that the monster will attack someone or something upon appearance.

4. Spell of Summoning Common Avians (G-4)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 125
Base Chance: 55%
Resist: May not be resisted
Effects: The Adept may summon one monster (+1/two Ranks or fraction) from the Common Avian group. Only one type from this class may be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 5 minutes (−1 per Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 40% chance that it will attack someone or something upon appearance.

5. Spell of Summoning Riding Beasts (G-5)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 125
Base Chance: 55%
Resist: May not be resisted
Effects: The Adept may summon one Beast (+1 per Rank) from among Riding Animals. Only one type of from this class may be summoned per cast. The beast summoned must be native to the area. The summoned beast will appear in 10 minutes (−30 seconds per Rank) after the spell is cast. The Beast appears in an uncontrolled state, and there is a 35% chance it will attack someone or something upon appearance.

6. Spell of Summoning Apes and Prehumans (G-6)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 125
Base Chance: 50%
Resist: May not be resisted
Effects: The Adept may summon one monster (+1 per Rank) from among the Apes and Prehumans. Only one type from this class may be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear 20 minutes (−1 per Rank) after the spell is cast. The monster will appear in an uncontrolled state, and there is a 65% chance that it will attack someone or something upon appearance.

7. Spell of Summoning Felines (G-7)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 150
Base Chance: 45%
Resist: May not be resisted
Effects: The Adept may summon one monster (+1 per Rank) from among the felines. Only one type of monster from this class may be summoned per cast. The monster summoned must be native to the area. The summoned monster will appear in 15 minutes (−1 per Rank) after the spell is cast. The monster appears in an uncontrolled state, and there is a 75% chance that it will attack someone or something upon appearance.

8. Spell of Binding Lesser Beasts (G-8)
Range: 20 feet+10 additional per Rank
Duration: D10 hours×Rank (× 1, if unranked)
Experience Multiple: 200
Base Chance: 40%
Resist: May be actively and passively resisted.
Effects: The Adept may bind to his will any one (+1 per Rank) monster that is within range and is a member of one of the following groups: Apes and Prehumans, Felines, Small Land Mammals, Common Avian, Fish, Other Aquatics, Lizards and Kindred, Snakes, Insects and Spiders, Lesser Undead, and Riding Animals. Upon casting this spell, the Adept must announce what type of monster he wishes to affect with this spell. Only one type of monster from among all of these classes will be affected by each casting, though any number of binding spells may be in effect at the same time.

A monster bound by this spell immediately ceases all action at the moment the spell takes effect. It becomes stationary and remains so until given orders by the Adept who is exercising the binding. If the Adept cannot communicate with a bound monster, the monster remains stationary until the binding is broken.

Once communication is established (via T-1 or G-10), the Adept may order the monster to do his bidding, and it will obey his orders without hesitation. However, a bound monster will obey orders literally. If told to attack another monster, for instance, it will attack immediately and continuously until told to stop. If the object of the attack is killed, the bound monster will continue to attack the corpse. Similarly, if told to march west, the monster will march in the direction ordered, even over a precipice, without complaint, unless told to stop upon reaching such a precipice.

Bound entities need not remain within range of the Adept for the binding to remain in effect.

Note: This spell requires a good deal of interaction between the GM and the Adept's player. It is recommended that the GM require the Adept's player to state aloud the exact wording of any order, even if it is communicated telepathically. The GM then determines case by case what interpretation is to be placed upon the order by the bound subject.

There is no rule that all bound subjects must react in the same manner to the same order, so much is left to the creativity of the GM. A Binding of this type is broken whenever a General Knowledge Counterspell of this College is successfully cast over the bound subject or the space they occupy is part of a Ritual of Dissipation (Q-1 of the College of Naming Incantations) or whenever a Counterspell is cast over the bound subject or the area they occupy by the Adept controlling it. This type of binding does not require that the Adept maintain concentration upon the subject to maintain the spell.

Once bound, the subject cannot break the binding alone. Unless the binding is dissipated as described herein, the subject will remain bound for the duration of the spell. An Adept may have bound at any one time a number of subjects equal to his Rank (+1) with this spell. He may have bound at the same time subjects of any number of classes, so long as he does not have bound more subjects than he is capable of controlling.

Whenever an Adept attempts to bind one or more subjects that would cause him to exceed his Rank +1, the spell automatically fails (no backfire), and any previously bound subjects are released as though the Adept had performed a Counterspell over them. In all cases, every 10 Pike or Piranha, and every 30 Killer Bees or Fire Ants, count as one monster for purposes of this spell. Whenever a binding is broken, there is a 70% chance that the bound monsters will attack someone or something, usually the closest entity.

9. Spell of Summoning Lesser Undead (G-9)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 300
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may summon one (+1/two Ranks or fraction) monster from the Lesser Undead class. Only one type of Lesser Undead may be summoned per cast. The Lesser Undead must be native to the area. They will appear in 5 minutes (−20 seconds per 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 may 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 additional per Rank
Duration: 1 hour +1 per Rank
Experience Multiple: 250
Base Chance: 45%
Resist: May not be resisted
Effects: The Adept may 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 which the Undead wish to impart to the Adept will be known to him.

11. Wall of Thorns Spell (G-11)
Range: 15 feet +15 additional per Rank
Duration: 15 minutes +15 per Rank
Experience Multiple: 200
Base Chance: 30%
Resist: May only be passively resisted
Effects: The Adept may 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 may 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 may increase the height and thickness by 3 inches per Rank.

An entity touching the wall and failing to resist will 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 may pass). However, only magical or silvered weapons will cut through the entangled branches and thorns. 100 points of damage are required to chop down the wall entirely; to successfully chop a hole through the wall requires 10 points (+1 per Rank of the creating Adept).

12. Spell of Summoning Fog (G-12)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may summon a bank of fog equal to 100 cubic feet in volume (+50 per Rank). The fog will arrive in 10 minutes (−30 seconds per Rank) and will reduce visibility to 20 feet (−2 per 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 when 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 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) dawn +30

13. Empath Spell (G-13)
Range: Adept must touch subject
Duration: Immediate
Experience Multiple: 200
Base Chance: 25%
Resist: May not be resisted
Effects: The Adept may feel the emotions and physical sensations currently experienced by the spell's target. In addition, the Adept may 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, the an Adept could remove 6 Damage Points from a character by inflicting 3 Damage Points on himself.

14. Summon Energy Spell (G-14)
Range: Adept with less than Rank 10 must touch subject. From Rank 10 and above: 10 feet (+1 per Rank above 10)
Duration: Immediate
Experience Multiple: 400
Base Chance: 20%
Resist: May be actively and passively 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 may gather from the target 1 point of Fatigue (Endurance when Fatigue is exhausted) +1 point/three Ranks or fraction. These points are added to the Adept's Fatigue (never Endurance). The Adept's Fatigue may never be raised above its normal maximum level (Fatigue Value) via this spell, although previously lost Fatigue may be regained up to that maximum and additional Fatigue and Endurance may always be drawn from a victim and dissipated into the ether once the Adept's maximum has been reached. The Base Chance of the spell being successful is modified by subtracting the target's Willpower from the Adept's Willpower and adding the result to the Base Chance, unless the target is unconscious or stunned, in which case only the Adept's Willpower is added.

[64.5] General Knowledge Rituals

1. Ritual of Conjuring Lesser Beasts (Q-1)
Experience Multiple: 250
The Adept may conjure one (+1 per Rank) monster from the following classes: Apes and Prehumans (+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 per 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) may 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. 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)
Experience Multiple: 400
The Adept may conjure one (+1 per Rank) Lesser Undead of the one desired type. The Base Chance for this ritual is 20% (+3% per 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. If the Adept rolls 25 or more higher than the success chance for the 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.

[64.6] Special Knowledge Spells

1. Spell of Communication with Fantastical Beasts (S-1)
Range: 200 feet +30 additional per Rank
Duration: 1 hour +1 per Rank
Experience Multiple: 300
Base Chance: 40%
Resist: May not be resisted
Effects: The Adept may communicate telepathically with any Fantastical Avians or Fantastical Monsters within range for the duration of the spell. Communication must be active in nature; that is, the Adept's thoughts will be known to an entity only when he beams them directly to that entity, and only those thoughts which the entity wishes known will be imparted to the Adept.

2. Spell of Communication with Greater Sentients (S-2)
Range: 100 feet +20 additional per Rank
Duration: 1 hour +1 per Rank
Experience Multiple: 150
Base Chance: 65%
Resist: May not be resisted
Effects: The Adept may communicate telepathically with all Humans, Shapechangers, Giant Humanoids, Fairy Folk, Earth Dwellers, Merfolk, Summonables, and Greater Undead within range and may understand the speech of Dragons within range. As in the case of S-1, communication must be active in nature.

3. Spell of Summoning Great Land Mammals (S-3)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 150
Base Chance: 45%
Resist: May not be resisted
Effects: The Adept may summon one (+1 per Rank) monster of the Great Land Mammal class. Only one type from this class may be summoned per cast. The monster must be native to the area. The summoned monster appears in 15 minutes (−1 per Rank) after the spell is cast in an uncontrolled state. There is a 15% chance that the monster will attack someone or something upon appearance.

4. Spell of Summoning Aquatic Mammals (S-4)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 175
Base Chance: 60%
Resist: May not be resisted
Effects: The Adept may summon one (+1 per Rank) entities of the Aquatic Mammals class (except Merfolk). The maximum number summoned cannot, however, exceed the maximum number usually found together. Only one type must be native to the area. The summoned entity appears within 10 minutes (−30 seconds per Rank) after the spell is cast. The entity appears in an uncontrolled state, and there is a 10% chance that it will attack someone or something upon appearance.

5. Spell of Summoning Humanoids (S-5)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 300
Base Chance: 20%
Resist: May be passively resisted
Effects: The Adept may summon one (+1 per Rank) entities of the Giant Humanoid and Earth Dweller classes, or one (+1 per Rank) Humans and Shape-changers. The maximum number summoned may not, however, exceed the maximum number usually found together. Only one type from among all those subsumed by these classes may be summoned, and that type of entity must be native to the area. The summoned entity appears within 15 minutes (−30 seconds per Rank) after the spell is cast. The entity appears in an uncontrolled state, and there is a 75% chance that it will attack someone or something upon appearance.

6. Spell of Summoning Fairy Folk (S-6)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 400
Base Chance: 10%
Resist: May be passively resisted
Effects: The Adept may summon one (+1 per Rank) entity of the Fairy Folk. The maximum number summoned may not, however, exceed the maximum number usually found together. Only one type of Fairy Folk may be summoned per cast, and that type must be native to the area. The summoned entity appears within 15 minutes (−1 per Rank) after the spell is cast. The entity appears in an uncontrolled state, and there is a 15% chance that it will attack someone or something upon appearance.

7. Spell of Binding Greater Beasts (S-7)
Range: 20 feet +10 additional per Rank
Duration: D10 hours×Rank (× 1, if unranked)
Experience Multiple: 300
Base Chance: 35%
Resist: May be actively and passively resisted
Effects: This spell works in the same manner as G-8 of this College to bind Great Land Mammals, Fantastical Avians, Aquatic Mammals, Fantastical Monsters, Creatures of Night and Shadow, Trolls, Ogres, Fairy Folk (other than Elves), Earth Dwellers (other than Halflings, Orcs, Dwarves) and Greater Undead (other than Vampires). This spell does not affect Humans, Giants, Elves, Shape-changers, Dwarves, Orcs, Titans, Halflings, and any other races the GM may allow players to generate characters from.

8. Spell of Controlling Persons (S-8)
Range: 40 feet +10 additional per Rank
Duration: D10 minutes×Rank (× 1, if unranked)
Experience Multiple: 550
Base Chance: 35%
Resist: May be actively and passively resisted
Effects: The Adept gains control of the every action of one member of a player character race within range. He may control the physical activities of that person, but may not cause him to cast spells. The subject always has his TMR reduced by 50% for the duration of this spell. The spell continues in effect until the Adept's concentration is broken or he releases the victim. As in the cases of S-7 and G-8 of this College, the Adept gains complete compliance with his wishes, but its controlled entity obeys literally.

Should the Adept order the controlled entity to perform an action which the entity finds highly repugnant (killing a friend) or suicidal (jumping off a cliff), the GM rolls D100. If the result is less than or equal to four times the entity's Willpower, the entity does not perform the act, and the spell is dispelled. Otherwise, the act is performed. With this exception, this spell operates in all ways the same as S-7 and G-8 of this College.

9. Spell of Using Animal Senses (S-9)
Range: Touch
Duration: Concentration; Maximum of 5 minutes +5 per Rank
Experience Multiple: 200
Base Chance: 25%
Resist: May be passively resisted
Effects: The Adept may use this spell to allow himself to see, hear, smell and taste the same things as the target of this spell senses for the duration of the spell. Any entity subsumed under the title Lesser Beasts (see T-1 of this College) may be used for this spell. The target must first have been Bound before the spell is attempted, and the Adept must communicate with the target for the duration of the spell. Thus, the Adept may use the target as his external eyes, ears, etc., as the beast may be sent away to Spy or do any other task with the Adept as its guide, so long as the beast remains within range of the Communication Talent (T-1).

10. Spell of Summoning Entities of Light (S-10)
Range: Works at any range.
Duration: Immediate
Experience Multiple: 125
Base Chance: Variable (see below) Resist: See below.
Effects: The Adept may summon one (+1 per Rank) entities from the Creatures of Light classes. Any combination of entity types may be summoned so long as the maximum number summonable is not exceeded. The entities summoned must be native to the area. Creatures of Light may be summoned only during the day or on a night when the moon is between three-quarters and full and is not occluded by clouds, fog, and so on.

A summoned entity will appear within 10 minutes (−30 seconds per Rank) after the spell is cast. The Base Chance and Resistance possibilities of the spell vary according to the relationship between the Adept and the entities being summoned. If the Adept is a known Servant of Light, the Base Chance is 60%, and the spell cannot be resisted. If the Adept is neutral, the Base Chance is 40%, and the spell may be passively resisted. If the Adept is known to be allied with Darkness, the Base Chance is 20%, and the entity may passively resist at a bonus of +20 to their Magic Resistance (−1 per Rank of the Adept casting the spell).

The Creatures of Light are normally intelligent entities (since serving them will involve a choice on their part), and the option to attack upon appearing is up to the GM.

11. Spell of Summoning Entities of Darkness (S-11)
Range: Works at any Range.
Duration: Immediate
Experience Multiple: 125
Base Chance: Variable (see below) Resist: Variable (see below)
Effects: The Adept may summon one (+1 per Rank) entities from the Creatures of Night and Shadow or Creatures of Darkness classes. Any combination of entity types may be summoned, so long as the maximum number summonable is not exceeded. The entities summoned must be native to the area. Creatures of Night and Shadow may be summoned only at night or in an enclosed area where sun does not directly penetrate. Creatures of Darkness may be summoned only at night.

