97. THE COLLEGE OF FAERIE MAGICS The College of Faerie Magics is concerned with the magical abilities of faerie folk, with the glamours, charms, and other abilities that are exhibited by the faerie folk, and with the realm of faerie and all the beings that dwell therein. The College of Faerie Magics is the wild form of magic practised by beings that dwell in places where magical forces are concentrated. Known collectively to humans as "faeries" or "fey folk", these creatures include brownies, dryads, elves, fossergrims, leprechauns, nixies, nymphs, pixies, satyrs and sylphs. These beings tend to be highly reclusive, and typically have little truck with mankind and other such races. Many of the Faerie Folk are merely shy, but others seem to actively dislike humans, and will go out of their way to make their lives miserable. This gulf between the Faerie Folk and humankind means that adepts of this College are almost exclusively Faerie Folk. Unless a suitable reason can be found, the GM should ensure that player character membership in this College is limited to the races listed above. [97.1] Adepts of the College of Faerie Magics may practice their magic without any restrictions, but all faerie Adepts usually have a small pouch of either dragon dust (1 lb.) or faerie dust (8 ozs.) on them. These powders serve to enhance certain aspects of faerie magics and are noted below. [97.2] The Base Chance of performing any talent, spell, or ritual of the College is modified by the following: If Adept is Faerie folk +15 If Adept is non-Faerie folk -10 If Adept is in woods +2 Adept has dragon dust +15 Adept has faerie dust +20 Mana-rich area +10 Mana-poor area -20 Target is wearing a sprig of rowan -5 Adept is Darkness-aligned -25 (97.3) Talents 1. Witchsight (T-1) 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 (ie., such spells as Walking Unseen, Blending, and Invisibility). This talent also allows the adept to see in the dark, with an effective range of vision equal to 150 feet (+15/Rank) under the open sky, and half this distance elsewhere. The Experience Multiple for this talent is 150. 2. Minor Magics (T-2) Adepts of this College add 10 (+3/Rank) to their chance of performing any feat of minor magic. The Experience Multiple for this talent is 150. 3. Sense Mana (T-3) Adepts of this College are highly sensitive to the presence of mana and can automatically discern the mana concentration (rich, normal or poor) in their immediate vicinity. In cases where the background mana concentration is attributable to a particular source (such as a sacrificial altar or a dimensional gate), the adept has a Base Chance equal to his Perception (+5/Rank) of determining its approximate direction and distance. The Experience Multiple tor this talent is 200. 4. Detect Aura (T-4) This talent is identical in all ways to the talent of the same name of the College of Naming Incantations (see 39.3, T-1, pg. 43). (97.4) General Knowledge Spells 1. Spell of Light (G-1) Range: 15 feet and 15 additional/Rank Duration: Immediate Experience Multiple: 100 Base Chance: 30% Resist: May only be passively resisted. Effects: The Adept expends 2 Fatigue points to create a blinding flash of light. All entities who are facing the Adept when the spell is cast must either resist or be blinded for 20 seconds (4 Pulses). Blinded characters have their Base Chance of striking reduced by -50% and are able to move at « their normal TMR rate. The Adept is unaffected by the spell, since it emanates from his own body. 2. Spell of Speaking to Enchanted Creatures (G-2) Range: 15 feet + 15 additional/Rank Duration: 10 minutes + 10 additional/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 woodland creatures and all magical creatures. 3. Spell of Plant Speech (G-3) Range: 10 feet + 5 additional/Rank Duration: Concentration (no maximum) Experience Multiple: 200 Base Chance: 40% Resist: May not be resisted. Effects: This spell magically enables the caster's speech to be understood by any one plant within range. The mode and extent of any reciprocal communication is left to the GM's discretion. 4. Spell of Animal Speech (G-4) Range: 10 feet + 5 additional/Rank Duration: Concentration (no maximum) Experience Multiple: 100 Base Chance: 40% Resist: May not be resisted. Effects: This spell magically enables the caster's speech to be understood by any one animal in range and likewise enables him to exactly interpret any grunts howls, twitters, chirps, and other noises that it makes in return. 