New Spells and a New College for DragonQuest Note: spells listed without a Resist entry are non-resistible. Following the name of the spell is whether it is a talent (T), general knowledge spell (G), general knowledge ritual (G-Ritual), special knowledge spell (S), or special knowledge ritual (S - Ritual). I regret the lack of new spells for Illusions, Lesser, and Greater Summonings (which are limited with what they are capable of) and Shaping (which is generally an NPC college anyway). I am generally happy with these spells, and feel that they add versatility to some previously lack-luster colleges (most notably the College of Air Magics). The Enchantment College really picks up some steam, but the Entities remain the most powerful; hey, I'm partial to evil. The new Lesser Summoning Ritual and the Tattooing Ritual of the Rune Mages should liven up the lives of those Adepts, and the Light College should be able to deal with Black Mages on equal footing. In my opinion, the Enchantment College, the Black Magics, and the Light Magics are now the new most powerful colleges, followed by Air Magics, Necromancy, Greater Summonings, and Illusions. But hey, its just my opinion. In any case, feel free to ignore what you don't like. Minimum MA was calculated by adding up the number of General Knowledge Spells and Rituals, then adding 2 for Counterspells (which are listed as being General Knowledge), and another 2 for Ritual Spell Preparation and the Ritual of Purification (also listed as being General Knowledge). [I think that I should mention that several of these new spells (40 of them) are merely conversions from other systems, most notably Ars Magica, a great game that I highly recommend to serious role-players.] new talents new spells new rituals new minimum MA Ensorcelments and Enchantments 0 9 1 17 Sorceries of the Mind 0 9 2 13 Illusions 1 0 1 11 Naming Incantations 0 5 0 5 Air Magics 0 8 0 15 Water Magics 1 4 2 19 Fire Magics 0 4 1 15 Earth Magics 1 6 1 17 Celestial Magics 1 2 3 16 Necromantic Conjurations 1 3 3 16 Black Magics 1 2 3 19 Lesser Summonings 1 0 0 18 Greater Summonings 1 0 2 10 Rune Magics 0 0 2 17 Shaping Magics 1 1 0 13 Light Magics (new!) 4 30 8 21 --- total 13 83 29 COLLEGE OF ENSORCELMENTS AND ENCHANTMENTS 9 new spells, 1 new ritual Spell of Storing (S) Range: Caster only Duration: 1 hr + 1 per Rank XP Mult: 250 Base: 10% Effect: This spell will store any other spell within the caster, to be released upon the caster's command. The Adept may store only one spell at a time, and can only store a spell up to the Rank the Adept has with this Ritual. The spell is cast as normal, with possible backfire effects, etc. The spell to be stored must be cast within 5 minutes of the casting of this spell. Spell of Magic Armor (S) Range: 5 ft + 5 per Rank Duration: 30 min. + 30 per Rank XP Mult: 400 Base: 15% Effects: This spell creates magical armor that will protect the wearer against damage caused by magic, whether by magic weapons, magic spells, breath weapons, or any other magical attacks. The armor absorbs 1 (+ 1 per 2 Ranks) points of damage. This armor is weightless and can, of course, be worn with physical armor. Spell of Magical Overload (S) Range: 15 ft + 15 per Rank Duration: Imm XP Mult: 325 Base: 20% Resist: Passive and Active Effects: This spell overloads an invested item with magical power, causing it to lose charges. The number of charges lost is [D - 4 (+ 1 per Rank)]. If this spell reduces the item to 0 charges or less, the item overloads completely, exploding, causing [D - 4 (+ 1 per Rank)] to the hex the item is in, as well as all surrounding hexes. Shaped items have one ability (determined at random, if necessary) rendered inoperable for 10 seconds per Rank of this spell. Active magics are unaffected by this spell. Spell of Deflection (S) Range: 15 ft + 15 per Rank Duration: 5 min. + 5 per Rank XP Mult: 425 Base: 10% Resist: Special (see description) Effects: This spell allows the Adept to deflect and possibly redirect spells cast at the Adept at a new target within range of this spell. The Adept may redirect spells of an equal of lesser Rank than his Rank with this spell, can only deflect spells of a greater Rank. The chance of deflecting or re-targeting a spell is equal to the caster's Magic Resistance (+ 3 per Rank). If the spell is not deflected or re-targeted, it will affect the Adept normally (the Adept will be allowed a Resistance Check if the spell permits, etc.). The target of the redirected spell is counted as the original target of the spell, and the spell will be treated as such. The spell will operate at the Rank at which it was cast. Spell of Comprehend Languages (S) Range: Touch Duration: 10 min. + 10 per Rank XP Mult: 125 Base: 10% Effects: This spell allows the target to understand the speech of sentients, as well as communicate with them. At Rank 10+, the target need not be a sentient humanoid. Spell of Animate Sword (S) Range: Adept must touch the target Duration: Concentration (max. 20 sec. * (d-5) * Rank) XP Mult: 250 Base: 25% Effects: This spell will cause a single sword to move under the power of the caster. The weapon is treated as a normal weapon of its type (or magic weapon of its type, if that is the case), with no modifications to Base Chance to Strike, DM, Class, etc. The sword fights at a Rank equal to half the Rank of the spell, or the magician's Rank with the weapon, whichever is higher. The Adept must be able to see the sword to maintain the spell; otherwise there is no range. If the Adept loses concentration, the sword falls and must be re-animated. The sword has a TMR of 5. At Rank 10, any weapon may be enchanted (although a ranged weapon, such as a bow, must have a ready supply of nearby ammunition). The sword can be parried like any other weapon, and a "Disarm" result will end the spell. Force Barrier (S) Range: 20 ft. + 10 per Rank Duration: 10 min. + 10 per Rank XP Mult: 275 Base: 10% Effects: This spell creates a shimmering barrier of pure mana. The wall can be 20 ft. long and 10 ft. high, or a bridge or fence 60 ft. long and 5 ft. wide. For each Rank the Adept may increase any dimension by 1 ft. The barrier does not need to be attached to anything, but once cast, is immovable. Nothing can pass through the wall until the spell ceases. Spell of Message Sending (S) Range: 2 miles + 1 per Rank Duration: 1 trip, one way XP Mult: 125 Base: 35% Effects: This spell creates a glowing bird, made of mana. The bird can be given a message by the caster (only), whereupon it will fly to any location known to the caster, so long as it is in range. The "bird" is dispelled by contact with cold iron. Upon arrival, the bird will speak the message in the caster's voice, and then disappear. Spell of the Wizard's Focus (S) Range: Any Duration: 1 min. + 30 sec. per Rank XP Mult: 150 Base: 25% Effects: This spell infuses an already cast spell with mana, making the spell maintainable without concentration. This can be cast on any spell (not necessarily one cast by the Adept casting Wizard's Focus), as long as the target spell is at an equal or lower Rank than Wizard's Focus. Wizard's Wait (S - Ritual) This RITUAL is a more powerful version of the ward. It traps multiple spells into a ward or object, releasing them on a prespecified condition. The release condition must be specified at the time of the ritual's casting. The ritual takes 1 hour to perform, at the end of which all spells to be cast into the ward or object must be cast in succession, without failure or backfire. The spells cast need not be cast by the Adept performing the ritual. The maximum number of spells placed into a Wizard's Wait is limited by Rank: the total number of Ranks in