A summoned entity appears within 10 minutes (−30 seconds per Rank) after the spell is cast. It always appears in an uncontrolled state, and there is an 80% chance it will attack someone or something upon appearance. The Base Chance and Resistance possibilities of the spell vary according to the relationship between the Adept and the entities being summoned. If the Adept is known to be aligned with Darkness, the Base Chance is 70%, and the spell may not be resisted. If the Adept is neutral, the Base Chance is 40% and the spell may be passively resisted. If the Adept is a known Servant of Light, the Base Chance is 10%, and the entities may actively resist at a bonus of +20% to their Magic Resistance (no modifier due to the Adept's Rank).

Note: Bats appear in groups and each group equals one entity for purposes of this spell.

12. Spell of Summoning Fantastical Avians (S-12)
Range: Works at any range.
Duration: Immediate
Experience Multiple: 275
Base Chance: 35%
Resist: May not be resisted
Effects: The Adept may summon one (+1/five Ranks or fraction) of any of the Fantastical Avians class. The maximum number summoned may not, however, exceed the maximum number usually found together. Only one type of entity may be summoned per cast, and that type must be native to the area. A summoned entity will appear in 10 minutes (−30 seconds per Rank) after the spell is cast. It will appear in an uncontrolled state, and there is a 55% chance that it will attack someone or something upon appearance.

13. Spell of Summoning Fantastical Monsters (S-13)
Range: Works at any Range.
Duration: Immediate
Experience Multiple: 275
Base Chance: 25%
Resist: May not be resisted
Effects: The Adept may summon one (+1/five Ranks or fraction) Fantastical Monster. The maximum number summoned may not, however, exceed the maximum number usually found together. Only one type of entity may be summoned from this class per cast, and the entity must be native to the area. A summoned entity will appear in 20 minutes (−1 per Rank) after the spell is cast. If will appear in an uncontrolled state, and there is a 90% chance that it will attack someone or something upon appearance.

14. Spell of Summoning Greater Undead (S-14)
Range: Works at any range
Duration: Immediate
Experience Multiple: 400
Base Chance: 15%
Resist: May not be resisted
Effects: The Adept may summon one (+1/three Ranks or fraction) Greater Undead. The maximum number summoned may not, however, exceed the number usually found together. Only one type may be summoned per cast and the type summoned must be native to the area. A summoned entity will appear within 10 minutes (−30 seconds per Rank) after the spell is cast. It will appear in an uncontrolled state, and there is an 85% chance that it will attack someone or something upon appearance.

15. Spell of Summoning Summonables (S-15)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 450
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept may summon one (+1/five Ranks or fraction) entity of the Summonables class. Note that only one Djinn, Efreet, or Elemental of any type may be summoned at one time, and only one type of entity may ever be summoned per cast. A summoned entity appears 10 minutes (−30 seconds per Rank) after the spell is cast, in an uncontrolled state. There is a 75% chance that the entity will attack someone or something upon appearance.

16. Spell of Bodily Possession (S-16)
Range: 5 feet +5 additional per Rank
Duration: 1 hour +1 per Rank
Experience Multiple: 550
Base Chance: 10%
Resist: May be actively and passively resisted.
Effects: The Adept may occupy the body of any one entity within range, if that entity fails to resist. While the spell is in effect, the Adept's own body is unoccupied. He has left it and now occupies another body; but his ego is tied to his own body by a blue cord of energy which appears as an aura that may be observed in the same way that an aura may be detected. So long as the Adept's ego it tied to his body, he may return to it in a number of seconds equal to [(20 seconds, −1 per Rank)×number of 100-foot increments separating the body occupied by the Adept and the Adept's own body].

There is no stretching limit to the cord, which may pass through any material. If the Adept's ego is ever separated from his body by cutting the cord that binds the two, the Adept may never return to that body, and his is instantly cast out of the body he occupies. The Adept then becomes a Spectre and is played by the GM. The Adept may never be resurrected or otherwise re-enter the game should this happen. His body remains intact, but he is dead.

An Adept may direct the actions of any entity whose body he occupies as if it were his own body. However, should the Adept attempt to impel the possessed entity to do anything suicidal, the GM rolls D100. If the result is less than or equal to the Willpower of the possessed entity, the Adept is cast out and returns to his own body. He may not attempt to reoccupy an entity from which he is cast until he casts the spell anew. When checking to see of the Adept is cast out, subtract the Adept's Rank with this spell from the Willpower of the possessed entity.

Note: No Willpower check is made if the possessed entity attempts (under the Adept's direction) to do something repugnant to the possessed entity; only suicidal actions elicit a Willpower Check. An Adept may be cast out of a body of another entity only by a Willpower Check or by a Ritual of Dissipation (see 55.5, Q-1) or by having the cord that binds his ego and body cut. A cord may be cut only by someone who detects its aura and strikes it with a silvered or magical weapon.

Unless one of these events occurs, the Adept remains in control or returns to his own body automatically at the end of the spell. The spell is always broken whenever the Adept exits the possessed body for any reason. The Adept may re-enter an entity's body only by casting a new spell.

While the Adept is out of his own body, it remains stationary in a supine position. If the Adept exits his body while standing, the body will fall, and there is usually some chance of resulting damage. The body may be carried along by the Adept (while he posses another body) or by his companions, or it may be left where it lies. However, the body is inanimate so long as the Adept is not in it, and the body may not move, cast spells, or perform any other action. The Adept will not know the state or location of his body (if it is attacked or moved) until he returns to it.

If the body is killed (Endurance reduced to zero), the Adept will die upon returning to his dead body. If the Adept's body is possessed when he returns to it, the Adept re-enters the body normally, but is not in control unless the ego in control of the body attempts to cause the body to commit a suicidal act, and any subsequent successful Willpower Check or Ritual of Dissipation will lead to the casting out of the alien ego. If a backfire occurs, the backfire table is not consulted. Rather, the Adept's ego will leave his body but will not enter the target's body. Instead, the ego will find itself D10 miles away from the body in a random direction, floating in mid-air. It may then return normally (but may take a great deal of time getting back).

While in possession of another entity's body, the Adept uses his own Willpower and Magical Aptitude, but all other characteristics of the alien body are used in place of the Adept's own characteristics. This includes all Ranks, actual magical knowledge, skills, attributes, and so on. The Adept always knows everything the possessed entity knows, in addition to what the Adept's own mind (attached to the ego) knew. However, since the possessed body is not trained to perform the same skills and magic as the Adept, the Adept may not use his own skills and magic while in control of another body.

If the host body is killed, the Adept may return to his own body immediately or stay with the host. The Adept will die if he is still in the host body D10+Rank hours after the host body's death, however, a host body that is dead and still occupied by an alien ego may not be resurrected.

17. Spell of Summoning Dragons (S-17)
Range: 40 miles +5 additional per Rank
Duration: Immediate
Experience Multiple: 650
Base Chance: 17%
Resist: May be passively resisted
Effects: The Adept may summon one Dragon (GM's choice of what type, if any, appears). The Dragon Appears within 20 minutes (−1 per Rank) after the spell is cast. The Dragon appears in an uncontrolled state, and will immediately attack, despoil, and devour the summoner and his companions, regardless of what he may do to anyone else present.

[64.7] Special Knowledge Rituals

1. Ritual of Conjuring Greater Beasts (R-1)

This ritual works in exactly the same manner as Q-1, except that it may be used only to conjure Great Land Mammals (+10), Fantastical Avians (−5), Aquatic Mammals (−5), Giant Humanoids (−10), Fairy folk (−7), Earth Dwellers (−5), Fantastical Monsters (−15), Creatures of Night and Shadow (+3), and Greater Undead (−20). The Base Chance for this ritual is 25% (+4 per Rank). It lasts for one hour. The Experience Multiple for this ritual is 400. It may backfire on a roll of 25 or more higher than the Base Chance and the results are those listed in Q-1.

2. Ritual of Animation of the Dead (R-2)

The Adept may animate D10+Rank corpses of any type that are within 20 feet (+5 per Rank). The ritual must be performed within a Pentacle and Circle of Protection. The ritual, which takes one hour to perform, has a Base Chance of 30% (+3 per Rank) and an Experience Multiple of 350. If the animated corpses are recently dead, they will be Zombies. Otherwise they will be Skeletons. Dead who are animated in this manner remain permanently animated until destroyed. They arise in an uncontrolled state, but outside the Circle of Protection. The ritual backfires on a roll 30 or more higher than the Base Chance. If it backfires, the Circle is broken, and the Undead may freely enter the Circle and attack the Adept and his companions.

65. The College of Rune Magics

The College of Rune Magics is concerned with the use of special symbols of power to shape mana into desired forms. A Rune is a graphic symbol representing some actual, elemental, or mystical force. In rare cases, additional Runes may be developed or discovered which employ part of existing Runes. However, much of the power of the Runes derives from their constant usage over many centuries, and most useful Runes will be known to all Adepts of this College (or at least be readily available to them with a slight amount of research).

In addition to the power of the Runes themselves, part of the power of this College derives from the use of special materials to construct the Runewands and Runesticks into which the Runes are usually inscribed. The Runewand Table (65.8) and Runestick Chart (65.9) describe the special properties of various types of Runewands and Runesticks.

[65.1] Adepts of the College of Rune Magics may use their non-talent powers only with the aid of either a Runewand or one or more Runesticks, in most cases.

Adepts may use their talent magic without restriction and may use some spells by merely inscribing the appropriate Rune on an item to be enchanted. In most cases, spells and rituals of this College require the Adept to employ Runesticks or his personal Runewand in casting the spell or performing the ritual.

As part of his initiation into the mysteries of this College, the Adept will be required to prepare a Runewand for himself. Usually, one or more teachers will participate in this endeavour as well. If the Runewand being manufactured is of exceptionally costly materials, the Adept will be required to go into debt to pay for those materials, but in most cases the material will be of some cheap, common wood, and the Adept's labour during his apprenticeship will be sufficient to cover the cost.

Runewands are of three basic types: Rods, Staffs, and Scepters. All three operate in basically the same manner. However, in addition to its magical properties, a Staff may be used as a normal weapon, having the exact same characteristics as a Quarterstaff (although it may be lighter in construction). A Scepter may also be used as a weapon, having the characteristics and appearance of a ceremonial Mace. A Rod may never be used as a weapon, since it is usually nothing more than a switch or hollow tube, looking much like a traditional magic wand.

When a character is initiated into the College of Rune Magics, the character's player rolls D100, consulting the Runewand Table to determine the type of Runewand the Adept receives from his teachers. An Adept may later equip himself with a different type of Runewand, or create (or purchase) another Runewand of the same type to replace a previously possessed Runewand that has been damaged, destroyed or stolen.

An Adept may own any number of Runewands, but may use only one at a time. Runewands are created by performing the Ritual of Fashioning Runewands (Q-2). Runewands are, for all purposes and definitions, considered magic weapons.

In order to use a Runewand manufactured by someone else, the Adept must successfully read the Runes inscribed on the Runewand, using Talent T-3. If he fails to do so, he may not use that Runewand. Even if he successfully reads the Runes inscribed on a Runewand that he did not manufacture, the Adept stills suffers a penalty when using the Runewand. This penalty takes the form of a decrease of 20 in the Base Chance for any spell or ritual performed with the aid of that Runewand.

Runesticks are small sticks carved of various woods or soft materials (which do not interfere with the flow of mana) and incised with Runes appropriate to the purpose of the Runesticks. Runesticks may be manufactured out of any material listed on the Runestick Chart. Only Runesticks incised with Runes appropriate to a particular spell or ritual may be used for performance of that spell or ritual. Unlike Runewands, Runesticks are not multipurpose tools that can be used for a variety of spells or rituals. At the time they are manufactured, the Adept creating them must state the spell or ritual for which they can be used.

Usually, a Runestick may only be prepared for use in any one spell or ritual. Exception: The Warding Rune is used in a variety of spells and rituals, and Runesticks containing this rune may be used in any of them. Runesticks are fashioned and prepared using the Ritual of Fashioning Runesticks (Q-1).

An Adept may use Runesticks fashioned by someone else, but he must first successfully read the Runes incised on them, and the Base Chance of an Adept attempting to perform a ritual or cast a spell with Runesticks manufactured by someone else is reduced by 10.

In some cases, the Adept may have to draw or carve a Rune into an object to be enchanted instead of using Runesticks or a Runewand to perform the task. The Adept may use any substance that will adhere, dye or otherwise mark the surface to be enchanted in order to write the Rune. Some substances, however, will be more efficacious than others in effecting the desired enchantment (see 65.2). Any tool may be used to carve a Rune into a substance, so long as the tool is hard enough to do the job and is not composed of Cold Iron. Exception: The Adept may use a tool containing Cold Iron if the Cold Iron is neutralized as per 45.1 of the DragonQuest rules.

[65.2] The Base Chance of performing a talent, spell, or ritual of the College of Rune Magics is modified by the addition of the following numbers.

The talent, spell, or ritual requires the use of Runesticks, and the Runesticks used by the Adept are:

Made of Gilded Metal… +20
Made of Silvered Metal… +15
Made of Mistletoe… +10
Made of Ashwood… +8
Made of Oak… +8
Made of Cedarwood… +5
Made of Aspenwood… +3
Made of Chestnut… +3
Made of Pinewood… −5
Made of Yarrow… −5
Manufactured by someone other than the Adept… −10

The talent, spell, or ritual requires the use of a Runewand, and the Runewand used by the Adept is:

A Truesilver Scepter… +25
A Gilded Scepter… +22
A Silvered Scepter… +18
A Copper Rod… +15
An Ebony Rod… +14
An Ivory Rod… +12
An Ash Staff… +10
A Cedar Rod… +10
A Blackthorn Staff… +8
A Bronze Scepter… +8
An Oak Staff… +5
A Willow Rod… +2
Manufactured by someone other than the Adept… −20

The talent, spell, or ritual requires the drawing of a Rune on an object to be enchanted and the substance used to draw the Rune is:

Fresh Blood from a Dragon… +50
Fresh blood from member of a character race… +20
Ink impregnated with particles of platinum *… +15
Ink impregnated with particles of gold **… +10
Ink impregnated with particles of silver ***… +5
Fresh blood from mammalian being… +5

*Average cost of 90 SP for enough ink to draw one Rune (i.e., to cast one spell).

**Average cost of 60 SP for enough ink to draw one Rune.

***Average cost of 5 SP for enough ink to draw one Rune.

In all cases, the weight of one vial with sufficient ink to draw one Rune is 5 ounces. Two per vial is subtracted from the Fatigue of any entity from which blood is drawn for this purpose. The blood used must always be fresh (less than 8 hours old). It normally takes one minute to draw a Rune.

Note that, in most cases, these modifiers are not cumulative. As an exception, modifiers for the type of Runewand or Runestick used are added to the modifiers pertaining to materials of a particular type.

In addition, the Cast Chance is affected by all modifiers listed in 43.7 of the DragonQuest game rules, except that the number of hours spent preparing a spell has no effect on the Cast Chance of the spell, as in the case of other Colleges. Rune Magicians may not engage in Ritual Spell Preparation as outlined in 48.1.

