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:
loosesthe 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.
Resistance Checkto determine if the entity is affected by the Spell or Ritual.
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.
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.
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:
learned.
Ritual Magic is distinguished from other forms of magic by the fact that:
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:
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.
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.
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.
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.
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.
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.
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.
The following modifiers are added to the character’s Cast Chance:
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.
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.
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).
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).
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%.
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.
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.
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.
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.
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.
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.
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.
| 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. |
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.
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.
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.
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.
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.
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.
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.
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
| 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
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).
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.
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.
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.
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.
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.
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.
It is never affected by those modifiers listed in rule 24.6.
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
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 |
All such requirements are listed and explained in rule ##.l of each College.
All such modifications are listed in rule ##.2 for each College.
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.
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.
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.
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.
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).
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.
Example: A spell with a range of 35 feet would have a range of 7 hexes (35÷5=7) on the Tactical Display.
If only part of a hex is within the effective radius of a spell’s range, the entire hex is automatically considered to be in range. The same is true of the area affected by a spell.
Example: A Wall of Stone cast as a circle around a character and his companions and having a 10 foot radius, would protect all characters within 2 hexes of the Adept (one intervening hex). All hexes 3 or more hexes away from the Adept would be outside the wall. Measurements are always taken from the middle of the hex, and so a 10 foot radius would include 2½ feet of the Adept’s hex.
Example: A spell which could be employed against a single target (+1 target per Rank) might, at Rank 6, be employed against a single target or against 7 targets (which would give it much the same practical effect as an area spell).
If a multi-target or area spell is Actively Resisted, the
Magic Resistance of the target with the highest Magic
Resistance is applied to the Base Chance and will affect
whether or not the spell backfires or is cast at all on any of
the targets. This umbrella of protection
effect is very
important in protecting weak characters, but players must
understand that a character can only Actively resist a spell
if he is a target of the spell or is in the area affected by
it. Sometimes, a spell will take effect even if resisted. In
such cases, the spell may have a reduced (usually halved)
effect.
X+Y additional per Rank.The translation of this arcane phrase is simply that the particular attribute of the spell lasts for X minutes or has a range of X feet and that this number is increased by Y minutes or feet for every Rank that the character has achieved with that spell. Unless otherwise noted, the unit of measurement added per Rank will be the same as the unit of measurement used in the base range of the spell.
This College is concerned with general magic, but especially with charming and enchanting individuals and objects.
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).
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%).
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.
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).
There are no Special Knowledge Rituals of the College of Ensorcelments and Enchantments.
The College of Sorceries of the Mind is concerned with the manipulation of the mental powers of sentient beings.
| Each point Adept’s WP is greater than target’s WP | +1% |
| Each point Adept’s WP is less than target’s WP | −2% |
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).
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.
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.
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.
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.
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.
| 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% |
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.
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.
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.
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.
There are no Special Knowledge Rituals connected with the College of Illusions.
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.
| 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.
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.
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.
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.
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.
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.
The College of Air Magics concerns the shaping of the powers of the element of 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.
| 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.
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.
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.
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.
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.
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).
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.
The College of Water Magics is concerned with the shaping of the powers in the element of 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.
| 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.
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).
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).
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.
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.
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.
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.
The College of Fire Magics is concerned exclusively with shaping the element of Fire.
| 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.
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.
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.
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).
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.
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.
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.
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.
| 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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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).
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.
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.
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).
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.
| 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 |
The College of Necromantic Conjurations is concerned with the processes of life, death, decay, and putrefaction.
| 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.
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.
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.
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.
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.
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.
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:
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.
| 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.
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.
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.
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.
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.
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.
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.
The following list of requirements must be met in all or most situations wherein the arts of the College of Greater Summonings are practiced:
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.
| 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.
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:
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.
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.
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.
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.
There are no Special Knowledge Spells for this College.
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.
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
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.
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 |
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.
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.