spells placed into the Wait cannot exceed the twice the Rank of the Wizard's Wait. The Base Chance of the Ritual is 40%. The Experience Multiple is 250. SORCERIES OF THE MIND 9 new spells, 2 new rituals Spell of Mental Shouting (G) Range: 30 ft. + 15 per Rank Duration: 4 hrs. + 1 per Rank XP Mult: 125 Base Chance: 45% Effects: While this spell is active, the Adept can let out mental "shouts" that extend up to the range of the spell. This "shout" will awaken sleeping comrades instantly and can be used to send simple 1 or 2 word messages. Detect Enemies (S) Range: 30 ft. + 15 per Rank Duration: 30 sec. + 10 per Rank XP Mult: 175 Base: 30% Resist: Passive only Effects: By casting this spell, the Adept will recognize any entity, living or dead, that wishes him harm. This spell does not distinguish between foes that are passing by but not aware of the caster, those who could care less about the Adept, and friends. Likewise, an enemy that wishes the Adept harm is indistinguishable from a companion that happens to be upset at the Adept. The Adept is only aware of a number of enemies equal to his Rank plus one, and will register closer enemies before those further away. Spell of Mind Destruction (S) Range: 15 ft. + 15 per Rank Duration: Imm. XP Mult: 700 Base: 1% Resist: Passive and Active Effects: This spell causes the target's eyes to be drawn to the Adept's, whereupon the mind of the target is drawn from its body and destroyed, leaving only a mindless, drooling husk. Healers cannot heal the body without the help of the Adept that destroyed the target's mind. Note that eye contact is necessary between Adept and target. Spell of Clairsentience (S) Range: 45 ft + 45 per Rank Duration: 15 min. + 15 per Rank XP Mult: 275 Base: 15% Effects: This spell allows the Adept to become aware of any location in range. The Adept will be able to smell, hear, and see as though he were standing at the spot where he chooses to focus his consciousness. This spot may be moved at will by the Adept, although never to a point outside the range of the spell. The Adept will be able to sense objects outside the range of the spell, but will be unable to move his point of reference past this boundary. Spell of Compelling Truth (S) Range: 25 ft. + 25 per Rank Duration: Concentration / No maximum XP Mult: 250 Base: 20% Resist: Passive and Active Effects: The target becomes unable to lie. They remain compelled to tell the truth until the Adept loses concentration. Spell of Memory Loss (S) Range: 15 ft. + 15 per Rank Duration: Imm XP Mult: 200 Base: 35% Resist: Passive and Active Effects: Upon casting this spell, the target suffers a loss of memory of a prespecified event or time, up to a number of minutes equal to the Adept's Rank with the spell. The target will only regain the memory with careful introspection or a counterspell. Spell of Mind Exchange (S) Range: Touch Duration: 5 min. + 1 per Rank XP Mult: 300 Base: 25% Resist: Passive and Active Effects: The target exchanges minds with the Adept. The caster assumes all the target's physical characteristics, but retains his own WP, MA, Skills, and Spells. The same applies to the target, who becomes trapped in the Adept's body for the duration of the spell. Magical wards and detection spells will distinguish between the minds. At Rank 20, the exchange can be permanent (at the Adept's discretion), but takes an hour to cast. Spell of Removing Pain (S) Range: 5 ft + 5 ft per Rank Duration: 30 sec + 5 sec per Rank XP Mult: 300 Base: 30% Effects: This spell effects 1 target, plus 1 additional target for every three Ranks the caster has with this spell. While effected, the recipients of this spell receive a +3 per Rank with this spell to their chance to recover from stun. Spell of the Traitorous Hand (S) Range: 15 ft + 15 per Rank Duration: 5 sec + 5 per Rank XP Mult: 275 Base: 15% Resist: Passive and Active Effects: This spell causes the target to attack himself -- although the mind of the target is unaffected, only his weapon hand. The offending weapon strikes with the owner's PS and MD, but with a Rank equal to half the Rank of this Spell (with Rank 0 being treated as unskilled), with all bonuses of having acceptable Ranks (possible DM modifier, parry/disarm results, etc.). The arm uses whatever weapon it is holding, or a fist. Shields are useable as weapons, or can be used in a more subtle manner to prevent their owners from deriving their DEF bonuses. In addition, note that this spell need not be cast against a foe: it will allow the arm affected to move independently of its owner (but may still suffer off hand penalties). Ritual of Creating the Glen of Lost Memories (S - Ritual) This RITUAL creates an area of magic that causes forgetfulness and confusion in those that enter and linger within it. Any living sentient that remains in the area for fifteen minutes must resist magic (with a [+50 - (Adept's Rank * 2)] bonus); a failure indicates that the target feels confused and disoriented (-10 to all actions), two successive failures will remove the being's remembrance of the last day, while three successive failures will remove the victim's memory completely. The area of effect is 1000 ft. in radius, plus 100 ft. per Rank. The Base Chance of performing this ritual is 5%, with an XP Multiple of 375. The caster is immune to the effects. Ritual of the Awakening (S -- Ritual) This Ritual allows the Adept to forego sleep; in addition, the Adept gains a +50% to resist all spells and effects that would ordinarily cause their target to fall asleep. However, if the Adept ever falls asleep (for whatever reason), the ritual's effects end. The ritual's effects last for 1 week at Rank 0, 1 month at Rank 8, 6 months at Rank 14, and until dispelled at Rank 20. The Base Chance to perform the ritual is 10%, + 4 per Rank. The Experience Multiple of the Ritual is 350. If the training rules are being used, the Adept receives twice the normal experience for each day spent training. COLLEGE OF ILLUSIONS 1 new talent, 1 new ritual Discern Illusions (T) This TALENT allows the Adept to more easily assense illusions. For purposes of disbelieving, the Adept gains a bonus of (Rank * 4) to his perception test. In addition, if the Rank of this talent exceeds the Rank of the illusion, no attempt to disbelieve is necessary; as the Adept can discern the illusion passively. The XP Multiple for this talent is 150. Create Vale of Nightmares (S- Ritual) This RITUAL enfuses an area with illusions. Any travelers passing through the area that fail a magic resistance check must roll on the fright table. Resistance must be checked every hour spent in the area. The casting illusionist has control over this effect in his immediate area. This spell affects an area with radius (200 + 200 * Rank). The Base chance to perform this ritual is 10%. The XP Multiple is 350. The effects last for 1 week at Rank 0, 1 month at Rank 10+, and until dispelled at Rank 15+. COLLEGE OF NAMING INCANTATIONS 5 new spells Spell of Comprehend Languages (S) This spell is identical to the Enchantment spell of the same name (see above), except the Range is 5 ft + 5 per Rank. Spell of Changing Form (S) Range: Caster only Duration: Concentration / no max. XP Mult: 275 Base: 35% Effects: When the Adept casts this spell, the Adept turns into an animal (non-sentient) form, so long as the Adept knows the animal's generic name. The Adept must know the Generic True Name of the form he is attempting to turn into. Turning into fantastical beasts and creatures of magic is not allowed (chimera, manticores, dryads, dragons, etc.) until the Adept reaches Rank 20 with this spell. The Adept's statistics become equal to the maximum allowed for the creature, except