The Rank of an Adept in the Ritual of Fashioning Runewand and the Ritual of Fashioning Runestick does not effect the efficacy of a spell cast using the Runesticks or Runewand created via those rituals. It affects only the actual performance of the rituals of fashioning.

[65.3] Talents

1. Read Ancient Languages (T-1)
Experience Multiple: 250
All Adepts of the College of Rune Magics have a 10% chance (+3 per Rank) of knowing any ancient (dead) language or dialect encountered at a Rank equal to their Rank with this talent.

There is a 40% chance (+3 per Rank) that the Adept will be able to puzzle out the type of language if he does not know it. If the Adept puzzles out the language (from clues such as root words that are similar to words in known languages), he will have Rank with that language equal to half his Rank with this talent (round up) after spending 20 hours (−30 minutes per Rank with this talent) attempting to master the nuances of the language.

An Adept may increase Rank with an ancient language that he has puzzled out by spending one week per Rank practicing the language until he knows it at the same Rank as his Rank with this talent. If he wishes to gain Rank with an ancient language which is greater than his Rank with this talent, he must follow the normal procedure to gain Rank with a language as described in 49 and 87 of the DragonQuest game rules. Rank with this talent is exactly analogous to Rank with spoken or written languages as described in 92. Thus, a character of Rank 5 with this talent would be able to read and write an ancient language he knew with the proficiency of someone who knew that language at Rank 5 (300 to 5000 word vocabulary, concepts peculiar to the language or alien to the character understood). This talent's Experience Multiple is 250.

2. Decipher Codes and Ciphers (T-2)
Experience Multiple: 250
Any Adept of this College has a 25% chance (+3 per Rank) of being able to break any code or cipher if he studies it for 12 hours (−1 per Rank, +1 per Rank of the Adept who created the code or cipher with T-4). The Adept's chances of breaking a cipher or code are decreased by 3 for every Rank the Adept who created the code or cipher had with T-4 (Create Codes and Ciphers) of the College.

The Adept must concentrate on breaking the code or cipher for an unbroken period of time equal to that necessary to break the code or cipher before a D100 can be made (by the GM) to determine his success. This talent's Experience Multiple is 250.

3. Read Runesticks (T-3)
Experience Multiple: 100
Any Adept of this College has a 30% chance (+3 per Rank, −3 per Rank of the creator with Q-1) to successfully read the Runesticks of another Adept of the College of Rune Magics without assistance.

If assisted by whoever created the Runesticks, there is a 70% chance (+3 per Rank, −3 per Rank of the creator with Q-1) of detecting misinformation given in the guise of assistance. Only Runesticks which have been successfully read may be employed to cast a spell or perform a ritual of this College. Runesticks which have been successfully read, but incorrectly assessed due to false assistance, may be used, but they will automatically backfire.

The GM always rolls to determine success or failure at the moment this talent is applied. An Adept automatically reads the Runes (though not necessarily correctly) when assisted by the creator of the Runes. The composition of the Runesticks being read has no effect on the chance of reading those Runesticks. This talent's Experience multiple is 100.

4. Create Codes and Ciphers (T-4)
Experience Multiple: 150
An Adept of the College of Rune Magics can create a code or cipher which a normal character or NPC would have only a 1% chance of breaking, but which another Adept of this College would have a greater chance of breaking. The Rank of the code or cipher's creator modifies all attempts to break the code or cipher by −3 per Rank. The Experience Multiple for this talent is 150. It takes one hour to create a code or cipher.

5. Summon Wand (T-5)
Experience Multiple: 250

An Adept can summon to him any Runewand he has created that is within 10 feet (+10 per Rank) of him. The Adept simply wills the wand to come to him (requires a Pass Action in combat) and the Runewand will leap into his hand. The composition of the Runewand has no effect on the Adept's chance of summoning it.

The Base Chance to successfully use this talent is 40% (+3 per Rank). The talent's Experience Multiple is 250.

Note: This talent can operate only if the path between the Adept and his Runewand is not blocked by anything which the Runewand could not normally pass through (such as a wall or person). Only the Runewand is summoned; nothing surrounding it or attached to it travels with it to the Adept.

[65.4] General Knowledge Spells

1. Detect Aura Spell (G-1)
Range: Unlimited within sight.
Duration: Immediate.
Experience Multiple: 100
Base Chance: 45%
Resist: May only be actively resisted.
Effects: The Adept must point his Runewand at the object of the spell and pronounce the name of the Detect Aura Rune. The spell then operates in the same manner as the Detect Aura talent (T-1) of the College of Naming Incantations (see DragonQuest game book, page 43). This spell may be attempted only once per encounter.

2. Spell of Darkness (G-2)
Range: 15 feet (+15 per Rank)
Duration: 15 minutes per Rank
Experience Multiple: 75
Base Chance: 45%
Resist: May not be resisted
Effects: The Adept creates a volume of darkness (1000 cubic feet) of any shape he desires. At Ranks 1 through 5, the spell creates darkness equal to a cloudy night. At 6 through 10, it creates darkness equal to a sealed room. At Rank 11 or higher, it creates absolute blackness that no non-magical light source (including torches) can penetrate. The volume of darkness created may be increased by 500 cubic feet per Rank. In all cases, the darkness will emanate from the tip of the Adept's Runewand, but will last for only so long as the Runewand remains unbroken and in the Adept's possession.

3. Spell of Light (G-3)
Range: 15 feet (+15 per Rank)
Duration: 15 minute per Rank
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted
Effects: One 10-foot cube (1000 cubic feet) area may be brightly lit. This lighted area may be of any shape (even pencil-thin), but must emanate from the tip of the Adept's Runewand and will last only so long as the Runewand remains unbroken in the Adept's possession.

4. Spell of Pyrogenesis (G-4)
Range: Touch of Runewand.
Duration: Immediate
Experience Multiple: 75
Base Chance: 40%
Resist: May only be passively resisted
Effects: One small flammable object or entity may be caused to burst into flame by the touch of the Adept's Runewand. Thereafter, the flames are fuelled by the object or entity. They may be extinguished normally.

Note: This spell is meant to be used to light matches and cause insects and small furry animals to burst into flames. It is not meant for use against human-sized figures.

5. Curse Spell (G-5)
Range: Touch with Runewand
Duration: Until dispelled.
Experience Multiple: 500
Base Chance: 20%
Resist: May be actively and passively resisted.
Effects: The Adept may curse one target, which he must touch with his Runewand, with any of the possible minor curses listed (following) that he has the necessary Rank to employ (Rank Possible curse). The touch is automatic, but the spell must be prepared normally.

D10
Result
Curse Spell Result
1–5 The Adept may afflict the target with hallucinations that will reduce the target's Perception by 5 in addition to any specific effects. The GM and the Adept must work out the exact nature of the hallucination at the time that the curse is made. Hallucinations should however, be of a minor, generalized nature: seeing colored lights in the distance, hearing sounds like the clanking of weaponry, smelling meat cooking from time to time, and so forth. The severity of the hallucination (and the decrease in Perception) will be more pronounced if the spell takes double or triple effect.
6–10 The Adept may afflict the target with increasing physical debilitation that will decrease Physical Strength by 1 immediately, and will subtract 1 from Endurance at the end of each day until the curse is finally dispelled.
11–15 The Adept may afflict the target with total loss of any one sense (sight, smell, touch, hearing, taste) for a number weeks equal to the Adept's Rank with this spell. The loss of a sense takes place immediately.
16–20 The Adept may afflict the target with extreme paranoia and nightmares. The target will recover only 1 Fatigue Point per hour for taking a nap, and only 2 per hour from sleeping. In addition, the target will feel hag-ridden and imagine himself pursued by phantasms. He will, unless the curse is first dispelled, eventually become more and more estranged from reality, distrustful of his friends and companions, and obsessed with the idea of destroying his enemies (who he will think are all around). If the curse is not dispelled within D10×a number of days equal to the Willpower of the target (minus 2×the Adept's Rank with this spell), the target will completely lose touch with reality. He will then plot to destroy his friends in the belief that they are out to get him and will exhibit other bizarre behaviour. He will be cured of the advanced stage of this affliction only by having the curse dispelled and then spending a number of days equal to the Adept's Rank×D10 in rest and recuperation.

6. Spell of Illusion (G-6)
Range: Unlimited within sight.
Duration: Until dispelled.
Experience Multiple: 250
Base Chance: 30%
Resist: Must be disbelieved instead of resisted.
Effects: The Adept places a single Runestick carved with the Rune for the spell and a Rune representing an object or entity of his choice on the ground, afloat in the water, etc. The stick will then appear to all, except the Adept, to be the same object or entity as the Rune incised on the Runestick. The image will be inanimate and will remain even when touched. However, the illusion can be disbelieved and can be assigned a difficulty factor, as outlined in 54., based on the Adept's Rank with this spell.

Note: The illusion will appear to be full-sized even though the small stick represents the object or entity, and will have tactile, auditory, olfactory, and visual elements (all though it will lack the mobility of the object it represents).

7. Control Entity Spell (G-7)
Range: Touch.
Duration: So long as worn.
Experience Multiple: 550
Base Chance: 10%
Resist: May be actively and passively resisted.
Effects: The Adept must successfully bind three Runesticks containing the Binding Rune onto the entity being controlled. This may mean that the Adept or one or more of his companions will have to enter Close Combat with the entity in order to bind the sticks to it. (50% Base Chance, plus 5 per character helping to subdue the object of the spell. Decrease by 1 for each point by which the Physical Strength of the spell's object exceeds the strength of the strongest character attempting to subdue it. Increase the chance by 1 for each point by which the Physical Strength of the object is less than that of the strongest character trying to subdue it.) In other methods, the Adept may be able to induce the entity to put the sticks on itself voluntarily (via trickery, for example). Once the sticks are in place, a Cast Check is immediately made to determine whether or not the sticks function. The spell need not be prepared, and no Fatigue is expended to cause it to take effect.

Note: This is an exception to the normal casting of a spell which is mandated by the unusual nature of the Runesticks. Once cast, this spell remains in effect until the Runesticks are no longer bound to the target (who may not remove them himself). Until that time, the target will freely do the bidding of the Adept, acting in all ways as his loyal servants (even to the extent of fighting with anyone trying to remove the Runesticks from him).

8. Spell of Purification (G-8)
Range: Contact with Runestick.
Duration: Immediate
Experience Multiple: 200
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept may turn any aqueous substance into potable water by touching the substance with a Runestick that has the Purification Rune incised into it. The Adept may purify 1 quart (+1 per Rank) by volume with this spell. Note: This spell may be used to neutralize poison in solution.

9. Runelock Spell (G-9)
Range: Painted on target.
Duration: Until dispelled/broken
Experience Multiple: 200
Base Chance: 30%
Resist: May not be resisted
Effects: This spell may be cast over any portal (door or window) that can normally be opened or closed. It effectively locks the portal with an unpickable lock. The portal may still be forced open by brute strength. In this case, the Physical Strength of all the figures attempting to force the portal are totaled and multiplied by the Difficulty Factor of the task. The Difficulty Factor is always a function of the Rank of the spell: if the Rank of the spell is 1 through 5, the Difficulty is 2.0; if Rank 6 through 10, the Difficulty Factor is 1.5; if Rank 11 through 20, the Difficulty Factor is 1.0. In order to place a Runelock on a portal, the Adept must draw or paint the Runelock Rune on the portal. Only then may he cast the spell.

Note: Portals which could not normally be opened with ease by brute strength (e.g., a 16-ton bronze gate with frozen hinges) would still fail to open easily to brute strength if Runelocked. The difficulty of opening the portal must be checked separately from the difficulty of breaking the Runelock.

[65.4] General Knowledge Rituals

1. Ritual of Fashioning Runesticks (Q-1)
Experience Multiple: 100
The Adept must use this ritual to actually carve the appropriate Rune(s) in a stick fashioned of any material listed in 65.9 (the Runestick Chart). At the time the Adept fashions the Runestick, the Adept's player must announce what Runes are being cut into the stick (i.e., what spell or ritual the Runestick can be used to perform). Careful records must be kept of the number and type of Runesticks carried by a character. Whenever an Adept wishes to cast a spell or perform a ritual using the Runesticks in his possession, he prepares the spell or performs the ritual normally, using the Runestick(s) to cast a spell only once it is prepared. Until a spell is cast, the Runestick is unaffected by the preparation. However, once a Cast Check is made, whether successful or not, the Runesticks used in that spell or ritual are used up. They retain the power necessary to keep the spell or ritual in effect for its normal duration, but are otherwise of no magical value. They can never be recharged or reused. The materials of which they are composed lose all magical properties after having been used in Runesticks. Thus, gold used in Runesticks could not be melted down and used in new Runesticks (or used to neutralize Cold Iron in a weapon). Once they have been fashioned as part of this ritual, Runesticks are permanently imbued with the power of the spell or ritual represented by the Rune(s) cut into them. Only one spell or ritual may be imbued in each stick. It takes a length of time equal to that listed in the Time column of the Runestick Chart (−1 minute per Rank, but with a minimum of 1 minute). Only one stick may be produced per ritual. It costs 10 Fatigue (−1/three Ranks or fraction) to perform the ritual, the Base Chance of successfully performing it is 55% (+3 per Rank), and there is no backfire. This ritual's Experience Multiple is 100.

2. Ritual of Fashioning Runewand (Q-2)
Experience Multiple: 300
The Adept may employ this ritual to create a Runewand out of any of the materials listed on the Runewand Table (65.8). The implement is fashioned by inscribing Runes into the material's surface, which describe its use, name, and history. Once the Runewand has been fashioned and consecrated in this ritual, it remains fully effective unless and until it is broken or otherwise destroyed. It takes 1 to 4 week to perform this ritual, depending on the type of material used to fashion the Runewand. The total time necessary to fashion a Runewand is decreased by 1 day for each Rank the Adept has with this ritual (minimum of 1 day to perform this ritual), and the ritual costs 10 Endurance (−1/two Ranks with this ritual). The Endurance loss will heal normally. The Adept may interrupt the ritual to eat and attend to housekeeping (maximum of 2 hours per day) and to sleep (maximum 8 hours per day), but any break longer than 10 hours results in the ritual failing and the materials used being ruined. Any Endurance expended on this ritual is expended on the completion of the ritual, not during its course. Once the ritual is completed, the Adept determines whether or not it has been successful. The Base Chance for this ritual is 30% (+3 per Rank). All materials used in an unsuccessful ritual are destroyed or ruined. If the ritual is successful, the Adept may use the Runewand thereafter to cast spells and perform rituals that require the use of a Runewand. In addition, he may store a maximum of 1 Fatigue Point in the Runewand at Rank 0, and 1 additional Fatigue Point for every 2 or fraction Ranks he has with the Ritual of Fashioning Runewand at the time the Runewand is fashioned. Fatigue is stored in a Runewand simply by touching the Runewand and willing one or more Fatigue Points to enter the Runewand. Fatigue Points stored in the Runewand are subtracted from the Fatigue of the Adept. Once stored in the Runewand, Fatigue Points remain there indefinitely and can be used by the Adept to cast spells at any time that he is holding the Runewand while making a Cast Check. A character may add Fatigue to a Runewand any number of times, so long as the Runewand has the capacity remaining to store the Fatigue each time the wand is recharged. This ritual's Experience Multiple is 300. A backfire results in the destruction of the materials used in the Runewand.

