New Spells for the College of Sorceries of the Mind By PiperLorne (PiperLorne@worldnet.att.net) General Knowledge Spells: G-3. Spell of Sense Expansion Range: Can only be cast over self. Duration: Concentration (no maximum) Exp. Multiple: 150 Base Chance: 40% Resist: Cannot be resisted. Effects: This spell can be used for two effects. First, it can double the sensitivity and range of all of the adepts senses. Secondly, it can be used to greatly increase the range and sensitivity of one of the adepts senses. If the second option is used, the range of the sense will be multiplied by [Rank-1]. This will not, however, allow the adept to see through barriers, smell into airtight containers, or touch something which is out of his normal reach. It will simply multiply the normal effectiveness of the sense. General Knowledge Rituals: Q-2. Ritual of Mind Probing This ritual can only be used against non-hostile sentient beings. When successfully cast, this ritual allows the caster to ask target specific questions about their past. The answers will be truthful, since they will be coming from the subconscious mind of the target. The questions can be more and more detailed as the caster increases his rank with the ritual. This ritual will most often be used to search the past of the target and aid them in remembering things which they (i.e. the player) has forgotten. This ritual takes only minutes to perform, and can last as long as the caster wishes to question the target. When the ritual is finished, the target will usually feel as if he has awakened from a restful sleep. The Base Chance for the ritual is the Willpower of the Adept + [6 x Rank]. The experience multiple is 300. Special Knowledge Spells: S-4. Spell of Summoning Weapon Range: 10 feet + 5 feet/Rank Duration: Immediate (During Pulse) Exp. Multiple: 120 Base Chance: 40% Resist: Cannot be resisted. Effects: Caster causes 1 weapon of his choice that is within range to leap into his hand(s), and he will be immediately prepared at the end of the pulse. The weapon can be that the caster can use, though he need not be ranked with the weapon. It can be anywhere where it is not firmly captured by some means (set in stone for example). If it is in the hands of another character, that character must roll 4 x Physical Strength or less or the weapon will fly from his hands to those of the caster. S-11. Spell of Sword of Light Range: 5' Duration: 20 Seconds x [D-4] x Rank Exp. Multiple: 300 Base Chance: 15% Resist: Cannot be resisted. Effects: Caster creates a sword of his choosing by focusing his mental energy. It will appear as a Beam of Light emanating from the Caster's hand. The sword does D+Rank damage on a successful strike. As Rank with the spell increases, the blade can cut through harder & harder substances. At Ranks 1-5, it can slice through most woods. At 6-10 it can cut through most soft metals (gold, copper, etc.). At 11-16 it will cut into stone. At 17 or higher this Saber will cut through virtually anything. Special Knowledge Rituals: R-2. Ritual of Dream Projection By invoking this ritual, the caster can send any visage of his choosing into the subconscious mind of any entity whose location he knows, who is in range, and who is sleeping at the moment the ritual is completed. The dream (or nightmare) can become more and more detailed as the Adept increases his Rank with the ritual. Beginning at Rank 10, the Caster can begin using the subconscious desires or fears of his target to further enhance the realism and effectiveness of the dreams. The target must be within 5 miles [+1 mile/Rank], and the Caster must know the target's general location (within 100 yards). The Base Chance for this ritual is the Adept's Willpower + [Rank x 5]. The experience multiple is 300. If the ritual backfires, the adept will suffer nightmares for D+Rank days, resulting in 1/2 normal fatigue recovery from sleep.