5. Enchant Mortal Spell (G-5) Range: Touch Duration: 1 hour+ 1 additional/Rank Experience Multiple: 175 Base Chance: 30% Resist: May not be resisted. Effects: The Faerie Folk generally cast this spell on mortals to whom they take a fancy for some reason. It imbues its target with something of the fey nature of the Faerie Folk, bestowing Witchsight (as Talent T-1) at a Rank equal to the Adept's own. It also allows the target to enter a faerie ring (see Ritual R-3) without rendering it useless. This spell has no effect on other Faerie Folk. 6. Spell of Faerie Blending (G-6) Range: May only be cast over adjacent character Duration: 5 minutes + 5 additional/Rank Experience Multiple: 300 Base Chance: 25% Resist: May not be resisted. Effects: Once this spell is cast on an entity, the target of the spell is rendered invisible through a form of blending with the environment. The target has not been rendered invisible, however, and thus it will be found that Witchsight does not detect this kind of invisibility. The target of the spell can move while under the spell's influence, but only at « normal TMR. The target may not attack a being or creature while the spell is in effect. 7. Spell of Disorientation (G-7) Range: 20 feet + 10 additional/Rank Duration: 1 hour+ 1 additional/Rank Experience Multiple: 225 Base Chance: 30% Resist: May be actively and passively resisted. Effects: This spell causes the target to completely lose his sense of direction, so that he can become hopelessly lost even in familiar terrain. The magic has little effect if the victim is following an unambiguous path, or being guided by another person. However, if the affected person is alone and is presented with a choice of routes (e.g. a fork in the path), the GM should roll randomly to see which one he chooses. The spell is quite capable of addling the victim's mind to the extent that he thinks he has gone left, but actually gone right. Rangers affected by this spell gain a Perception roll (with a difficulty factor of 3) to notice its effects. The spell has no effect on Faerie Folk, and is immediately dispelled if the victim turns his clothes inside-out. 8. Fascination Spell (G-8) Range: 15 feet+ 15 additional/Rank Duration: 1 hour+ 1 additional/Rank Experience Multiple: 350 Base Chance: 30% Resist: May be actively and passively resisted. Effects: The target of this spell will suddenly perceive the caster to be a source of fascination and wonder, and in this state becomes highly receptive to any suggestions that he might make. Any suggestion that is obviously against the victim's best interests (i.e. injurious or fatal in nature) allows the affected being to make another resistance check, and if it is successful the spell is broken: if the check is unsuccessful, the suggestion will be accepted and acted upon despite its self-destructive nature. This spell has no effect on Faerie Folk. 9. Spell of Plant and Herbal Lore (G-9) Range: May only be cast over self Duration: 1 hour + 1 additional/Rank Experience Multiple: 150 Base Chance: 15% Resist: May not be resisted. Effects: This spell gives the Adept the ability to recognize all plants and herbs of a healing, magical, or poisonous nature. It will also give the mage an idea of where a herb of some specific type can be found, but nothing about the function of the herbs. 10.. Spell of Faerie Lights (G-10) Range: 15 feet + 15 additional/Rank Duration: 5 minutes + 5 additional/Rank Experience Multiple: 200 Base Chance: 20% Resist: May only be passively resisted. Effects: This spell allows the Adept to create a misty region of faerie lights with swirling and dancing colours in an area with a diameter of 10 feet (+5 per additional Rank), but the area must centre on the Adept. The lights will reduce all Strike Chances and Cast Chances by -25%,although the spell's caster is not affected. TMR is reduced by 2 per Rank of the Adept with the spell. Any character who fails to resist the spell will be lulled into a trance-like state in which he will be subject to simple suggestions. The spell will affect all entities of the mortal and faerie planes, but will not affect demons, devils, elementals, and other extra-dimensional beings (nor will it affect dragons). 