3. Ritual of Warding with Runesticks (Q-3)
Experience Multiple: 200
The Adept sets up a pattern of Runesticks inscribed with the Ward Rune (as fashioned by Q-1). This pattern may consist of 3, 5, or 7 sticks composed of any material listed in 65.4. If 3 Runesticks are used, the Base Chance is 20%. If 5 Runesticks are used, the Base Chance is 30%. If 7 sticks are used, the Base Chance is 40%. All Base Chances are increased by 4 per Rank. This ritual takes 2 hours (−5 minutes per Rank) to complete. During the ritual, the Adept must place the Runesticks containing the Runeward symbol in a roughly circular configuration around the area to be warded (presumably remaining inside that area). At the end of the ritual, if it is successful, a Runeward exists that will help to protect those inside it from magic. No magic item (amulet, talisman, weapon, etc.) can be brought into the warded area, though items already inside the warded area can be taken out. The area to be warded is a sphere with a diameter, in feet, of (10×) the number of sticks used. Any magical creature or magic-user attempting to enter the warded area must make a Resistance Check, or it will be unable to enter the area. The entity's Magic Resistance is decreased by a number equal to the Rank of the Adept with this ritual for a 3-Runestick ward, twice the Rank for a 5-Runestick ward, and three times the Adept's Rank for a 7-Runestick ward. In addition, if the Runesticks used are all of Rowan, no entity which is wholly or partially form another plane (such as demons, devils, imps, hell-hounds) will ever be able to cross the Runeward to enter the warded area. The Runeward is automatically and permanently broken if any magical entity or magic-user succeeds in passing it. However, so long as it is in effect, all spells cast into the warded area from outside will have their Base Chance reduced by 20 if it is a 3-Runestick ward, by 30 if it is a 5-Runestick ward, and by 40 if it is a 7-Runestick ward. Backfire from this ritual results not only in the destruction of the Runesticks, but in D10 damage to the Adept's Endurance as well.

Note: The same Runesticks which are used for this ritual may be used in the Ritual of Healing (Q-4) and may also be used in conjunction with the Runestick(s) necessarily to the casting of some other spell of this College to create a Ward as described in 48.4. The Experience Point Multiple for this ritual is 200.

4. Ritual of Healing (Q-4)
Experience Multiple: 300
The Adept creates a warded area by setting up a Runeward as described in Q-3. However, only the 7-Runestick Runeward may be used. The Runeward is set up around the entity to be healed. The Runeward used for healing in this manner also confers on those within the warded area the same protection as does Q-3, but the Runeward is broken if anyone inside exits it during the ritual, and the ritual must be abandoned or started over from scratch. The Runesticks used are consumed as though the ritual had been performed to its conclusion. The Base Chance for this ritual is 50% (+4 per Rank). It lasts 7 hours at the end of which any one living entity within the Runeward (Adept's choice as to who) is cured of all Fatigue and Endurance losses, plus any non-magical diseases, fevers, or infections which the entity may suffer. The ritual does not reconnect severed limbs or resurrect the dead. It is possible for the ritual to backfire. If it does so, the entity being healed dies immediately (in addition to whatever other backfire results are rolled). The Adept must expend 10 Fatigue to employ this ritual. It has an Experience Multiple of 300.

Note: Only types of material listed in the Runestick Chart may be used to make Runesticks used in this ritual except for Elder and Yew. In addition, if the Runesticks used in this ritual are made of Walnut or Elm, the number of hours the ritual requires is reduced to 5.

5. Runes of Sight (Q-5)
Experience Multiple: 250
The Adept may gain insight into the future by casting the Runes of Sight (Runesticks which have Runes cut into them representing the cosmic balance). It takes one hour to cast these Runes and the Adept may perform no other action during that time. The performance of this ritual allows the Adept to exercise any of the following functions during its course:

Limited Precognition: This action is executed as a talent, but with the same results as for the Spell of Limited Precognition (G-2) of the College of Sorceries of the Mind. It has a Base Chance of 30% (+2 per Rank).

Divining Enchantment: This action is executed as a ritual in the same manner as the Ritual of Divination (R-1) of the College of Naming Incantations. It has a Base Chance of 55% (+4 per Rank).

Only one of these two functions may be performed for each casting of the Runes of Sight. The Experience Multiple for this ritual is 250. It requires 3 Runesticks incised with the appropriate Runes to perform this ritual.

6. Ritual of Sending (Q-6)
Experience Multiple:
The Adept must paint his forehead with a Sending Rune before retiring to sleep at night. He then will spend an entire 8-hour period (or until awakened) in communication with any entity of his choice who is also sleeping during that time. The entity may resist the communication through successful Passive Resistance. Otherwise, the entity will answer all questions in a yes/no fashion. The Base Chance for this ritual is 30% (+4 per Rank) and it has a range of 40 miles+20 additional miles per Rank. The Experience Multiple for this ritual is 350.

Note: This ritual does not allow communication with entities at other planes of existence.

[65.6] Special Knowledge Spells

1. Runewall Spell (S-1)
Experience Multiple: 300
Base Chance: 30% Range: 15 feet (+15 per Rank)
Duration: Until dispelled. Resist: May only be passively resisted
Effects: The Adept places a single Runestick incised with the Warding Rune on the Ground and performs the Spell. The stick will, if the spell is successful, metamorphose into a translucent wall of force 1 inch thick, 10 feet high and 20 feet long that may be manually shaped by the Adept (and by no one else) into any shape of his devising (e.g., pillar, circle, dome). The Adept may alter the height or length of the wall by 1 foot per Rank. Anyone coming in contact with the wall will rebound from it unless they successfully resist. Even if they do successfully resist, they will be unable to penetrate the wall. In addition, if the Runestick used to create the wall was made of Elder, anyone who fails to resist will be thrown to the ground and suffer D−2 (+1 per Rank with this spell) damage.

2. Spell of Summoning Totem Spirits (S-2)
Range: Adept touches Runestick.
Duration: Immediate.
Experience Multiple: 100
Base Chance: See following text. Resist: May not be resisted
Effects: There are three great Totem Spirits; Athotarho, Tseghi, and Argotac. Each is represented by a Rune that corresponds to his name. In order to summon one of these three spirits, the Adept must hold in his hand a Runestick incised with the Rune corresponding to the spirit he desires to summon. Only one such evil spirit can be summoned per spell. As part of the spell cast, the Adept must cast the Runestick to the ground at his feet. The Runestick will then explode harmlessly and, in its place, the desired spirit will appear. The Totem Spirits have the following characteristics:

ATHOTARHO

Description: Athotarho is a small (four feet tall) masked hunter with a spear. He habitually dresses in animal skins and his buttons, fastenings, weapons, etc., will be finely-carved bone.

Talents, Skills, and Magic: He has no talents or magic to speak of, but he is a Rank 10 Ranger specializing in Woods, a Rank 8 Beast Master specializing in Common Land Mammals, a Rank 4 Thief, a Rank 5 Assassin, and a Rank 3 Military Scientist.

Movement Rates: Running: 250

PS: 18 MD: 20 AG: 19 MA: 10
EN: 18 FT: 20 WP: 21 PC: 23
PB: 7 TMR: 6 NA: Skin absorbs 6 DP

Weapons: Athotarho has no special weapons, but will carry a bone shortsword, spear, dagger, and short bow (with 20 arrows in a quiver) upon appearing. He will have maximum Rank with all these Weapons. He will refrain from using metal weapons if possible, though he suffers no special damage from Cold Iron per se.

Comments: Athotarho will gladly accompany anyone who promises good hunting and fighting, but will demand many petty honors and first pick of all food (especially freshly-killed animals) and prisoners (if any). He will enslave any prisoners and shabbily use them until he parts company with the Adept. Then he will kill his slaves rather than allow them to be freed or used by others. If denied first pick of either food or captives, Athotarho will become restive and unhappy, and will seek to betray whoever he considers primarily to blame for denying him his due. At the end of each day there is a 20% chance that Athotarho will depart to answer the call of some other Adept. This Base Chance is decreased by 1 per Rank the Adept currently accompanied by Athotarho has with this spell. Athotarho will immediately disappear upon answering another summons and will not reappear unless summoned again.

ARGOTAC

Description: Argotac appears as an aged priest in rough brown robes. He always carries an obsidian dagger with which he will kill any prisoners given to his care. His eyes are dark and frightening, and his skin is pale and clay-like.

Talents, Skills, and Magic: Argotac possesses no magic per se. However, he has the talent of forcing any character who looks into his eyes (except the Adept) to roll on the Fright Table (see 60.8). Argotac is a Rank 3 Ranger specializing in Waste, a Rank 8 Beast Master, specializing in humans, a Rank 5 Assassin and a Rank 7 Spy.

Movement Rates: Running: 300

PS: 16 MD: 15 AG: 15 MA: 10
EN: 16 FT: 20 WP: 30 PC: 22
PB: 7 TMR: 5 NA: Skin absorbs 3 DP

Weapons: Argotac is not a warrior in the normal sense, but he will use his dagger in combat (Rank 3) and he has Rank 7 in Unarmed Combat. He will use non-metal weapons if required and will pick up and use metal weapons in a dire emergency, but he normally avoids Cold Iron which makes him uncomfortable (though it does no special damage).

Comments: Argotac will accompany and assist the Adept in exchange for a promise of a life each day. At the end of any day that Argotac has not been provided with a prisoner to kill, there is a 70% chance that he will depart and not return unless summoned by a new spell. The Base Chance of Argotac departing is decreased by 1 per Rank of the Adept and is increased by 10 for each day that Argotac has accompanied the Adept since he was last given a life by that Adept. There is a 10% chance that Argotac will attempt to kill the Adept or one of his companions prior to departing the group.

TSEGHI

Description: Tseghi is a great grey hawk with a 7-foot wingspan.

Talents, Skills, and Magic: He possesses no special skills, talents, or magic.

Movement Rates: Flying: 1200

PS: 22 MD: 24 AG: 24 MA: 12
EN: 24 FT: 30 WP: 15 PC: 24
PB: 8 TMR: 24 NA: Feathers absorb 4 DP

Weapons: Tseghi can attack in Melee or Close Combat with either beak (Base Chance of 55% doing D10+1 Damage) or 2 talons (Base Chance of 70% doing D10+4 Damage) without penalty in the same Pulse. His beak is Rank 5 and his talons are Rank 6.

Comments: Tseghi will gladly accompany the Adept and assist him under the same terms as Athotarho (except that he will see any captives as merely another form of food). There is a Base Chance of 10% that Tseghi will depart at the end of each day. Once departed, he will not return unless again successfully summoned by the Adept. The Base Chance that Tseghi will depart is decreased by 1 per Rank of the Adept whom Tseghi is accompanying. Tseghi will never voluntarily go underground or indoors.

All three Totem Spirits are manifestations of the greater spirit they represent. Thus, for example, the Argotac Totem Spirit is only a manifestation of the greater spirit that is Argotac, an ancient evil that has always existed on this plane. Accordingly, when Argotac is summoned, a small part of the consciousness that is the greater Argotac becomes physically manifested in the Runestick used to summon him. The implication here is that there may be a large number of Totem Spirits that are but small parts of the total Argotac consciousnesses. However, no portion of any of the three consciousnesses will ever meet another portion of the same consciousness. If there is ever a danger of this happening, all portions of the same consciousness coming into physical proximity (sight, sound, or smell) of each other automatically rejoin the superconsciousness.

The Base Chance of performing this spell successfully depends on the being that is summoned:

If the Adept is attempting to summon Tseghi… 35
If the Adept is attempting to summon Athotarho… 30
If the Adept is attempting to summon Argotac… 20

Should this spell backfire, the Backfire Table is not consulted. Instead, the summoned Totem Spirit will attack and attempt to destroy the summoner. In addition, the Base Chance for this spell is reduced by 5 when attempting to summon a Totem Spirit which, upon its previous summoning, attacked as a result of backfire.

3. Spell of Creating Rune Portal (S-3)
Range: Touch Runestick
Duration: Immediate
Experience Multiple: 300
Base Chance: 50%
Resist: May not be resisted
Effects: The Adept must place a Runestick with the Portal Rune on it in the ground and touch it while casting the spell. Once the spell is successfully cast, the Runestick is immovable. It becomes the terminus for a future attempt at teleportation. Once the terminus has been established, the Adept may, at any future time, use another Runestick which was carved at the same time and is a mate of the Runestick which was used as a terminus to travel back to the original terminus. There can be only one mate for the terminus, and it too must contain the Portal Rune and must be of the material as the terminus Runestick. In order to teleport to the terminus, the Adept simply places the mate in or on the ground and casts this spell. If unsuccessful, both Runesticks are destroyed. If successful, the mate of the terminus is activated and becomes a terminus too. Thereafter, anyone who touches one terminus will be teleported to the other terminus and will appear standing within five feet of that terminus (travel time is one Pulse). A terminus may be used any number of times until destroyed (by being broken, dissolved, melted or burned), but may never be moved. A terminus is destroyed by casting a Special Knowledge Counterspell of the College of Rune Magics over it. Once a terminus is destroyed, the mate of the Runestick used to form that terminus will no longer function (though this will not necessarily be known until someone tries to use the mate). If a terminus is destroyed during the Pulse while a being is in transit between the two, he is destroyed and his molecules are dispersed over known space.

Note: The Base Chance for this spell is decreased by 1 for every 5 miles separating the two Runesticks and is increased by 15 if the Runesticks are shaped from Willow.

4. Spell of Visitation (S-4)
Range: 2 miles (+2 per Rank)
Duration: 5 minutes (+5 per Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted
Effects: The Adept must cast the Runes of Far-seeing (three matched Runesticks) on the ground before him while performing the spell. If successful, the Adept will be able to send a ghost-like image of himself instantly to any location within range that the Adept has physically occupied at least once in the past. He will be present at that location in all ways except bodily (i.e., he may communicate and use all his senses while his image is there, but may not be harmed by any attack). The image mimics the actual actions of the Adept, and may move no more than 10 feet (+10 per Rank) from the spot where he materialized, which may be anywhere at the location the Adept wishes. Thus, if the Adept desired his image to talk, he must actually speak the words wherever he is physically located. The image cannot use magic spells, talents, or rituals. Also, if the Adept is in a location that would prevent him from moving, the image may not move either. Then the visitation time has expired (or anytime prior that the Adept wishes), the image will quickly fade and immediately travel back to the Adept. The image will leave an aura trail, which, if detected by a Detect Aura talent or spell, gives the compass direction at which the Adept would be located, but not the distance.