for WP and MA, which are unchanged. Any damage suffered in this form is transferred on an equal basis (as a bear, a Namer suffers 25 EN and 28 FT -- a bit much, but still well within the range of damage a bear can suffer and still live. Transforming back into his human shape, the Namer suffers 28 FT damage, which carries over to EN when FT is exhausted, and then an additional 25 EN, which will most likely kill him). Upon the Namer's death, he will revert back into his natural form. Spell of Animal Growth (S) Range: 30 ft. + 15 per Rank Duration: 1 hr. + 1 per Rank XP Mult.: 375 Base: 25 % Resist: Passive only Effects: This spell, when cast, enlarges one animal of the caster's choosing within the range of the spell. The creature gains PS + 2 per Rank, EN + 2 per Rank, and FT + 1 per Rank. TMR increases by 1 for every 2 Ranks. Hand to hand damage is increased by 1 every 3 (or fraction thereof ) Ranks. Note that this spell does not grant control over the target creature. [Players will note that this spell is equivalent to the Earth Magics Spell of Animal Growth (S-7) -- I find that the system for adjucating statistic modification elucidated here is applicable to that spell, as well] Spell of Ethereal Travel (S) Range: 1 mile + 1 per Rank Duration: 10 sec. + 10 per Rank XP Mult: 400 Base: 5% Effects: This spell opens a portal that connects to any location in the range of the spell, so long as the caster has a handful of dirt from the target location, and knows the Name of the area. The portal remains open for up to the duration of the spell, or until the caster wishes it closed. Travel in this manner is instantaneous, and cannot be interrupted. The portal will be wide enough that humanoids of the same approximate size as the caster may travel with ease. Spell of Purity (S) Range: Touch Duration: Immediate XP Mult: 300 Base: 15% Resist: Active and Passive Effects: This spell requires the caster to pronounce the Generic Name of the target object/person. In doing so, the target is cleansed of impurities, which will be ejected from the host body. Impurities include poisons, food, diseases, or any other non-original non-magical substance within the target. Magical substances (magical diseases, possessing beings, etc.) can resist with either (in the case of a magically created disease or poison) the original caster's Resistance or (in the case of possession) being's Resistance. Magical substances with no real intelligence or origin are assumed to have a Magic Resistance of 35%. COLLEGE OF AIR MAGICS 8 new spells Spell of Clearing the Sky (G) Range: 1 mi. + 1 per Rank Duration: Imm XP Mult: 200 Base: 40% Effects: This spell clears all the clouds in the sky from within the range of the spell, making the sky meteorologically inert. This spell can stop a tornado or hurricane, or dissolve rain and snow clouds, as long as they are not magical in nature. Spell of Wind Talons (S) Range: 15 ft + 15 ft per Rank Duration: Imm XP Mult: 275 Base: 20% Resist: Passive Effects: This spell causes the wind to cut like small razors, doing damage in an area within the range of the spell, affecting 1 hex + 1 hex per 3 Ranks (or fraction thereof). Spell of Stealing Breath (S) Range: 15 ft. + 10 per Rank Duration: Imm XP Mult: 225 Base: 10% Resist: Passive and Active Effects: This spell will draw the air from the lungs of the target. Those beings that need not breathe are obviously unaffected. Those failing to resist suffer [(D + 1) + 1 per Rank], as well as being automatically stunned. All damage suffered in this manner is FT; no EN can be lost from this spell. Beings made of air suffer [(D + 5) + 2 per Rank. Spell of the Skyward Pull (S) Range: 15 ft. + 15 per Rank Duration: Imm XP Mult: 500 Base: 10% Resist: Passive and active Effects: This spell lifts the target into the air by powerful winds, raising them a total of (10 + 5 * Rank) feet into the air before dropping them. Small houses and structures may be lifted with this spell, so long as they are no heavier than wood. See the Thief skill, rule [61.8] for a description of resolving falling damage. Spell of Battering Wind (S) Range: 15 ft + 15 per Rank Duration: Imm XP Mult: 450 Base: 10% Resist: Passive only Effects: This spell creates a battering ram made of super-dense air. The ram causes [D + 2 (+ 1 per Rank)] damage (affected by armor of the target!), and will push the target back 5 feet per Rank. The target must roll (AG * 3) to avoid falling prone. The ram will blow most doors off their hinges, and punch holes in wood. Spell of Creating the Fulgurous Orb (S) Range: 30 ft. + 15 per Rank Duration: Imm XP Mult: 550 Base: 20% Resist: Passive only, save for half Effects: This spell creates a crackling ball of magical lightning, which the Adept hurls at a target within the range of the spell. Upon striking the target, the Orb explodes, causing [(D+4) + 2 per Rank] to the target, while those within 10 ft. of the target suffer [(D+1) + 1 per Rank]. All within 30 ft. of the target are momentarily blinded and deafened by the explosion if they fail to save, suffering a penalty to their IV and Strike Chances equal to the Rank of the Orb. Mages within the radius of the noise and light effects must roll to maintain concentration. Spell of the Foggy Countenance (S) Range: Self only Duration: 5 min. + 5 per Rank XP Mult: 400 Base: 10% Effects: While under the influence of this spell, the Adept, and all his possessions, are turned into an amorphous cloud of fog. The Adept cannot interact physically with the world, and so is immune to physical attacks. However, the Adept is still vulnerable to magic (although not magic weapons). While a cloud, the Adept can slip under doors, between cracks, and fly at a TMR of 3. Be warned, though, that when the spell ceases, the Adept reverts automatically, whether a hundred feet in the air or in a tiny tunnel behind a crack. Spell of Quiet (S) Range: 5 ft + 5 per Rank Duration: 5 min. + 5 per Rank XP Mult: 275 Base: 20% Effects: This spell calms the air within range of the spell, making sound incapable of leaving the sphere of effect. Sounds will still carry within the range of the spell, they just will not travel past the extent of the range. COLLEGE OF WATER MAGICS 1 new talent, 4 new spells, 2 new rituals Sensing the Call of the Water (T) This talent allows the Adept to sense major bodies of water, sensing all within a mile range ( + 1 per Rank), with an accuracy of [PC + (5 * Rank)]. The Adept will not know the best route to arrive at the water, only the exact direction and distance. The experience multiple for this Talent is 125. Spell of the Torrential Geyser (S) Range: 15 ft. + 15 per Rank Duration: Concentration (max. 5 sec. + 5 per Rank) XP Mult: 575 Base: 5% Resist: Passive only Effects: This spell summons a geyser of water and fires it at a single target for the duration of the spell. The water does D ( + 2 per Rank) damage unless saved against, in which case it does no damage for that round only. In addition, the target is forced back 5 feet each pulse the spray strikes the target. Spell of Speaking with Water (S) Range: 45 ft. + 15 per Rank Duration: 10 min. + 10 per Rank XP Mult.: 100 Base: 60% Effects: This spell allows the Adept to converse freely with any body of water. The water body will answer questions freely about goings-on in and near it to the best of its ability; however, the water may request ( a [50% - (Rank * 2)] chance) a favor of the Adept. Spell of Dehydration (S) Range: 15 ft. + 15 per Rank Duration: Imm XP Mult: 250 Base: 20% Resist: Passive and Active Effects: This spell drains the target of water from within their body, doing (Rank * 2) + 1 points of damage. In addition, the target will die unless