5. Spell of Truth (S-5)
Range: 15 feet (+15 per Rank)
Duration: 1 hour (+1 per Rank)
Experience Multiple: 300
Base Chance: 30%
Resist: May only be passively resisted
Effects: Prior to casting this spell the Adept must first draw a Truth Rune on the forehead (or over the brainpan) of the spell's target. The spell may only be cast over one target entity of the Adept's choosing and the Adept must touch the target to cast it. If unsuccessful, a new Truth Rune must be drawn on the target before the spell can be attempted again. A successful spell that is not successfully resisted causes the target to be unable to speak falsehood for the duration of the spell and will answer any question put to him. In addition, the target will see through any illusion, magical trap or other object, entity or apparition which is magical in nature and which is within range. The target automatically disbelieves any illusions within range and sees true nature of all things, it does not gain knowledge of True Names or see through solid walls, but merely penetrates altered appearances.

6. Spell of Banishment (S-6)
Range: Touch with Runewand.
Duration: Immediate.
Experience Multiple: 300
Base Chance: 30%
Resist: May be actively and passively resisted.
Effects: The Adept may banish any one entity from another dimension to its own plane of existence. In order to do so, the Adept must touch the target entity with his Runewand at the moment he completes the spell. If successful, the spell results in the entity immediately returning to its own dimension unless the entity successfully resists. Otherwise, the entity remains on this plane. If the entity's reaction is to attack the Adept, the Base Chance of the entity's attack being successful is increased by 20, and 2 is added to any Damage Check resulting from the attack (in addition to any other modifiers to that check). The touch is automatic, but the spell must be prepared normally.

7. Smite Spell (S-7)
Range: Touch with Runewand.
Duration: Immediate.
Experience Multiple: 300
Base Chance: 15%
Resist: May only be possibly resisted.
Effects: The Adept must, at the moment he the spell, touch the target he intends to smite with the Runewand. The target may passively resist if the spell is successful. If the target fails to successfully resist, he suffers D−3 (+3 per Rank) damage. The touch is automatic, but the spell must be prepared normally.

8. Spell of Creating Runeweapon (S-8)
Range: Adept must touch Runestick
Duration: 1 hour (+1 per Rank) used, and it must remain in sight.
Experience Multiple: 400
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept must use a Runestick incised with a Deathrune and with a Rune representing the type of Runeweapon he wishes to create. The Adept holds the Runestick while casting the spell. Upon successfully completing the cast, the Runestick will have become transformed into a magical weapon of whatever type the Rune incised on the Runestick indicated (short sword, dagger, glaive, etc.). Since the substance of the weapon is magical, the Adept will be able to wield the weapon without suffering the penalties associated with Cold Iron. Further, the weapon will be useable against those entities normally affected only by magical weapons, but will otherwise have the same properties as a normal weapon of the same type. An entity using a Runeweapon will never drop the weapon and there is never any chance of the weapon breaking. Additionally, the entity cannot be disarmed. The Base Chance of casting this spell is increased by 10 if the Runestick is Elder or Yew and is decreased by 20 if the Runestick is Walnut or Elm. In addition, if Runesticks of Yew are used, and at least one point of damage effective is inflicted on a target, the wound will be poisoned, causing D−6 (+1 per Rank) damage per Pulse for D10 Pulses due to poison. Any entity may use a Runeweapon once it is created.

9. Binding Spell (S-9)
Range: Touch element with stick.
Duration: 30 minutes (+5 per Rank)
Experience Multiple: 600
Base Chance: 20%
Resist: May not be resisted
Effects: The Adept may gain control of any element by using this spell. He must possess a Runestick containing the Binding Rune and the Rune representing the element to be bound, and he must touch the element with the Runestick at the moment he casts the spell. An Adept may bind 500 pounds of earth (+500 per Rank), 500 gallons of water (+500 per Rank), 1000 Cubic feet of air (+500 per Rank), or all fire within a 10-foot radius (+15 per Rank). He may do anything with the element except form an elemental. This spell may not be cast over an area occupied by an elemental and cannot be used in any way to control an elemental.

[65.7] Special Knowledge Rituals

1. Ritual of casting Runes (R-1)
Experience Multiple: 500
The Adept must prepare a piece of paper or vellum on which are written the Runes of Doom. The entire ritual of preparation takes an hour. At the end of the hour, the Adept chooses which of the demons from the College of Greater Summonings will be the executor of the doom and writes this name on the paper as well. The Adept's player must actually write this information down since it will only come into play in the future. Once the ritual is prepared, the Adept then passes the sheet of paper on to the victim whom he has chosen. The victim must voluntarily accept the paper (though he need not know what is on it and it may be foisted on him by trickery). Once he accepts it, the demon named on the paper will hunt him down and kill him. Even if the demon is destroyed, it will return as soon as it is able and continue the hunt (see the College of Greater Summonings for how demons recover from injury and death in their own dimension). Only by passing the paper on to another entity who voluntarily accepts it can the doom be transferred. The Experience Multiple for this ritual is 500. The Base Chance of its success is 15% (+5 per Rank). If the ritual backfires, the Adept loses D10+2 Endurance.

2. Ritual of Creeping Doom (R-2)
Experience Multiple: 300
The Adept creates 13 Runesticks by carving the appropriate maledictions into human bones. He then performs a ritual over them (duration 1 hour) and buries the sticks beneath the dwelling of someone he wishes to curse. It is best if the victim's name is carved on the bones as well, otherwise others in the house may become ill instead. For each month that the bones remain in or under the victim's dwelling, he must make a Resistance Check, the Base Chance for which is composed of the victim's Endurance multiplied by the Difficulty Rating of the resistance:

Rank Difficulty
Rating
0–5 4
6–10 3
11–15 2.5
16–18 2
19–20 1.5

If the victim fails to resist, he suffers a wasting disease and loses D−3 Endurance for purposes of future resistance (only). If he fails to resist for three straight months, he dies. The Experience Multiple for this ritual is 300. The Base Chance of the ritual working is 20% (+4 per Rank).

Note: Generally, the victim of these maledictions will not know exactly what is wrong with him. Should he discover the bones, he may remove the curse by removing the bones from the house. Other means of destroying the curse will not normally suffice, although the sufferer would show immediate improvement upon leaving the house and sleeping elsewhere for a few weeks. There is no chance of this ritual backfiring.

3. Ritual of Rune Sacrifice (R-3)
Experience Multiple: 700
The Adept performs this ritual within a warded area as described in Q-3. Once the area has been warded and all participants are positioned within the wards, the Adept takes on hour to perform this ritual. During this time, the Adept must prepare a sentient being (preferably human or humanoid) for sacrifice by painting the victim's body with Death Runes. The Adept then, at the end of the ritual, strikes the conscious victim once with his Runewand. If the ritual is succeeds, the victim dies immediately and the Adept advances two Ranks in one spell (not ritual) of his choice. The victim does not die, and the Adept suffers D10+4 damage and does not advance if the ritual fails. It may be actively, but not passively resisted by the victim. The Base Chance for this ritual is 50% (+3 per Rank), and the Experience Multiple is 700. If the ritual backfires, the Adept's Runewand is immediately shattered and the Adept suffers D10+8 damage to Endurance in the explosion. No one else is harmed.

4. Ritual of Dimension Portal (R-4)
Experience Multiple: 600
The Adept must have learned the True Name of another dimension from a Namer in order to perform this ritual. He prepares a Runestick containing the Portal Rune and the Rune representing the True Name of that other dimension. He then takes one hour to prepare the portal, laying the Runestick on the ground where he wants the portal to appear. At the end of an hour, a check is made to determine if the ritual has been successful. The Base Chance of Success is 20% (+3 per Rank). If the ritual succeeds, a portal immediately appears leading into the dimension represented on the Runestick. Anyone entering that portal will be in the other dimension (after a travel time of one minute). The portal will be a two-way terminus, and those in the other dimension will be able to cross into this dimension through the portal. The portal remains for a number of hours equal to 3 plus the Rank of the Adept with this ritual, plus the results of a D10 die roll (made by the GM). It is destroyed permanently at the end of that time or whenever a Special Knowledge Counterspell of the College of Rune Magics is cast over the area it occupies. The Experience Multiple for this ritual is 600. If the ritual backfires, an entity native to that dimension (GM's choice) enters the Adept's dimension and will immediately attack the Adept and his companions.

[65.8] Runewand Table
Dice Runestaff Wgt Value Cost Time
01–15 Oak Staff 5 500 55 2
16–30 Blackthorn Staff 4 600 60 2
31–45 Ash Staff 5 800 60 3
46–55 Willow Rod 1 400 55 1
56–65 Cedar Rod 1 700 75 2
66–73 Ivory Rod 1 900 80 2
74–81 Ebony Rod 1 1200 90 3
82–89 Copper Rod 1 1500 55 3
90–97 Bronze Scepter 7 1000 90 3
98* Silvered Scepter 6 1800 200 4
99* Gilded Scepter 6 2400 500 4
100* Truesilver Scepter 6 3000 900 4

*This type of Runewand must be paid for by the Adept out of the proceeds of his first 6 months adventuring or the money lenders from whom he gained the wherewithal to have the item made will send one or more assassins to collect.

Runewand: The type of Runewand.

Wgt: The average weight in pounds of a Runewand made from this material.

Value: The value in silver pennies of the Runewand in the open market as a magic item or object d'art. If sold as merely a piece of wood or lump of metal, one third the value given in the Cost column of this table should be used instead.

Cost: The cost in silver pennies of the materials (including incense, oils, etc.) which will go into the preparation of the Runewand if manufactured by the Adept instead of purchased by him.

Time: The amount of time in weeks required to create a Runewand of this type, given the necessary materials and tools.

[65.9] Runestick Table
Material Weight Value Cost Time
Ashwood 1 5 1 15
Aspenwood 1 3 2 15
Cedarwood 1 6 2 10
Chestnut 1 3 1 10
Elder Wood 1 7 2 10
Elmwood 1 6 2 10
Gilded Metal 2 150 80 240
Oak 2 10 2 20
Mistletoe ½ 3 1 10
Pinewood ½ 2 1 5
Rowan 1 8 4 15
Silvered Metal 2 20 10 240
Walnut 1 4 1 15
Willow Wood ½ 2 1 15
Yew 1 3 2 10
Yarrow 1 2 1 10

Material: The type of material of which the stick is composed.

Weight: The weight in ounces of one Runestick made of this material.

Value: The value in silver pennies of one Runestick made of this material.

Cost: The cost of the materials necessary to make one Runestick in silver pennies, not counting the cost of tools.

Time: The amount of time in minutes (not hours) necessary to manufacture one Runestick of this type. Some spells and rituals require the use of Runesticks made of certain materials only. In other cases, any type of Runestick on this chart will do, but the modifiers in 65.2 apply.

66. The College of Shaping Magics

The College of Shaping Magics is concerned with the fashioning and animation of non-living matter, with the conjuration of enchantments of an enduring nature and, most importantly, with the creation of potent magical items.

[66.1] The arts of the College of Shaping Magics may require special knowledge, special equipment, the expenditure of money, time, and endurance, and the presence of companions.

Most of the ritual magic of this College may only be practiced within a Shaper's Workshop, a composite of the shops of artisans of many different types. Tools used in metallurgy, alchemy, blacksmithing, weaving, carpentry, the fashioning of gems, and dozens of other trades will all be found in the shop of a powerful Shaper. A Shaper will have some knowledge of each of these trades, but will often hire others to perform menial tasks, or those beyond his expertise. The cost of hiring artisans is accounted for in the costs of the materials need to perform each ritual.

The cost to establish a Shaper's shop is equal to 5000 silver pennies+(8000×the Shaper's highest Rank with any Ritual requiring a workshop). A shaper may pay up to 20% less than the standard cost, in which case his shop is poorly-stocked and he suffers the penalty noted in 66.2. Conversely, a shop is well-stocked if a Shaper pays at least 1.5 times the standard amount. 10% of a shop's cost must be expended yearly to pay for maintenance. If this amount is not paid, the value of the shop is degraded by 20% (possibly altering its status as well-or poorly-stocked). A Shaper's shop is ranked. The Rank of the shop must equal or exceed the highest Rank of any of his rituals requiring a shop. A Shaper may upgrade his shop at any time that it is not poorly-stocked by expending 10,000 silver pennies for each Rank he wishes to raise the shop.

Example: A Shaper's highest Rank with any ritual is 7. He expends [5000+(8000×7)]×1.5=91,500 silver pennies to buy a well stocked shop. Each year he must pay 9,100 silver pennies, or the shop's value will degrade to 73,200 silver pennies (and the Shaper will lose the benefits associated with a well-stocked shop). A poorly-stocked shop which suffers a degradation of 20% in value may not be used to aid in the performance of Shaping magics.

The materials required for many of the rituals of this College will often be quite expensive or rare. Nevertheless, any materials needed for a ritual must be available or the ritual may not be performed. Most of the rituals of the College of Shaping Magics require a far greater investment of time than the rituals of other Colleges. Some rituals will require only a few hours, but most will require weeks and even years. It should be noted that rituals extending for periods of 24 hours or more do not require the intensive concentration of the rituals of other Colleges. The Adept is working and supervising the work of others, but is not involved in constant concentration. He may eat, sleep (8 hours a day), and perform other activities requiring less than 2 hours a day while he is in the ritual itself. Note that these restrictions will often mean that a Shaper will lose practice in his skills or weapons while performing an extended ritual.

In order to perform certain powerful rituals, a Shaper must permanently reduce his Endurance. Whenever Endurance is reduced in this way, Fatigue is reduced as well (according to the scale given in 5.3). In rare situations, a Shaper will be required to permanently sacrifice his bodily form and become a Spectre in order to perform a difficult ritual. The Shaper may not heal his Endurance loss. Several rituals will require the presence of other Adepts or of persons with knowledge of particular skills or languages. Such persons must be coerced, bribed, or otherwise convinced to help by the Shaper. The usual rate of payment for participation in a Shaper's project is 400 silver pennies multiplied by the number of weeks the ritual takes. Naturally, the longer the ritual, the more difficult it will be for a Shaper to find a person who will be interested in the first place. Assisting people must be present for at least half of each week of the ritual.

[66.2] The following numbers are added to the Base Chance of performing any ritual of the College of Shaping Magics:
Ritual is performed in high-mana area… +25
Adept spends at least 50% extra on materials (if any)… +5
Adept performs ritual in well-stocked workshop… +5
Adept performs ritual in poorly-stocked workshop… −15
Ritual is attempted outside workshop (possible only for…
Q-1, Q-2, Q-3, Q-4, R-1)
−20
Ritual is performed in low-mana area… −40
[66.3] Talents

1. Detect Enchantment (T-1)
Experience Multiple: 100

Adepts of this College have the ability to determine whether an item, person, or area within 50 feet (+10 per Rank) is currently under an enchantment. This enchantment may be an operating spell, a ward, an invested spell, or any other magical charm. Magical beings (conjured or summoned) may also be detected by this Talent. It does not tell what type of enchantment, only whether or not there is an enchantment. The Talent operates automatically with a Base Chance of 3×Magic Aptitude (+3 per Rank), but the Base Chance rises to 4×MA (+3 per Rank) if an Adept physically examines (touches) a particular item or place for enchantment. The Experience Multiple for this talent is 100.

[66.4] General Knowledge Spells

1. Spell of Mending (G-1)
Range: Touch
Duration: Permanent
Experience Multiple: 200
Base Chance: 50%
Resist: May not be resisted
Effects: Any single broken item weighing up to 10 pounds (+10 per Rank) may be mended. Note that a fractured item can be made whole if all pieces are present when the spell is enacted (if any are missing, the repaired object will have a hole where the missing piece would be). A mended object becomes exactly as it was before it was broken, so if it was deformed in some way (i.e., a sword was bent) it would retain that deformity.

2. Spell of Enchanting Weapons (G-2)
Range: 10 feet (+3 per Rank)
Duration: 30 sec×(D−2)×Rank (×1 if unranked)
Experience Multiple: 200
Base Chance: 35%
Resist: May not be resisted
Effects: Increases the Base Chance to hit with the weapon over which it is cast by 1 (+1 per Rank), and increases the damage done by the weapon by 1 for every 3 or fraction of 3 Ranks.

3. Spell of Enchanting Armor (G-3)
Experience Multiple: 200
Base Chance: 30%
Range: 10 feet (+10 per Rank) Duration: 30 minutes (+30 per Rank)
Resist: May not be resisted
Effects: 2 per Rank is subtracted from the Strike Chance of any character using a physical weapon to attempt to hit a target wearing armor enchanted by this spell. Enchanted armor also absorbs 1 additional point of damage for every 4 or fraction of 4 Ranks attained. Note that the spell must be cast on armor (never on an un-armored individual).

4. Congeal Air Spell (G-4)
Range: 20 feet (+10 per Rank)
Duration: 20 sec (+10 per Rank)
Experience Multiple: 300
Base Chance: 30%
Resist: May be actively resisted.
Effects: This spell thickens the air around any one entity, reducing movement and inhibiting its combat abilities. An affected entity loses one third of its TMR, and its Base Chance in any form of attack is reduced by 10. The spell also diverts and blows directed at the affected entity, however, so 2 is subtracted from any damage inflicted against it. Congealed air may be breathed without harm.

5. Congeal Water Spell (G-5)
Range: 25 feet (+15 per Rank)
Duration: 1 minutes (+30 sec per Rank)
Experience Multiple: 400
Base Chance: 30%
Resist: May be actively resisted.
Effects: This spell gives a volume of 50 (+10 per Rank) cubic feet of water a gelatinous consistency, keeping any entities within that volume from sinking, and making swimming and combat impossible. The spell cannot be cast at living beings. Water-breathing creatures may breathe congealed water.

[66.5] General Knowledge Rituals

1. Ritual of Shaping Rag and String Golem
Experience Multiple: 250
This ritual allows a Shaper to form a small golem out of bits of rag and string (which must be available to perform the ritual). Rag and string golems have the following characteristics:

RAG AND STRING GOLEM
Description: Rag and string golems are 1 to 2 feet tall and are humanoid in form. Their skin will have the color and texture of the rags from which they are formed.

Talents, Skills, and Magic: When a rag and string golem is created, its Shaper and any other characters present may imbue the golem with a number of abilities. Up to 5 times the Shaper's Rank with this ritual of Ranks of any spells, talents, skills, weapon ability, or linguistic knowledge may be imbued in the golem. Two, however, is subtracted from this maximum for each individual ability bestowed.

Example: A golem is formed by Shaper with Rank 6 (in Q-1). Up to 30 (6×5) Ranks each of abilities could be put into the golem (−2 for each separate ability). Thus the golem could be a Rank 6 Healer, Rank 0 Spy, have Rank 4 with dagger, have Rank 2 in a language, have Rank 3 in the Spell of Mending, and have Rank 3 with the sling, totaling 18 ranks. The maximum possible since the golem has 6 different abilities or (6×2)=12.

No ability may be imbued in a golem unless the Adept or a some other character participating in the ritual has Rank in the ability at least equal to the Rank imbued. A rag and string golem may never learn rituals, nor may it ever know spells or talents from more than one College. A rag and string golem does automatically know the Shaper's Language at whatever Rank the Shaper himself knows it, and this ability does not count against the total that may be imbued in the golem.

Movement Rates: Running: 100

PS: 7 MD: 18 AG: 19 MA: 18
EN: 3 FT: 3 WP: 16 PC: 15
PB: 10–18* TMR: 8 NA: None

*Depends on rags used.

Weapons: Rag and string golems may use any weapons allowed by their strength. Rag and string golems may never use armor or shields, however, and the spell-casting ability is affected by the presence of cold iron exactly as the ability of a normal Adept.

Comments: Rag and string golems are by far the most intelligent of golems. They may receive and carry out very complicated instructions without flaw. They can also converse with their masters and any other being with whom they share a language. These golems can act freely and modify the letter of their orders to follow the intent behind them. Commands can also be given in general terms, and the golems will improvise as they go along. Rag and string golems will always serve their creator faithfully. They will never serve anyone other than their creator except during extremely limited periods (less than a day) and at the creator's request.

The ritual by which rag and string golems are formed may be enacted outside a Shaper's workshop, although it has a lower Base Chance when performed outside a shop. The ritual requires a minimum of two hours, regardless of where it is performed, however. The Spell of Animating Golems (S-5) must be cast over the rag and string immediately following the ritual by which it is created, or the golem will fall apart. Once animated, a rag and string golem lasts until it is killed (loses all its Endurance), or until the Special Knowledge Counterspell of Shaping Magics is cast over it.

The Base Chance for this ritual is 40% (+2 per Rank), and the Experience Multiple is 250. There is no backfire.

2. Ritual of Shaping Clay Golem (Q-2)
Experience Multiple: 300
A Shaper may use this spell to shape clay into the form of a golem. Clay must be available for the ritual to be performed. Clay golems have the following characteristics:

CLAY GOLEM
Description: A clay golem is a humanoid, and is between 4 and 8 feet in height. The golem is the type of the clay from which it is formed.

Talents, Skills, and Magic: Clay golems have no talents, skills or magical abilities.

Movement Rates: Running: 100

PS: 5–15* MD: 6–10 AG: 4–8 MA: 0
EN: 14–20** FT: 25–30** WP: 19 PC: 10
PB: 8 TMR: 2 NA: None

*Plus 2×Rank
**Plus Rank

The larger the golem, the greater the Physical Strength, Endurance, and Fatigue, but the lower the Manual Dexterity and Agility, within the ranges provided.

Weapons: Clay golems may use any weapon they are physically capable of using (see PS and MD requirements on Weapon Tables), although they may never take Rank with a weapon. They may attack with their hands in Close or Melee Combat with a Base Chance of 40% and doing +7 damage.

Comments: Clay golems are mindless. They can follow simple commands (e.g., Attack him, Carry these boulders to the top of that hill), but can do nothing complex. They will follow only the commands of their Shaper.

A minimum of one hour must be spent shaping a clay golem. This ritual can be performed anywhere, although its Base Chance suffers an unfavorable modification if it is performed outside of a Shaper''s workshop. Once shaped, a clay golem must be animated via S-5 before its clay dries out or it will be unable to be animated, a clay golem remains active for 5+Rank (with Q-2) hours. Clay golems may never be re-animated. The clay of which they are composed may be reshaped, however.

The Base Chance for this ritual is 25% (+3 per Rank), and the Experience Multiple is 300. There is no backfire.

3. Ritual of Magic Divination (Q-3)
Experience Multiple: 250
This ritual is identical to the ritual of the same name of the College of Naming Incantations.

4. Ritual of Investment (Q-4)
Experience Multiple: 300
This ritual is identical to the Investment Ritual described in DragonQuest (48.3), except that its Base Chance is 2×MA (instead of 1×MA), and its Experience Multiple is 250, not 300.

Preparation Rituals

Rituals Q-5, Q-6, Q-7, Q-8, Q-9, Q-10 and Q-11 are all Preparation Rituals. These rituals can be used to prepare specific types of objects with enchantments of various sorts. Once a preparation ritual has been successfully completed, the Shaper must then perform the appropriate Binding Rituals (R-9 to R-22) to complete item's enchantment. When an item is prepared by one of the following rituals, it is imbued with specific spells, talents, skills, weapon abilities, or language knowledge. Any number and combination of these may be imbued by one ritual.

Example: A ring might be imbued with the spells Armor of Earth, Navigation, and Shadow Form, plus the talent Detect Aura, Rank 4 in the Mechanician Skill, Rank 3 with the broad-sword, and Rank 7 in spoken Elvish.

Ritual knowledge may never be bestowed on an item, however. Once a Shaper has decided what abilities will be implanted on a given item, that item's Shaping Index can be found, and the Shaper can determine from that Index several important parameters relating to the item's construction: how long it will take to prepare the item; how much its production will cost; whether the Shaper must lose any Endurance to produce the item.

An item's Shaping Index is determined by adding one value for each ability with which an item is to be bestowed. The value for each type of ability is determined differently, as described in the following:

Spells, and Talents with Experience Multiples: The ability's Experience Multiple.

Talents without Experience Multiples: 50

Skills: Add 100 to (the amount of experience needed to rise to the Rank in the skill which is going to be bestowed on the item divided by 10). For example, Rank 7 in the Healer Skill would add 1570 to an item's Shaping Index: 100+(14700/10). Note that 14700 (the amount needed to rise from Rank 6 to 7) was used as opposed to the cumulative amount that would be required to rise to Rank 7 from scratch.

Languages: Divide the experience needed to rise to the level of ability in question by 10; e.g., the ability to speak a language at Rank 8 would add 225 to an item's Shaping Index (2250/10). Note again that the experience cost to rise from Rank 7 to 8 is used in the calculation.

Weapon Ability: total the amount of experience needed to attain the Rank with the weapon, and divide by 5. Thus, if an item were to be imbued with Rank 10 rapier, its Shaping Index would be increased by 3000. [(200 +200 +200 +200 +200 +500 +500 +2000 +4000 +4000 +3000)/5]. Note that this procedure differs from those preceding in that the total experience needed to rise to a Rank is used, as opposed to the experience needed to rise only one Rank.

Characteristics: Total the amount of experience needed to attain the amount of point gain, assigning every first point raised as indicated and every second follows appropriately, and divide by 10.

Example: If an item were to be imbued with a Perception increase of 3 and an Endurance increase of 2, its Shaping index would be 1000, or [(1000 +750 +750)+(5000 +2500)]/10.

The time required to prepare an item is found as follows; The row on the Magic Item Creation Chart (66.8) corresponding to the item's Shaping Index is found. This row is cross-referenced with the Time column of the Chart to find the time needed for the preparation rites.

The cost (in silver pennies) to prepare an item is found by multiplying the item's normal cost (its price if it were not enchanted) by the number in the Cost column of the Magic Item Shaping Index. This number is then multiplied by the Cost Factor listed in the preparation ritual used to find the total cost of that ritual.

The row of the Magic Item Creation Chart corresponding to the item's Shaping Index is also used to determine if the Shaper must lose any Endurance loss indicated on the Chart must be permanently expended to perform the preparation ritual. The Endurance loss is divided evenly through the length of time spent on the ritual. Thus, if an item takes one year to produce, and 7 points of Endurance must be lost in its production, one point would be lost on the 52nd, 104th, 156th, 208th, 260th, 312th, and 364th days. Any Endurance expended is permanently lost, regardless of whether the ritual is eventually successful. Note that, in rituals extending to five years or more, a Shaper must expend a minimum of 20 Endurance Points, and becomes a Spectre at the conclusion of the ritual. The character becomes a Spectre regardless of the success of the binding rituals completing the item's enchantment. Only the Shaper who prepares an item may perform a binding over that item.

An Adept capable of casting each of the spells and possessing each of the talents to go into an item must be present for at least half the time spent on the item's preparation ritual. Thus, at least three Adepts would have to participate in the preparation ritual of an item endowed with spells from the College of Fire Magics and Naming Magics, a Fire Mage, a Namer, and the Shaper himself. In the same way, any skill, weapon knowledge, or language ability must be known by one character participating in an item's preparation ritual for the abilities to be bestowed on that object. Any number of characters can contribute knowledge to the specific item. An ability can never be bestowed on an item with a higher Rank than that of the contributing character (e.g., if an item were to be bestowed with Rank 4 ability in the Healer Skill, some character participating in the ritual would have to have at least Rank 4 in that skill.

An item may be imbued with a number of attributes equal to or less than the Rank with the applicable ritual of the Shaper creating the item. A character need not be an Adept to contribute non-magical abilities to an item. Each character contributing to an item must be present for at least 50% of the item's preparation ritual, regardless of the number of abilities he contributes to the item.

The effect of having an item bestowed with a particular ability is to allow the item's wielder to use any ability as a talent, without the necessity of any extraordinary effort or expenditure of fatigue. An item enchanted with any spell or talent allows the wielder of the item to use that item as if it was permanently invested (see 48.3) with the spell(s) or talent(s). Enchanted weapon Rank given an item's wielder the ability to use a weapon at a Rank equivalent to that to which the item was enchanted, plus any Rank he might have himself. Thus, a character who himself has Rank 5 with the rapier would be considered to have Rank 13 if he was wearing a ring bestowed with Rank 8 with the rapier.

The ability in a skill or language of the wielder of an item is not cumulative with any ability bestowed on that item. Rather, the higher of the two Ranks in an ability is available to the wielder. For example, if a character has Rank 7 in the Spy Skill, and he wears a ring with Rank 9 in that skill, the character would be treated as if he had Rank 9, not Rank 16.

Only those spells designed to affect only the wielder or some facet of his own person may be imbued into an object by preparation and binding rituals. Investment rituals may be performed on already enchanted items. This is designed to prevent kill spells, such as the Bolt of Fire from the College of Fire Magics, from freely being placed into items.

New enchantments may be added to already enchanted items. A new preparation ritual is undergone (with already bound abilities not being factored into the Shaping Index). However, one roll on the Shaping Accidents Table must be made for each new enchantment added to an already enchanted item, in addition to the normal checks for shaping accidents (see following). Note, however, that invested spells are considered a different form of enchantment altogether, and do not require a roll for shaping accidents even when added to an already enchanted item. All spell and talents imbued in an item function at the Rank of the Adept who provided the spell during the preparation ritual; e.g., if an Adept with Rank 6 Witchsight provided that spell during an item's enchantment, the Witchsight provided by that item to its wielder would have a range of 105 feet −15 +(15×6) -per that spell at Rank 6.