they receive water within an hour. This spell can also destroy water, 1 gallon per point of damage. This spell does [D + 4 + (Rank * 2)] to water elementals and creatures made of water. Spell of Walking on Water (S) Range: Touch Duration: 1 hr. + 1 per Rank XP Mult: 175 Base: 50% Resist: Passive only (if desired) Effects: The target of this spell can walk on water. Strong waves will knock the target down, but they only land on a soft cushion of water, from which they buoy up to the surface like a cork. The spell can be cast on animals, wagons, items, etc., as well as unwilling targets. When walking on water, the target has one-half their normal TMR. Curse of the Odious Drought (S -- Ritual) This Ritual will coerce the winds to cease dropping rain in an area, as well as drying up the rivers, lakes and other bodies of water (though not oceans). The rain clouds will come and swell, but will not release their rain (or snow) for 3 months + 1 per Rank. Animals will die and plants will shrivel up without water -- famine is a likely outcome. Spells of rain-making have their Cast Chances reduced by (Rank with Ritual * 3); if the spell is cast successfully, the ritual's effects do not cease, they are just temporarily overcome. The ritual is removable by Remove Curse (Major) in addition to the appropriate Counterspell. The Base Chance of performing this ritual is 15%. The Experience Multiple is 375. Neptune's Wrath (S -- Ritual) This ritual creates a tidal wave of massive proportions. The height of the wave is (Rank * 10) ft., and the wave is one mile wide + one per 4 Ranks. The wave will travel inland for one mile per 20 feet in height. The tidal wave will destroy straw and wooden houses, and huge waves (those exceeding 80 feet) can destroy stone structures. The Base Chance of this ritual is 10%, with an XP Multiple of 550. COLLEGE OF FIRE MAGICS 4 new spells, 1 new ritual Spell of Black Light (G) Range: 15 ft. + 30 per Rank Duration: 15 min. + 30 per Rank XP Mult: 100 Base: 35% Effects: This spell creates a magical fire, one that gives off heat but no light. The fire will require fuel to burn (such as wood). The spell and fire cease once the duration expires or the fuel is used up. This fire (except for the fact that it gives off no light) is treated like a normal fire for purposes of damage, spreading, etc. Spell of Extinguishing Fires (G) Range: 15 ft. + 15 per Rank Duration: Imm XP Mult: 150 Base: 35% Effects: This spell will extinguish all normal fires within the range of the spell. Spell of Vulcan's Breath (S) Range: 15 ft. + 5 per Rank Duration: Concentration (max. 5 sec + 5 per every 3 Ranks) XP Mult: 650 Base: 1% Resist: Passive only (for half damage) Effects: This spell allows the Adept to breathe out a hot cloud of vulcanized ash, burning all in its path. The area of effect is 1 hex for every two (or fraction thereof) Ranks, and the spell must affect adjoining hexes, beginning in a hex within range of the spell. The ash does D + 1 ( + 1 per Rank) damage, saving for half each round the target is in the area of effect. The area targeted must be in line of sight to the Adept. Spell of Self-Destruction (S) Range: Special Duration: Imm XP Mult: 500 Base: 25% Resist: Passive only ( for half damage) Effects: This spell causes the Adept to explode into a ball of flame, with a blast radius of 1 hex per 2 Ranks, min. of 3 hexes. This spell causes D + 2 (+ 3 per Rank) to all within the area of effect, including the caster. Those resisting successfully suffer half damage. Resistance to Magical Fire reduces the damage by half, rather than nullifying the effect (those with Resistance to Magical Fire that successfully resist suffer one-quarter damage). Firestorm (S -- Ritual) This ritual creates a massive firestorm that descends from the heavens. The fire will need fuel to continue to burn (a forest, village, or city will do nicely), and spreads and acts like a normal fire (although still magical in nature). The fire falls for a radius of 1 mile (+ 1 per Rank). The Base Chance of performing this Ritual is 10%, with an Experience Multiple of 400. COLLEGE OF EARTH MAGICS 1 new talent, 6 new spells, 1 new ritual Seeking the Dry Land (T) This Talent allows the Adept to sense dry land within the range of this talent, 1 mile + 1 per Rank. The chance of successfully detecting land is [PC + (5 * Rank)]. The XP Mult. is 100. Spell of Traceless Walking (G) Range: 5 ft + 5 per Rank Duration: 1 hour + 1 per Rank XP Mult: 100 Base: 15% Effects: This spell reduces the chance of being successfully tracked by 10 (+2 additional per Rank) while outdoors. Spell of Empowering Iron (S) Range: Adept only Duration: 30 min. + 15 per Rank XP Mult: 350 Base: 30% Effects: This spell empowers the Adept with the essence of the Earth, causing all metals to be treated as magical for the duration of the spell. This means that as long as the Adept dons and wears the metallic items (this spell, like all others, may not be prepared while in contact with cold iron) he is immune to the detrimental effects of being in contact with base metals. The Adept should probably take special care to be somewhere safe when the duration wears off. This spell may be shaped as usual by a Shaper, but has no effect for any other than Earth Mages. Spell of Splitting the Earth (S) Range: 15 ft. + 5 per Rank Duration: Imm XP Mult.: 350 Base: 5% Resist: Passive only Effects: This spell creates a chasm, a crevice in the earth, (Rank * 10) ft. in length, and (Rank + 5) ft. in width, with a depth of (Rank * 4) feet. The chasm effect is permanent, and will not reseal with the application of a counterspell. Any targets that fail to resist fall into the chasm, suffering damage as per the rules for Falling. Spell of Speaking to Earth (S) Range: 45 ft. + 15 per Rank Duration: 10 min. + 10 per Rank XP Mult: 150 Base: 30% Effects: This spell operates much like the Water Magic spell, Speak with Water, except it (obviously) allows the Adept to speak with the Earth. Spell of the Earth Wave (S) Range: 5 ft + 5 per Rank Duration: Imm XP Mult: 475 Base: 10% Resist: Passive only Effects: This spell creates a tidal wave of earth, 15 ft. high and traveling 15 ft. + 15 per Rank, with a width of 5 ft. + 5 per Rank. Those caught in its path are knocked prone, and those that do not resist suffer [D - 4 ( + 2 per Rank)]. Spell of Avoiding Iron (S) Range: Caster only Duration: 30 sec + 5 per Rank XP Mult: 325 Base: 35% Effects: This spell will cause iron objects to actively avoid the Adept. This will result in metal objects moving under their own power, such as by magnetism, to avoid the Adept. Smaller objects will be effected greater than heavier ones. In combat, iron weapons (including weapons with an iron head) will suffer a -5 (-2 additional per Rank) to their Strike Chances. Gilded, magical, and non-iron weapons will suffer no penalty. Stairs of the Mountain King (S-- Ritual) This Ritual allows the Adept to traverse through or over rough ground as if he were a RANGER equal to the Rank of this Ritual. In addition, the speed of travel increases by 50% at Rank 5, and by another 50% at Rank 10. This spell lasts for a day (a week at Rank 5, two weeks at Rank 10, and a month at Rank 20). This Ritual's effects will increase the RANGER skill of the Adept by the Adept's Rank, if applicable (to a maximum of 30 -- Rank 20 with this ritual cast by a Rank 10 Ranger). These effects only apply to the caster, though his comrades may of course gain from his insight. The Base Chance of this ritual is 10%, with an XP Mult of 350. COLLEGE OF CELESTIAL MAGICS 1 new talent, 2 new spells, 3 new rituals Sensing the Stars (T) Due to the Celestial Mages connection to the stars and the night sky, the