Preparation rituals all have a Base Chance of 90 (+1 per Rank). This Base Chance may be modified per 66.2 but modified Base Chances in excess of 100 are treated as 99. Cast Checks for preparation rituals are not made at the end of the ritual, however, but at the end of each week during the course of an item's preparation. If the Cast Chance is missed at any point, the ritual does not necessarily fail entirely. Instead, the GM rolls on the Shaping Accidents Table (66.10) to find the results of the failed Cast Check.

5. Ritual of Amulet of Preparation (Q-5)
Experience Multiple: 100
Cost Factor: 25

This ritual allows the Shaper to use amulets as receptacles to various abilities. The wearer of the amulet is considered the wielder of the item. Amulets are primarily used for defensive oriented spells, and may not be imbued with abilities that are offensive. The Experience Multiple for this ritual is 100, and the Cost Factor is 25.

6. Ritual of Preparing Arms and Armor (Q-6)
Experience Multiple: 200
Cost Factor: 30

This Ritual allows the Shaper to prepare arms and armor as magical receptacles. The person carrying or wearing the item receives the benefits of its enchantment. Weapons enchanted in this method break only when the wielder rolls above 5×MD, and drop only when the wielder rolls above 4×MD. The Experience Multiple for this ritual is 200, and the Cost Factor is 30.

7. Ritual of Preparing Enchanted Clothing (Q-7)
Experience Multiple: 175
Cost Factor: 20

The Shaper may use this ritual to prepare clothing with enchantments. The wearer of the clothing is considered its wielder. The Experience Multiple for this ritual is 175, and the Cost Factor is 20.

8. Ritual of Preparing Enchanted Furniture (Q-8)
Experience Multiple: 100
Cost Factor: 10

Any type of furniture may be magically endowed by this ritual. The GM will have to decide who is considered the wielder of enchanted furniture. A magical chair, for example, would endow its benefits to one who sits in it, but the wielder of a bookcase of desk is more difficult to determine. The Experience Multiple for this ritual is 100, and the cost factor is 10.

9. Ritual of Preparing Talismans and Minor Artifacts (Q-9)
Experience Multiple: 200
Cost Factor: 30

This ritual works on small items, such as statuettes, lockets, pens, and paperweights. The GM will have to decide exactly how these items are used. The Experience Multiple for this ritual is 200 and the Cost Factor is 30.

10. Ritual of Preparing Staves and Wands (Q-10)
Experience Multiple: 150
Cost Factor: 50

Wizard's staves and magic wands (other than Runewands) may be enchanted by this ritual. A person must actually hold a staff or wand to receive the benefits of its enchantment. The Experience Multiple for this ritual is 150, and the Cost Factor is 50.

11. Ritual of Preparing Greater Artifacts (Q-11)
Experience Multiple: 100
Cost Factor: 50

Large objects (such as towers, rooms, or arches) may be enchanted by this ritual. Enchantments bestowed upon such artifacts will usually affect large areas (for example, the interior of a room), bestowing their effects on all in the area. Thus, only abilities that could affect an area and more than one entity can be enchanted into a greater artifact. The Experience Multiple for the ritual is 100, and the Cost Factor is 50.

[66.6] Special Knowledge Spells

1. Spell of Creating Mudslick (S-1)
Range: 30 feet (+15 per Rank)
Duration: 30 sec (+10 per Rank)
Experience Multiple: 300
Base Chance: 30%
Resist: May not be resisted
Effects: An area 20 (+10 per Rank) feet square becomes slick with a ¼-inch film of mud. Every entity within the affected area must roll less than or equal to twice its Agility on D100, or it will fall. If an entity does fall, a roll of less than its Agility must be made before it can rise.

2. Spell of Shaping Elements (S-2)
Range: 30 feet (+10 per Rank)
Duration: 5 minutes (+1Rank)
Experience Multiple: 400
Base Chance: 10%
Resist: May not be resisted
Effects: A volume equal to two cubic feet×Rank containing one of the four elements may be shaped by the Adept into any form desired, and will retain that form for the duration of the spell. Thus, a sail of air could be created that could propel a boat, or a spear of fire which could actually be thrown (although it would burn the hand of the thrower). Note that the spell cannot be cast over any living entity or over an Elemental.

3. Spell of Neutralizing Golems (S-3)
Range: 10 feet (+5 per Rank)
Duration: Immediate
Experience Multiple: 350
Base Chance: 20%
Resist: May be actively and passively resisted.
Effects: If this spell is successful, any one magically animated golem will be deactivated (i.e., will become a lifeless statue). Deactivated golems can, in most cases, be reanimated via the Spell of Activating Golems.

4. Spell of Binding Golems (S-4)
Range: 15 feet (+5 per Rank)
Duration: 10 minutes (+5 per Rank)
Experience Multiple: 400
Base Chance: 15%
Resist: May be actively and passively resisted.
Effects: Any uncontrolled golem may be controlled by the casting Adept if the spell is successful. See the descriptions of golems to determine the nature of the commands that may be given golems.

5. Spell of Activating Golems (S-5)
Range: 10 feet
Duration: Depends on type of golem.
Experience Multiple: 450
Base Chance: 15%
Resist: May not be resisted
Effects: This spell will animate golems that have been prepared via Q-1, R-2, R-3 or R-4 but are not already animated. Once a golem has been activated, the caster must immediately roll less than 2×(Willpower+Rank) to gain control of the golem. If the roll is not made, the golem is uncontrolled, and its actions must be determined by the GM (it will probably attack everything around it). If this spell backfires, there is a 40% chance that the golem being activated is destroyed, in addition to any other backfire results.

[66.7] Special Knowledge Rituals

1. Ritual of Turning Stone to Flesh (R-1)
Experience Multiple: 200
This ritual allows the Adept to turn one entity that has been turned to stone by enchanted creatures or magical means back into flesh. Only entities that are naturally living but have been turned to stone are affected by this ritual. Any clothing or other items that were turned to stone with a figure are restored to their normal state with that figure. The Base Chance of this ritual is 55% (+3 per Rank), and the Experience Multiple is 200.

2. Ritual of Shaping Stone Golems (R-2)
A shaper may use this ritual to craft a golem of stone. The crafting requires a minimum of three months, and the use of a shop worth at least 40,000 silver pennies. The materials needed for this ritual cost 15,000 silver pennies. The golem is carved from a solid block of stone. Stone golems have the following characteristics:

STONE GOLEM
Description: Stone golems are humanoid figures about 12 feet tall. Their bodies are the color and texture of the stone from which they were carved.

Talents, Skills, and Magic: A Stone golem has no talents, skills, or magical abilities.

Movement Rates: Running: 100

PS: 20** MD: 5–13 AG: 3–9 MA: 0
EN: 20** FT: 27** WP: 30 PC: 7–12
PB: 6–10 TMR: 2 NA: Stone skin absorbs 5–7 DP***

*Plus Rank×1.5
**Plus Rank
***Depends on hardness of stone used

The larger the golem, the lower the Manual Dexterity and Agility within the ranges given. Only magic weapons can harm stone golems, and any weapon that strikes a stone golem must be check for breakage per the normal breakage chance. Only magic that affects stone can have any effect on stone golems.

Weapons: Stone golems may use any weapons, but they never have any Rank. They may attack with their hands in Melee Combat with a Base Chance equal to their (Shaper's Rank×4)%, or in Close Combat with a Base Chance of (50+Rank)%, doing (D−3)+Rank damage either way.

Comments: Stone golems are basically mindless automatons, and can perform only simple tasks. Stone golems remain inanimate after their formation until the Spell of Animating Golems (S-5) is cast over them. They may remain inanimate following their creation for any length of time without harmful effect. Once animated, a stone golem remains active for 3 hours (+30 minutes per Rank in R-2). At the end of this time, the golem becomes a stone statue. It may be re-animated by S-5 any number of times, until it is destroyed (i.e., until the Special Knowledge Counterspell of Shaping Magics is cast over it, or until its Endurance is exhausted).

This ritual is automatic, but each week during the golem's construction there is a 1% chance of a shaping accident. If such an accident does occur, the GM should roll on the Shaping Accidents Table (66.10) to determine the effect.

3. Ritual of Shaping Iron Golems (R-3)
A Shaper may use this ritual to cast a golem from iron. The casting requires a period of at least four months and the use of a Shaper's workshop costing at least 50,000 silver pennies. The materials and labourers needed in the construction of a golem of this type cost 20,000 silver pennies. Iron golems have the following characteristics:

IRON GOLEM
Description: Iron golems are humanoid figures of iron, standing between 6 and 10 feet tall. Gemstones are often used for the eyes. Weapons will often be built into the arms of these golems as living parts of their bodies.

Talents, Skills, and Magic: Iron golems have Rank 5 with any weapon built into them. Only magical weapons and spells affecting iron can harm iron golems, and any weapons that strike them must be checked for breakage.

Movement Rates: Running: 150

PS: 40* MD: 7–12 AG: 5–10/td> MA: 0
EN: 35* FT: 40* WP: 40 PC: 7–12
PB: 8 TMR: 8 NA: Iron skin absorbs 8 DP

*Plus 2×Rank

The larger the golem, the lower the Manual Dexterity and Agility (within the ranges given).

Weapons: An iron golem may carry any weapon, although it only gains the bonus of Rank 5 with weapons with which it is cast. Such weapons can break, though they may never be dropped. Iron golems can carry shields, but may never wear armor. Iron golems may attack with their hands in Melee Combat with a Base Chance of (40+Shaper's Rank)% of doing (D+Shaper's Rank) damage. In Close Combat, their Base Chance rises to (55+Shaper's Rank)%, although damage remains the same as in Melee.

Comments: Iron golems are mindless, killing automatons. They can perform only very simple commands, but become deadly fighters once in combat. Iron golems can never be stunned.

Once shaped, an iron golem is inanimate until the Spell of Animating Golems (S-5) is cast over it. There is no detrimental effect to leaving an iron golem unanimated for a period of time before the spell is cast. Once animated, an iron golem remains active for one hour (+15 minutes per Rank with R-3). After the time, it reverts to an iron statue, but may be re-animated by S-5.

This ritual is automatic, but there is a 1% chance of a shaping accident each week during an iron golem's casting.

If there is an accident, check the Shaping Accidents Table (66.10) to determine the exact result.

4. Ritual of Shaping Flesh Golems (R-4)
Experience Multiple: 500

This ritual may be used to fashion a golem from parts of different corpses. The crafting requires at least six months, and all the pieces that are to go into the golem must be found before the ritual can begin. A workshop costing at least 80,000 silver pennies must be available in order to fashion this creature. In addition to pieces of corpses, materials costing 20,000 silver pennies are needed for this ritual. An Alchemist of at least Rank 8 must also be present throughout the ritual, the cost of whose hiring has not been included in the cost of materials. Flesh golems have the following characteristics:

FLESH GOLEM
A flesh golem may be put together from different creatures within a species, or from any number of different species. For example, a troll could be fashioned with the brain of a human and the wings of a gargoyle; or an ogre could be made with the strength of one ogre (presumably a powerful one), the endurance of another hardy one, and the brains of a bright ogre. Seams will show wherever parts are sewn together, and all flesh golems will exude a horrible rotting odor.

Talents, Skills, and Magic: Flesh golems never retain any of the skills or spell-casting ability of the creatures from which they are made, but do retain any talents appropriate to the parts of a creature used. Thus, a golem made with the eyes of a basilisk would be able to turn creatures to stone in the same manner as a normal basilisk.

Movement Rates: Variable, according to the golem's size and method(s) of locomotion.

PS: Average the Physical Strength of the creatures from which the golem's muscle tissues were taken.

MD: Average the Manual Dexterity of the creatures from which the golem's muscles and brain were taken.

AG: Average the Agility of the creatures from which the golem's muscles and brain were taken.

MA: None.

EN: Average the endurance of the creatures from which the golem's muscles and internal organs were taken.

FT: As for Endurance, but the creature from which the golem's lungs were taken counts twice within the average.

WP: Add 10 to the Willpower of the creature from which the golem's brain was taken.

PC: Variable, depending on the quality of the eyes, ears, and mental abilities of the creatures that were used.

PB: Variable, but never more than 6.

TMR: Variable (depends on Agility, per 5.6, and on the GM's discretion).

NA: Depends on the creatures from which the golem's skin was taken.

Weapons: A flesh golem may use any natural weapons (such as claws or fangs) built into it, as well as any weapons that it can carry. Flesh golems will have Rank in weapons equal to the Rank in weapon of the creature whose primary arm was used to construct the golem. If the flesh golem has no primary arm, it may have no Rank in weapons.

Comments: The GM will have to use his discretion in allowing combinations of creatures. It would be absurd to allow a golem to be built with a dragon's head on the body of a wolf, or even on the body of a human - due to discrepancies in size, for instance.

Flesh golems can be harmed by any sort of weapon or magic. Flesh golems need not be animated immediately following the creation, but each day that goes by before they are animated lowers the Base Chance of the Spell of Animating Golems (S-5) by 3%. Once animated, a flesh golem will remain active until it is killed or dispelled (by the Special Knowledge Counterspell of Shaping Magics cast as a ritual). A flesh golem will almost always (99%) obey its creator, but the GM must determine the complexity of commands it is capable of executing based on the intelligence of the brain used to fashion the golem.

The Experience Multiple for this ritual is 500. The ritual is automatic, but there is a 1% chance that an accident will occur each week during a flesh golem's creation. Roll on the Shaping Accidents Table (66.10) to determine the effects of an accident.

5. Ritual of Warding Demons (R-5)
Experience Multiple: 400
A Shaper may use this ritual to produce the shields described in Section 47 (the College of Greater Summoning) of DragonQuest.

The Shaper's cost in silver pennies for materials, the amount of time needed, and the Rank needed with this ritual before a particular type of shield can be produced are as follows:

Shield vs. Cost Months Minimum Rank
Dukes 3000 3 0
Princes 3000 3 3
Presidents 4000 4 5
Earls 5000 4 7
Marquis 7000 5 9
Kings 15000 6 12
A Shaper must be assisted for one week out of each month by the Adept of the College of Greater Summonings who knows the ritual of summoning demons of the type the shield being manufactured wards against.

Any Adept may construct as many as Rank/3 (round up) shields of any one type simultaneously, so long as the material for each are paid for at the rates described above.

The Experience Multiple for this ritual is 400. The ritual is automatic, but there is a 1% chance an accident will occur each week during the shield's creation. An accident results in a random demon (GM's discretion) being summoned to the Shaper's shop, the results of which are to be determined by the GM.

6. Ritual of Binding Investments (R-6)
Experience Multiple: 500
This ritual allows a Shaper to greatly increase the potency of the investment ritual, allowing an invested spell to be used an unlimited number of times. Thus, if the Spell of Malignant Flames was invested in an object by the normal investment ritual and R-6 was successfully cast over the object, the Spell Malignant Flames could be cast from the item an unlimited number of times. Anyone using the item would still have to check to see if the spell goes off successfully each time the item is used.

The Base Chance for this ritual is 5% (+3 per Rank), and the Experience Multiple is 500. A Backfire results in the spell affecting the Shaper and any other Adepts who may be present.