Adept receives a bonus to PREDICTION and ANSWERING QUESTIONS (and not modifying or assensing) if the Adept is an Astrologer. The bonus is +1 per Rank with this ritual. The Experience Multiple of this Talent is 175. Spell of Black Light (G) Range: 15 ft. + 15 per Rank Duration: 3 hrs. + 1 per Rank XP Mult: 125 Base: 30% Effects: As the Fire Magics spell of the same name. Spell of Wraithform (S) Range: 5 ft. + 5 per Rank Duration: 5 min. + 5 per Rank XP Mult: 500 Base: 5% Effects: This spell makes the recipient turn into a black cloud of nothingness. He is unaffected by physical attacks (whether by normal or enchanted weapons), but magic attacks will affect the target as normal. The recipient of the spell can cast spells as normal, but cannot interact with the physical world, and can move through walls and doors, as well as fly at their normal TMR. Ritual of Creating a Shadow Servant (S -- Ritual) This 10 minute ritual separates the Adept from his shadow, whereupon for the duration of the ritual, the shadow will follow any instructions of the caster, as well as being able to make intelligent decisions on its own . The shadow will be able to move along surfaces, and will be able to sense like any other sentient being. When the duration ends, the shadow will return magically to the caster, whereupon the caster will be immediately appraised as to what the shadow encountered. The shadow can be spotted with a straight PC roll. What anyone cares to do about it is up to them. The duration of the effects of the ritual is 1 hour (+1 additional hour per Rank). The Base Chance of performing this ritual is 10%, with an Experience Multiple of 350. Wizard's Eclipse (S -- Ritual) This Ritual creates an eclipse of the sun, affecting an area the shape of a circle with a radius of 1 ( + 1 per Rank) miles. This turns the entire affected area into the equivalent of "NIGHT OF THE NEW MOON" or "DEEP SHADOW", depending on what type of Celestial Mage performs the Ritual. This Ritual has a Base Chance of 10% ( + 4 per Rank). The eclipse lasts for 15 min. ( + 15 per Rank). Note that the ritual is still affected by environmental conditions preceding the casting of the ritual (with corresponding bonuses or penalties). The XP Multi. for this Ritual is 275. Ritual of Nocturnal Habits (S -- Ritual) This Ritual affects 1 person (+ 1 per 3 Ranks, or fraction thereof). The affected become nocturnal, becoming sleepy during the day, and awake and active during the night. Due to their new habits, they suffer a -5 penalty to all actions taken during the daylight hours, but gain Nightvision (out to a range of 100 ft.). The ritual's effects last for 1 day at Rank 0, 1 week at Rank 5, 1 month at Rank 10, and 1 year at Rank 15. At Rank 20, the ritual lasts until dispelled. At the time of the casting, the Adept may choose to reduce the duration to any number, but may not increase it. COLLEGE OF NECROMANTIC CONJURATIONS 1 new talent, 3 new spells, 3 new rituals Detect Undead (T) This talent arises from the Adept's close relationship with the dead, dying, and undead; it allows the Adept to attempt to sense the undead and corpses, with a chance equal to PC (+ 5 per Rank). This talent has a range of 100 ft. The XP Mult is 150. Spell of the Semblance of Life (S) Range: Touch Duration: 1 week + 1 per Rank XP Mult: 200 Base: 40% Effects: This spell turns a fresh humanoid corpse into an automaton. The automaton cannot think on its own, and as such can only follow basic orders. The automaton has no skills, powers, or talents, regardless of what kind of corpse is used to create it, nor can it learn any. The automaton will not rot, so long as it is under the effects of this spell. AUTOMATON STATISTICS: PS: 15 MD: 4 AG: 4 MA: N/A EN: 6 WP: 0 PC: 2 PB: 5 TMR: 3 FT: 40 Spell of Payback (S) Range: 15 ft + 15 per Rank Duration: 60 sec + 20 per Rank XP Mult: 275 Base: 25% Resist: Passive and Active Effects: This spell is cast at a target, linking the target and the Adept. Any effective damage suffered by the Adept is also suffered by the target, unaffected by armor (although the target gets a chance to passively resist every "attack" channeled against him). Damage transferred in this manner is treated as a magical attack, subtracting first from Fatigue and then from Endurance. The caster's death or unconsciousness ends the spell, and the target will not suffer the effects of a killing blow against the Adept; in addition, no more damage is suffered by the target if the target should die during the course of the spell. The maximum amount of damage transferable by the spell in a single attack is (5 + Rank). Spell of the Eyes of Eternity (S) Range: 15 ft + 15 per Rank Duration: Concentration (no max.) XP Mult: 500 Base: 5% Resist: Passive and Active Effects: This spell ages the target by 1 (+ 1 per Rank) years per pulse. This rapid aging causes the target physical damage, doing D + 1 ( + 1 per 3 Ranks or fraction thereof) each round the target ages. Years acquired in this manner are recoverable by a Healer Rank 8 or higher. While concentrating on this spell, the Adept must spend 2 FT per pulse (including the first: 2 to cast, and 2 to maintain in subsequent rounds). The caster's eyes glow with black fire while this spell is cast and maintained. The spell continues as long as it is maintained, with the target attempting to passively resist each round (not that a successful resist will end the spell, just avoid the effects for the round). Ritual of Renewing Life (S -- Ritual) This ritual is NOT resurrection; it will, however, bring a fresh humanoid corpse back to activity. If successful, the corpse regains "life": skills and spells are unaffected, but the corpse has no personality or will (WP = 0). The corpse will last for [D -4 ( + 1 per Rank)] days (NOTE: This time limit is determined in secret by the GM and kept hidden from the Adept), whereupon it has a 10% chance (cumulative), each day, that it will either A) be inhabited by a devil or demon (gaining a personality, namely that of the inhabiting entity, as well as a +8 to all stats, and the inhabitor's WP), or B) be driven insane and become dangerously uncontrollable. Note that as it is mindless, it is unaffected by MIND MAGICS. For binding purposes, it is considered Greater Undead, until inhabited, in which case it is treated as whatever being is inhabiting it. The Base Chance of performing this Ritual is 15% ( + MA over 15) + (Rank * 3). The XP Mult for this Ritual is 350. Ritual of Sucking the Power of Life (S -- Ritual) This ritual is a more powerful form of (S -12), allowing the Adept to suck out 1 characteristic point per 2 Ranks from the target by ritually sacrificing the target. These bonus points last for (Rank2) days. The Adept's aura becomes black and tainted (as if it wasn't already); animals can sense the taint and will actively avoid the Adept. He is assensed as a SHADOW CREATURE, UNDEAD, or DEMON/DEVIL, depending on who is assensing him: a READ AURA that is successful will reveal the source of the taint. The Base Chance of the Ritual is 1 % (+ 4 per Rank) + (MA over 15). The Experience Multiple of this ritual is 500. Ritual of Eternal Death (S -- Ritual) This ritual allows the Necromancer to become unliving without becoming a particular form of undead, thereby retaining his knowledge of the College of Necromantic Conjurations. The ritual takes 4 hours to perform during which the caster must remain within a Circle of Protection and Pentacle, at the end of which a sentient being of the caster's race must be sacrificed, creating a spectre at the site of the performance of the ritual. The spectre cannot leave the Circle until a being other than the Adept breaks the Circle, whereupon the spectre will attempt to hunt down and destroy the Adept at all costs, caring nothing about anything else, even its own existence. The ritual requires that the Adept place his internal organs into a canopic jar, which is sealed by magic: this jar will contain the life-force of the Adept for all eternity. If the ritual fails, the Adept is left without internal organs and will most likely perish rather quickly, whereupon the spectre created will inhabit the body. Otherwise, the Adept shall exist (rather than live) forever, until the canopic jar is destroyed. The Base Chance of performing this ritual correctly is 5% (+ 3 per Rank). The XP Mult is 600. Following the successful performance of this ritual, the touch of the Adept shall cause D+1 points of damage, unabsorbed. The Adept is also treated as Greater Undead for all purposes, including summoning/binding (get those counterspells ready!). In addition, due to the Adept's new connection to death, he will receive a +10 bonus to all his Cast Chances for this College. COLLEGE OF BLACK MAGICS 1 new talent, 2 new spells, 3 new rituals Detect Demons (T) This TALENT alerts the Adept to detect demons, devils, imps, demonologists, Adepts of the School of Greater Summonings, and Adepts of Black Magics. The chance is [PC (+ 4 per Rank)], and requires a Pass Action. The Experience Multiple of this Talent is 175. Spell of Burning Youth (S) Range: 15 ft + 15 per Rank Duration: 5 sec + 5 per Rank XP Mult: 450 Base: 10% Resist: Passive and Active Effects: This spell ages the target, drawing out his life force and using it to cast a spell. The target ages [D-4 (+ 1 per 2 Ranks)] years, and for the duration of this spell, if the Adept successfully casts another spell, the second spell receives [D + (1 per 2 Ranks)] bonus Ranks, usable for effect, increased cast chance, increased range, or increased duration (with effects identical to the Spell of Enhancing Enchantment). If this spell backfires, the Adept loses (D + Rank) years of life in addition to any other effects. The Adept must have signed the Greater Pact to cast this spell. Spell of Soul Burning (S) Range: 45 ft + 15 per Rank Duration: 1 week + 1 per Rank XP Mult: 350 Base: 30 % Resist: Passive and Active Effects: This spell will expose the target of the spell to the vacuum of the Black Magician's soul. The effect is to make the target suffer a WP penalty of [D - 4 (+ 1 per 2 Ranks)] for the duration of the spell. At the time of the casting, the target is automatically stunned. The Adept must have signed at least the Lesser Pact. Ritual of Poisoning the Will (S -- Ritual) This ritual saps the will and vitality from an area 1 mile (+ 1 per Rank) in radius. The affected region lacks energy, and people living there cease to care about living. There is a sense of oppression and drabness. Strong-willed people (WP 15+) are less affected, but not untouched. The effects last for 1 month at Rank 0, 2 months at Rank 5, a season at Rank 10, and until dispelled at Rank 20. People leaving the area are overwhelmed by the sudden rush of returned vitality and emotion. The Base Chance for performing this Ritual is the MA of the Adept (+ 4 per Rank). The Experience Multiple is 400. The Adept must have signed the Lesser Pact to perform this ritual. Ritual of Sucking the Power of Life (S -- Ritual) This Ritual can only be performed by an Adept that has signed the Greater Pact. Its functioning is identical to the Necromantic Ritual of the same name. The Experience Multiple is 550. Call of Demons (S -- Ritual) This Ritual requires the Adept to carve an invisible rune upon an item (mobile or otherwise). The rune attracts demons, devils, and imps from the surrounding area to gather at the site of the rune (the call extends 1 + 1 per Rank miles in radius). It does NOT allow the Adept to control the demons, etc. once they arrive. The Base Chance to perform this Ritual is 5% (+ 4 per Rank). The Experience Multiple is 500. Only Adepts that have signed the Greater Pact may perform this Ritual. COLLEGE OF LESSER SUMMONING 1 new ritual Ritual of Becoming Like the Beast (S -- Ritual) This Ritual allows the Lesser Summoner to take on characteristics of the animals he summons, without actually becoming the animal. To perform this Ritual, the Summoner must have the animal in question ready. The Ritual takes two hours to perform, and the animal is sacrificed at the end of the ritual (which may or may not be difficult -- ever try sacrificing a dragon?). The Summoner then receives a single bonus normally ascribed to the sacrificed animal. This may take the form of stat increases (the Summoner receives a bonus in the same manner that a shapechanger calculates the statistics of their animal form, and only one statistic may be increased in this manner), the acquisition of certain traits, such as increased vision, hearing, or smelling capabilities (adding to any applicable skill), or the bestowing of the creature's natural or magical properties (such as the animal's Protection rating, the ability to breathe fire, the power of flight, etc.). The effects of the ritual last for one week at Ranks 0-10, two weeks at Ranks 11-15, one month at Ranks 16-19, and a year at Rank 20. This ritual requires that mystical herbs be burnt, costing the Summoner 1000 silver pennies. This ritual has a 10% chance of being successful, and has an XP Multiple of 350. COLLEGE OF GREATER SUMMONING 1 new talent, 2 new rituals Detect Demons (T) This Talent is identical to the Black Magics Talent of the same name. Ritual of Sucking the Power of Life (S -- Ritual) This Ritual is identical to the Necromantic Ritual of the same name. Call of Demons (S -- Ritual) This Ritual is identical to the Black Magics ritual of the same name (except that no Greater Pact is necessary, obviously). To bind the arriving creatures, use the Base Chance of performing the ritual for the determinant value of the Ritual of Binding (essentially, the chance to Bind an arriving creature is half the Base Chance of this Ritual). COLLEGE OF RUNE MAGICS 2 new rituals Call of Demons (S -- Ritual) This ritual is identical to the Black Magics ritual of the same name (see above) Ritual of Tattooing (S -- Ritual) This ritual allows the Adept to carve into his a body an ancient and powerful rune, giving the Adept the ability to call upon the power of that rune as though it were a Shaped magical item. The Adept will require inks with flecks of gilded metal (see [90.2] regarding the use of these inks -- 10 applications of the ink will be required), one Rune stick for each tattoo to be inscribed, and a person familiar with the spell, talent, or attribute to be inscribed in the tattoo. The tattoo will can only inscribe one spell, talent, or attribute bonus (but skills CANNOT be inscribed), and a Rune Mage may never add tattoos to an individual that would take make their total number of tattoos greater than the Rank the Adept has with this ritual, with the only exception for those Ranked 0 (i.e. if an Adept is Rank 6 with this ritual, he may never inscribe a seventh tattoo on an individual; however, a Rank 0 Adept may inscribe a first tattoo). The tattoo requires time to make, equal to the value of the ability's Shaping Index in hours. An adept may never work more than 10 hours a day, and the person with the ability to be added, as well as the subject to receive the tattoo must be present at all times. If a successful counterspell against Rune Magics is ever cast over the recipient of the tattoo, the tattoos will remain, but the power of one (randomly determined, if need be) tattoo will be lost (therefore, it will still count against the limit of tattoos inscribable by an Adept). The Base Chance of