7. Contain Monster (R-7)
Experience Multiple: 350
This ritual allows an Adept to contain within a receptacle, any being except those listed in the College Greater Summoning. The receptacle must first be prepared via Q-5, Q-6, Q-7, Q-8, Q-9, Q-10, or Q-11. Shaping Index for a containment is 120.

Containment may be performed in conjunction with the bestowal of other abilities in an item without penalty. After an item has been prepared, the ritual is performed over it. The being to be contained must be present throughout the ritual, which it may both actively and passively resist. If the ritual is successful, the entity is contained within the item. If the ritual is unsuccessful, there is a 20% chance the prepared receptacle has been ruined and may not be used for the containment, otherwise, the ritual may be repeated. Essentially, the contained entity disappears from this plane. It may be released upon the command of the wielder of the containing object, and will reappear within 5 feet of the object, and serve the object's wielder without question or regard for its own safety. The item's wielder may return a creature to the item by touching the item to the creature. An Adept of the College of Lesser Summoning must be present for 50% of the time of the preparation of the containing object.

The Base Chance for this ritual is 35% (+3 per Rank), and the Experience Multiple is 350.

8. Contain Greater Summoning (R-8)
Experience Multiple: 500
This is a much more subtle version of R-7. It is performed in the same way, and has exactly the same effects, save that it operates on the creatures listed in the College of Greater Summoning (see 63). A member of the College of Greater Summoning must be present throughout half of the ritual of preparing the containing item. The shaping Index for this form of containment is 1800.

A demon must be bound before it can be contained within an item, and even then it may both actively and passively resist.

Other creatures (such as devils and incubi) need not be bound, but they also have a chance to resist. Even once contained in an item, Greater Creatures will often influence the item's wielder, making the item seem to have a will of its own. The item will sometimes resist movement or become heavy, or make the wielder attack his friends, or cause the item to cast a wrong spell as if it has some enchantment in addition to the containment. In cases where the being contained in an item continues to resist in this manner, the resistance will only be effective if the Willpower of the individual wielding the item is less than or equal to the Willpower of the entity contained in the item.

The Base Chance for this ritual is 35% (+2 per Rank), and the Experience Multiple is 500.

[66.8] Enchantment Binding Rituals

Following the completion of one of the Preparation Rituals (Q-5, Q-6, Q-7, Q-8, Q-9, Q-10, or Q-11), an item will have been prepared with certain abilities. Each ability with which an item was imbued must be bound to the item before that ability can be used. Only the Adept who performed the Preparation Ritual for an item may perform a Binding Ritual upon that item. An ability need not be bound to an item immediately following a Preparation Ritual, but the item cannot be used until the abilities contained within are bound.

Spells and magical talents may only be bound by the Binding Ritual pertaining to their College, while any other abilities may be bound by R-29. Each ability of any sort must be bound individually, however, even if more than one ability bestowed on an item is from the same College. If a particular Binding Ritual does not succeed, there is a 20% chance that the ability to be bound is not lost, the Shaper may repeat the ritual and attempt to bind it again immediately after or at a later one. A Shaper may thus repeat the various Binding Rituals until all abilities capable of bound within a prepared item have either been bound into it or lost.

Each of the following Binding Rituals has a Base Chance of 50% (+2 per Rank) and an Experience Multiple of 250.

23. Ritual of Naming Artifacts (R-23)
Experience Multiple: 100
This allows a Shaper, working with a Namer (who must be present during the entire ritual), to imbue an enchanted with an Individual True Name. This works as a Ward preventing usage of the item unless the wielder utters the True Name before each and every activation. Activation is defined as the use of the item in such a manner that its magical properties are called into play. Unlike a Ward, even a Namer cannot dispel this magic.

The only way in which the Name may be taken away or changed is for the individual Shaper and Namer to perform this ritual successfully again over the item (and at the same phase of the moon as the original ritual) and they may rename or un-name the item as they wish. This Individual True Name becomes known to the Naming Demons, as do all Individual True Names. The Shaper or Namer cannot be forced to reveal the Name by any means. The ritual takes one hour to perform, and a diamond worth 5000 silver pennies must be crushed during the ritual.

The Base Chance is 50% (+5 per Rank), and the Experience Multiple of the ritual is 100.

24. Ritual of Warding Artifacts by Magical Aptitude (R-24)
Experience Multiple: 500
This works as Ward R-23, except that Magic Aptitude is imbued into the item to prevent unwanted use. An Adept must be present with a Magical Aptitude at least equal to or greater than the Magical Aptitude desired. This may be the Shaper himself. As the ritual is performed, a Ward is imbued such that any entity attempting to activate the item whose Magical Aptitude is less than that imbued will not be able to use the item, and will in fact take [(D10−4)+Shaper's Rank] points of damage directly to Endurance if the entity tries. The ritual takes three hours to perform, and a rubellite tourmaline worth 500 silver pennies must be crushed during the ritual.

The Base Chance is 2×Shaper's MA (+3 per Rank), and the Experience Multiple is 150.

25. Ritual of Ancient Divination (R-25)
Experience Multiple: 450
Through this ritual, an Adept may discover what magic has been placed on an object which, because of the amount of time since enchantment, is beyond the capabilities of Q-3. The ritual requires a stocked workshop worth at least 30,000 silver pennies and a Crystal of Vision from the College of Ensorcelments and Enchantments worth 4000 silver pennies (this crystal is reusable). The Base Chance to determine the exact nature of each separate enchantment is the Adept's Magic Aptitude plus (+5 per Rank). Five is subtracted for each decade since the item was enchanted. Each enchantment is revealed individually, and therefore an item which had six different enchantments placed on it would need at least six distinct rituals, which may have different Cast Chances (due to the possibly differing ages of each enchantment). The ritual takes six hours, and if the ritual backfires, the Crystal of Vision is destroyed, and the Shaper suffers Endurance damage equal to the Endurance cost required to shape the item. The Experience Multiple is 450.

Shaping
Index
Time Cost Endurance
Lost
01–50 2 Months 2 0
51–125 2 Months 3 0
126–200 2 Months 4 0
201–300 2 Months 5 0
301–400 2 Months 6 1
401–500 3 Months 7 1
501–600 4 Months 8 1
601–750 5 Months 10 2
751–900 6 Months 20 2
901–1100 7 Months 30 3
1101–1400 8 Months 40 4
1401–1700 9 Months 50 5
1701–2000 11 Months 75 6
2001–2500 1 Year 100 7
2501–3000 2 Years 200 8
3001–4000 3 Years 400 10
4001+ 5 Years 500 20*

*A minimum of 20 Endurance Points must be lost and, in addition, the shaper becomes a Spectre at the completion (successful or not) of the binding rituals.

In addition to those magic items presented, a wide variety of enchanted items can be made available through the arts of the College of Shaping Magics. What follows is an example of the creation of a powerful magic item.

Example: An Adept of the College of Shaping Magics has Rank 10 with the Ritual of Preparing Talismans and Minor Artifacts (Q-9).

Using this Ritual, he may imbue any talisman or minor artifact with up to 10 abilities. The Shaper is contemplating a quest in which great speed, stealth, and combat ability will all be at a premium, and so he designs a ring (considered to be a minor artifact) to be endowed with the following attributes:

One additional ability could be added without going over the limit of 10, but in order to minimize the cost of the ring and the time to produce it, the Shaper decides not to include a tenth attribute.

The Shaping Index of the ring is calculated as follows.

Containing the Pegasus has a Shaping Index of 1200 (see R-7 of the College of Shaping Magics).

To progress from Rank 5 to Rank 6 in the Ranger Skill, 5650 Experience Points must be expended; the Shaping Index for the Ranger Skill at Rank 6 is therefore 665: (5650÷10)+100=665.

The Experience Multiple for the Spell of Quickness is 300 and so the Shaping Index is 300 as well.

Similarly, the Shaping Index for the Spell of Blending is 50.

Rank 5 ability with the Mattock (presumably a weapon the Shaper uses frequently) has a Shaping Index of 300: (50+50+100+200+400+700)÷5=300.

The Shaping Index of the Strength of Stone Spell is 200, and the Shaping Index of the Spell of Vapor Breathing is 150, per those spells' Experience Multiples.

The Talents, Speak to Shadow Creatures and Detect Aura, have Shaping Indexes of 50 and 75, respectively.

The total Shaping Index of the Ring is thus: 1200+665+300+50+300+200+150+50+75=2965.

Looking on the Magic Item Creation Chart (see rule 66.8), the GM determines that the item will require 2 years to Prepare. Assuming that an ordinary ring costs 3 gold shillings, this sum is multiplied by the 200 as indicated by 66.8, and again by 30, the Cost Factor of Q-9, to find that 18,000 gold shillings must be spent to enchant the Ring. In exchange for this expenditure, the Ring may be composed of just about any material, may be encrusted with gems, and may be intricately carved, at the Shaper's option. Alternatively, it may be fashioned as a completely unadorned band. The cost to construct the Ring is constant, regardless of its adornment and ornamentation or lack thereof.

The Ring's Preparation must be performed in a Shaper's workshop of at least Poorly Stocked condition. The condition of the shop will affect the Cast Chance of both the Preparation Ritual and the Binding and Containment Rituals (see rule 66.2).

One point of Endurance must be expended by the Shaper every 91st day during the 2 years the ring is fashioned, so by the end of the 2 years a total of 5 points (see rule 66.8) will have been expended.

Several persons would have to assist the Shaper in the manufacture of the Ring: an Adept of the College of Ensorcelments and Enchantments who knows the Spell of Quickness; Adepts of the College of Earth Magics who know the Spell of Blending, the Strength of Stone Spell, and have the Detect Aura Talent (automatic); an Adept of the College of Necromantic Conjurations who knows the Spell of Vapor Breathing; and an Adept of the College of Celestial Magics who would contribute the Talent, Speak to Shadow Creatures. In addition, an Adept of the College of Lesser Summoning must be present to watch over the Containment of the Pegasus. If neither the Shaper nor any of the others has Rank 6 in the Ranger Skill (specializing in Woods) or Rank 5 (or higher) with the Mattock, additional individuals must be available to contribute the missing abilities. Each individual participating in the Shaper's shop for at least 12 months during the Ritual. A Pegasus would have to be present throughout the entire Ritual.

The Rank at which each of the 4 Spells and 2 Talents imbued in the Ring would operate, will be equal to the Rank of the mage supplying the Spell of Talent with that particular ability. The Shaping Index is never affected by the Rank of a Spell of Talent.

At the end of each week during the Ring's construction (during the Preparation Rituals), the GM secretly rolls D100. Each time that a 100 is rolled, he must make a second roll (also secret) on the Shaper's Accident Table (see rule 66.10). If, for example, on the 34th roll, the GM were to roll a 100 and then roll an 87 on the Shaping Accidents Table, the item will become more effective by D5 times. If a 2 were then rolled, the GM would double the item's effectiveness, multiplying the Ranks of its abilities by 2, or adding completely new (and equally formidable) abilities (which the Shaper would probably have to discover by accident). The Shaper would then have a 65% chance — 25+(4×10) — of detecting something unexpected that happened, and then a 50% chance (5×10) of detecting the exact nature of the occurrence once the fact some error has occurred has been detected.

Assuming there are no more accidents, at the end of two years the item will have been fully Prepared. It is still unusable until the Binding Rituals have been put over it, however. The Pegasus must also be contained via R-7. Assuming the Shaper has Rank 5 in this Ritual, he has a Base Chance of 50. If he rolls a 51 or higher (missing the Ritual), he must check to see if it is still possible to Contain the Pegasus. On a roll of 01–20 on D100, the Pegasus may not be Contained (due to the ruining of the receptacle), and much of the Shaper's effort over the preceding two years will have been wasted. On a higher Roll, he may try again to Contain the Pegasus. Eventually, the Pegasus will either be Contained or the Containment will be rendered impossible. Every time the Containment Ritual is performed, the Pegasus will get a chance to resist. If it resists successfully, the Shaper is considered to have missed his Cast Chance, with the indicated 20% chance of losing the Containment entirely.

Note that, at the end of the two-year period, the Shaper would have lost 8 Ranks in each and every one of his Skills, per rule 91.6, due to lack of practice.

[66.10] Shaping Accidents Table
D100
Result
Shaping Accident Result
01–20 Imperfection has no positive or negative effects.
21–30 Imperfection does not damage the functioning of the item, but does mar it in a way that reduces its beauty (and thus resale value).
31–35 Item is rendered useless.
36–40 Helpers other than Assisting mage (if any) injured during construction. Roll 2D10 for damage which is applied directly to Endurance. GM should determine if the Adept's helpers (whether injured or not) which to continue with the ritual and, if so, under what terms (usually better pay) they will do so.
41–47 Shaper injured during construction. Roll 2D10 for damage, applied as above.
48–50 Assisting mage (if any) is injured and takes D10 damage as above. GM should determine if the injured mage wishes to continue with the ritual.
51–55 Game master rolls D100. Item will function at that percentage of its intended original efficiency. For example, if an item was intended to do damage and the GM rolls a 50, the item will do half the damage it would have done had the accident not occurred. If this result occurs more than once during the construction of a particular item, the item is completely useless.
56–60 Item works as intended except each time the item is used, the user must expend D10 Fatigue Points, the exact umber to be expended to be determined anew with each use.
61–85 Item will do something different from what was intended. What the item does is up to the GM's discretion (although it should be related to the item's initial purpose). In any event, there is a 70% chance the item will be less useful than intended, and a 30% chance that it will be more useful.
86–91 Increase the efficiency of the item by D5 times. Any one aspect of what the item was intended to do may be increased of the overall effectiveness may be increased, at the GM's discretion.
92–93 The name of an entity from another plane was accidentally uttered during the rites of construction, and the being comes to the Shaper's workshop to wreak vengeance. There is a 70% chance that the entity will be a demon, devil, or imp, and a 30% chance that it will be something else of the GM's option.
94–95 Item does the reverse of what it was intended to do. The GM will have to decide whether this means the item will affect a different party than intended, or whether the reversal has a different effect.
96–00 Item has been taken over by an entity from another plane (demon, devil, imp, hellhound, spectre, etc.). The item may force any wielder to attack his friends, or demand blood sacrifices, etc., at the GM's option. If the item was not intended to contain a spirit in the first place, the spirit has a 10% chance of breaking loose, (leaving the item otherwise undamaged) each time the item is used.

Note: Each time the GM rolls on the Shaping Accidents Table, there is a 20+(4×Rank) chance the Shaper will notice something has something has gone wrong with the ritual. If an imperfection is noted, the Shaper has a chance equal to (5×Rank)% of determining the exact nature of each individual imperfection (e.g., The item has been taken over by a demon.). If the result of this die roll is 30 or higher than the Shaper's chance of detecting an imperfection, the Shaper will think he has detected an imperfection (of the GM's choice) which, in actual fact, is not there. If an imperfection is noted and the Shaper decides to start again from scratch, there is a 40% chance the original materials can be re-used.