successfully performing this ritual is equal to the MA of the Rune Mage, + 3 per Rank. If performed successfully, the person will radiate as being magical. In addition, this ritual costs the recipient one point of Endurance. The XP Multiple of this ritual is 550. COLLEGE OF SHAPING MAGICS 1 new talent, 1 new spell Sense Magic (T) This talent allows the Shaper a (PC + (Rank * 4)) roll to assense any active magics in a 10 ft. radius. This talent will detect active spells, invested items, shaped items, and creatures of an inherently magical nature. This talent has an experience multiple of 200. Spell of Duplication (S) Range: 5 ft + 5 per Rank Duration: Immediate XP Mult: 350 Base: 5% Effects: This spell allows the Shaper to duplicate any non-magical construction, so long as the Shaper has access to identical materials. Without identical materials, a replica will be made -- the Shaper will still need to provide base materials for the replica. The duplicate/replica will have minor flaws that will distinguish it from the original, but the item will functionally be identical. If a magical item is duplicated, the spell will only create a physical duplication, rather than a working model. This spell can be used to make almost anything, so long as both item and materials are within the range of the spell. This spell can be used to copy books, create armor and weapons, make average quality forgeries, etc., as well as re-mint coins, re-create damaged armor, or any other thing the Adept may wish. COLLEGE OF LIGHT MAGICS 4 new talents, 30 new spells, 8 new rituals [I am aware of the sentence in section 25 (Definition of Magical Terms) under the heading of "Consecrated Ground", describing the lack of a Light College "because it is assumed that they (the Powers of Light) are non-magical in nature and are, in effect, opposed to magic." Well, if they are opposed to magic, their worshippers would be getting their asses kicked all over the world by pagans (religions in which "magic is part of the rituals"). I figure they need something to fight off the pagan hoards, so here it is.] This College allies itself with the Powers of Light, and is diametrically opposed to Black Magicians and Adepts of the College of Greater Summoning. Adepts, if they leave this college, may only join the College of Black Magics or Greater Summonings. The Base Chance of performing any talent, spell or ritual of this College is modified by the addition of the following numbers: It is daylight +10 It is nighttime -10 It is a High Holiday of the Powers of Light +20 It is a High Holiday of the Powers of Darkness -10 Adept is standing on consecrated ground +10 Targets of Light College spells standing on consecrated ground do not receive the customary +50 to their Magic Resistance. (see also the Special Knowledge Rituals for more bonuses) TALENTS Speak with Dead (T -1) This Talent functions identically to the NECROMANTIC talent of the same name Speak with Creature of Light (T - 2) This talent allows the Adept to converse with Creatures of Light (Unicorns, Gold Dragons, some mundane animals, centaurs, and the like) and those creatures summoned by (Q - 3). The XP Mult for this Talent is 75 Healer's Touch (T - 3) This talent allows the Light Magician a bonus to all Healing skill checks, of (+ Rank). The Adept also receives a bonus of + 1 ( + 1 per 3 Ranks or fraction thereof) to healing damage points. The Experience Multiple of this Talent is 75. Boon of Light (T - 4) This talent grants the Adept the ability to operate spells and ritual magic while in contact with cold iron, with a -20 to the Cast Chance. This penalty may be reduced by one for each Rank the Adept achieves with this ritual. The XP Mult. for this talent is 150. GENERAL KNOWLEDGE SPELLS Spell of Witchsight (G - 1) This spell is identical to the Celestial Magics spell of the same name. Spell of Walking Unseen (G - 2) Spell of Storm Calling (G - 3) Mind Cloak Spell (G - 4) Spell of Converse with Animals (G - 5) Spell of Hypnotism (G - 6) These spells are identical to the Black Magics spells of the same names. Spell of Enchanted Sleep (G - 7) This spell is identical to the Ensorcelments and Enchantments spell of the same name. Spell of Protection Against Darkness (G - 8) Range: 15 ft Duration: 30 min. + 10 per Rank XP Mult: 300 Base: 20% Effects: This spell creates an invisible Circle of Protection with a 15 ft. radius which will not willingly be crossed by any creature allied with Darkness unless they successfully resist the effects of the circle first. Spell of Healing (G-9) Range: Touch Duration: Imm XP Mult: 375 Base: 35% Effects: This spell heals EN loss, at [D - 4 (+ 1 per Rank)]. This does not affect FT. Spell of Vigor and Life (G-10) Range: 10 ft + 10 per Rank Duration: Imm XP Mult: 225 Base: 25% Effects: This spell transfers EN and FT from the caster to the target, at a 1:2 exchange rate (2 pts. given, 4 pts. received), up to the target's maximum for each stat. If the caster chooses to knock himself unconscious by reducing his EN to 3 or lower, the target receives an additional 2 (+ 1 per 3 Ranks) points of healing; the target only receives this bonus if the Adept loses at least 5 points prior to unconsciousness. All points received by the target are applied first to EN, and then to FT. EN and FT lost due to this spell return at the normal rate. The maximum of points transferable is [D + (2 per Rank)]. Spell of Inspiration (G - 11) Range: 15 ft + 15 per Rank Duration: 30 min. + 30 per Rank XP Mult: 175 Base: 30% Effects: This spell inspires comrades, affecting one (+ one additional for every three Ranks or fraction thereof). Those effected receive a -20 (-2 per Rank) to results applied an the Fright Table. This does not modify the chance of succumbing to fright, it only lessens the effects. Spell of Light (G - 12) Range: 15 ft + 15 per Rank Duration: 15 min. * [D - 5] * Rank (* 1, if unranked) XP Mult: 75 Base: 50% Effects: This spell is identical to the Fire Magics spell of the same name (G - 4). Wall of Light Spell (G - 13) This spell is identical to the Celestial Magics spell Wall of Starlight (G - 5), except that it in addition to harming Darkness and Shadow-aligned creatures, and Dark and Shadow Mages, it will also effect Greater Summoners and Black Magicians. GENERAL KNOWLEDGE RITUALS Ritual of Creating the Bloom of Life (Q - 1, General Knowledge Ritual) This ritual creates a mystical tie between an object and a target person. When the person is living and healthy, the object will be untarnished and made of quality material. If the target person becomes ill, or suffers serious damage, the object will become tarnished and begin falling apart. Upon the target's death, the object "dies" (falls apart completely, break, wilts, etc.) The Rank represents the objects ability to display the subtleties of the target's condition (whether they are ill, ate bad food, poisoned, suffer a broken leg, etc.) The Adept that performed the Ritual rolls [(Rank * 8) + (MA * 2)] to receive an accurate reading. A successful reading will allow the Adept to add his Rank in this Ritual to any attempts to heal the target entity. The item must be ritually purified by the Adept to perform the Ritual, but requires no special materials. The Base Chance to perform this ritual is 35 (+ 5 per Rank), and the XP Mult is 150. Ritual of Healing the Land (Q - 2, General Knowledge Ritual) This ritual works the power of Light Magic into the essence of the Land, causing the area of effect to blossom with life. It acts to counter the following spells, so long as they are of a lesser Rank than this Ritual: Blight on Crops, Cause Disease, Pestilence on Livestock, and Curse Unborn Child; each of these spells will expire within the area of effect. In addition, these spells will not work in the area for the duration of the ritual's effect. Chances to Animate, Summon, Control, or Bind the Undead, Demons, Devils, etc. are decreased by (Rank of Ritual * 2). The area of effect is 1 acre + 1 per Rank; the Duration is 1 month +1 per Rank. The Base Chance of performing this Ritual is [Caster's WP + (3 * Rank)]. The Experience Multiple for this Ritual is 275. Ritual of Summoning Creature of Light (Q - 3, General Knowledge Ritual) This Ritual summons from the surrounding lands a creature that allies itself with the Powers of Light. If successful, the Adept rolls on the appropriate column of the random encounter table (Table 63.2), adding [5 + Rank] to the result (ignoring modifiers for surrounding danger level). The number of creatures that respond is ALWAYS one; ignore the "number appearing" listed. The summoned beast will have the maximum characteristics for an animal of its type, and will serve the caster as a partner and equal. The creature summoned must be "good"; this bars (most) dragons, undead, and other undesirables (see the College of Lesser Summonings for "Dark" creatures; note that any non-"Dark" creature can be called). If these undesirables are rolled for, they respond to the ritual, but not as a friend (appearing with the appropriate number for the encounter). This ritual takes 1 hour to perform, and requires the burning of sacred incense (costing 1000 SP). The creature arrives in a number of minutes [(D - 2) * 10 - (Rank * 2)]. The Base Chance of performing this Ritual is 20 + 2 per Rank. The XP Mult is 450. Note that this ritual is different from the Lesser Summonings Spell. Ritual of Blessing (Q - 4, General Knowledge Ritual) This ritual operates identically to the Ritual of Enchantment (Q -1, College of Ensorcelments and Enchantments). SPECIAL KNOWLEDGE SPELLS Spell of Creating Weapon of Vengeance (S -1) Range: 5 ft + 5 per Rank Duration: 20 sec * (D - 5) * (Rank: minimum 1) XP Mult: 250 Base: 25% Effects: This spell enchants a melee weapon with the Righteousness of the Powers of Light. It receives a +1 (+ 1 additional per Rank) to SC, and a + 1 (+ 1 additional per 3 Ranks or fraction thereof) to DM. Against devils, demons, imps, the undead, and "Dark" creatures, the DM bonus is +1 (+ 1 per Rank). In addition, when a demon, devil or undead creature approach within 30 ft., the weapon will glow fiercely. At Rank 6, the weapon can be created entirely out of magic. At Rank 10, the weapon need not be melee in nature. Bolt of Purity (S - 2) Range: 25 ft + 25 per Rank Duration: Imm XP Mult: 250 Base: 20% Resist: Active and Passive Effects: This spell fires a Bolt of Purity at the target, doing [D + 2 (+ 1 per Rank)]. Against demons, "Dark" entities, and their ilk, the Bolt does an additional +1 per Rank (for total damage of [D + 2 (+2 per Rank)]). Armor of Righteousness (S - 3) Range: 15 ft + 15 per Rank Duration: 30 min. + 30 per Rank XP Mult: 200 Base: 20% Effects: Gives the recipient magical armor, which confers a +2 DEF bonus per Rank. At Rank 11, the armor will absorb 1 pt of damage from ANY source. This armor is made entirely from light and will light the surrounding area like a torch. Alternatively, existing armor may be enhanced by this spell. Spell of Purifying Food and Drink (S - 4) Range: 15 ft Duration: Imm XP Mult: 175 Base: 20% Effects: This spell will purify enough food and drink of toxins and diseases, magical or otherwise, for 1 meal (+ 1 per Rank). Spell of Removing Disease (S - 5) Range: 5 ft + 5 per Rank Duration: Imm XP Mult: 150 Base: 25% Effects: This spell will purify the target of all diseases, even those created by magic. Spell of Blessing Crops (S - 6) Spell of Blight on Crops (S - 7) Spell of Blessing on Livestock (S - 8) Spell of Pestilence on Livestock (S - 9) Spell of Bless Unborn Child (S - 10) Spell of Curse Unborn Child (S - 11) Spell of Causing Disease (S - 12) These spells operate exactly as the BLACK MAGIC spells of the same names Spell of Magic Fire Resistance (S - 13) This spell is identical to the Fire Magics spell of the same name. Spell of Deflection (S - 14) This spell is identical to the spell of the same name (see Ensorcelments and Enchantments, above) Spell of Righteous Fire (S - 15) Range: 30 ft + 20 per Rank Duration: Imm XP Mult: 300 Base: 30% Resist: Passive only Effects: This spell affects either a 20 ft. square area, or a circle with a radius of 12 ft. The entirety of the area of affect must be within the range of the spell. All those within the area affected suffer [D - 2] (+ 1 per Rank) damage. Spell of Increasing Power (S - 16) Range: 15 ft + 15 per Rank Duration: (D - 4) hrs. + 1 per Rank XP Mult: 400 Base: 10% Effects: This spell increases a single target's characteristic by 1 per 3 Ranks (minimum of 1). This spell can increase ST, MD, AG, WP, FT, PC, TMR, or PB. A target can only be under the influence of one of these spells at a time. Light of Judgment (S - 17) Range: 25 ft + 25 per Rank Duration: Imm XP Mult: 550 Base: 10% Resist: Passive only (for half damage), at -20 Effects: This spell releases the fury of the Powers of Light, manifesting in a beam of white light that erupts from the Adept's hands, shooting into and through any targets in a straight line, to be designated by the caster. Friendly targets caught within the beam are unaffected, and the beam passes harmlessly through them (unless the friend is a Black Mage, a Greater Summoner, has sold their soul, etc.). The beam causes [D + 1 (+ 2 per Rank)] damage. Demons (ONLY demons; not devils, imps, undead, etc.) suffer an additional +2 per Rank. SPECIAL KNOWLEDGE RITUALS Healer's Ring (R - 1, Special Knowledge Ritual) This Ritual creates an area enfused with the Adept's powers of Healing, with a radius of 2 ft + 2 per Rank. Within the Ring, each friendly figure may heal ([D - 6] + 1 per 3 Ranks, or fraction thereof) points of damage per pulse, at the end of the turn. The Base Chance of performing this ritual is 20%; the XP Mult is 375. Sign of Holiness (R - 2, Special Knowledge Ritual) This Ritual allows the Adept to fashion a sign of Holiness, a physical link to the Powers of Light. This ritual requires the Adept to acquire an item specifically fashioned for this purpose by a Shaper. The item grants the Adept a +20 to all Rituals. There is no XP Mult for this ritual. Soul Cleansing (R - 3, Special Knowledge Ritual) This ritual cleanses the soul of the Adept, making it pure for a number of hours equal to his Rank with this ritual. During that time, the Adept receives a bonus of (+ Rank) to ALL spells, talents, and Rituals of this College. The ritual requires the burning of sacred incense, costing 100 sp. The ritual always succeeds, and has an XP Multiple of 200. Commune (R - 4, Special Knowledge Ritual) This ritual allows the Adept to summon an agent of the Powers of Light. The agent may take any form, but will always be ridiculously powerful (use maximum stats for a Devil, with an additional +6 to all stats except TMR, which receives a +4 bonus), and is capable of divining the future at 20% (although he will only very rarely reveal this knowledge to a mortal). The agent will answer some questions posed by the Adept and act according to the whims of the GM (as the ways of the Powers of Light are unknowable to the mere mortals). This Ritual has a Base Chance of 1%, with a XP Multiple of 500. The summoned Agent of Light will have the Major Curse spell at Rank 20, Geas at Rank 30, Remove Curse (Major) at Rank 20, and Remove Curse (Minor) at Rank 20, in addition to knowing all spells of the Light Magics college at Rank 15. Whether or not they have any skills is up to the GM.