11. Spell of Invisibility (G-11) Range: 15 feet + 15 additional/Rank Duration: 5 minutes + 5 additional/Rank Experience Multiple: 450 Base Chance: 45% Resist: May not be resisted. Effects: At Ranks 1 through 15, the target of the spell becomes invisible but may not initiate an attack (by making a Strike Check) without first becoming visible again. At Ranks 16 and up, the target of the spell 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 become invisible again as a result of the effects of the same spell. A new Spell of Invisibility must be cast over him. 12. Spell of Faerie Luck (G-12) Range: 10 feet+ 10 additional/Rank Duration: Variable according to Rank Experience Multiple: 350 Base Chance: 25% Resist: May be actively and passively resisted. Effects: The target of this spell is either blessed or cursed (caster's choice). The spell increases the entity's luck or misfortune (depending on whether it operates as a blessing or as a curse) in every percentile dice roll in which he is directly involved, by 1 per Rank. This spell has no effect on Faerie Folk, and cannot be cast over oneself. Its duration is dependent on the caster's Rank, as shown below: Rank Duration 0-4 7 Days 5-8 7 Weeks 9-12 7 Months 13-16 7 Years 17-20 Until Dispelled 13. Spell of Summoning Enchanted Creature (G-13) Range: Works at any range Duration: Immediate Experience Multiple: 350 Base Chance: 20% Resist: May not be resisted. Effects: The Adept may summon one enchanted fantastical creature of his choice (+1 additional for each 5 or fraction of 5 Ranks). Only creatures native to the given area may be summoned. It will taken them five (5) minutes to arrive and they will not be controlled when they do get there. 14. Spell of Physical Enhancement (G-15) Range: 5 feet + 5 additional/Rank Duration: 1 hour + 1 additional/Rank Experience Multiple: 250 Base Chance: 15% Resist: May be actively and passively resisted. Effects: When this spell is cast by the Adept, it allows the target's Physical Beauty to increase or decrease by 1 (+1 per every 3 or fraction of 3 Ranks). The effects of this spell are only temporary, but it should be noted that the reaction rolls towards the target will be increased or decreased by 5% (+5 per 2 Ranks of the spell). (97.5) General Knowledge Rituals 1. Ritual of Creating Faerie Glade (Q-1) This ritual may be used to create a faerie circle in any secluded area that is not poor in mana. A faerie ring appears as nothing more than a circle of large mushrooms and toadstools that circumscribe an area roughly 10 feet in diameter, but it is actually much more. On the eves of all seasonal Solstices and Equinoxes, a faerie ring becomes charged with magical energy, so that any of the Faerie Folk who dance within it until dawn will be favourably affected by the experience for some time. Affected beings have all percentile dice rolls in which they are directly involved, modified in their favour by a number equal to one-half of the Rank of the faerie ring (round up, minimum of 1). The effects last for a number of days equal to the number of Faerie Folk who participated in the dance, or until the next seasonal Solstice or Equinox (whichever is the shorter duration). A faerie glade can be used in this way a number of times equal to its Rank. However, if the glade is entered by a creature not of the Faerie Folk, it is immediately rendered useless, and cannot be used again (exception: see G-5). Animals will instinctively avoid a faerie glade, but humans (and other such races) are another matter. The Faerie Folk prefer to place their faerie glades well away from civilized areas to avoid their being discovered, but even this is sometimes not enough. For this reason, a faerie glade is often guarded or protected by a Warding ritual, to help deter the curious. The Base Chance of successfully creating a faerie glade by the use of this ritual is 40% (+3/Rank). It takes an hour to perform, and must be done by the light of the full moon. If it is successful, the faerie glade will be in existence at its completion. The Experience Multiple for this ritual is 350. 2. Ritual of Faerie Ring (Q-2) This ritual allows the Adept to enchant an area in such a way as to set up a ring where a temporal distortion exists within the confines of the area affected by the ritual. The ritual requires a total of 12 hours (-30 minutes per Rank of the Adept) in order to perform. The ritual is cast on an area some 100 feet (+25 additional feet per Rank) in diameter, with the Adept in the centre of the area to be enchanted. The ritual is usually conducted on an area in which a series of large objects form the ring itself (such as a stone circle, a ring of monoliths, or some rings of mushrooms), but it can be used on virtually any area that the Adept desires. The Base Chance of this ritual is 2% (+4 per Rank). The effects of this ritual last until dispelled by a Namer, but no Faerie folk are ever affected by these faerie rings. There is no magical resistance to this ritual setting, and anyone entering the faerie ring will be affected as follows: Rank PC Factor Time Elapsed 0 NA No time change 1-3 0.5 1 day 4-6 1.0 D10 days 7-9 1.0 1 week 10-12 1.5 D10 weeks 13-15 2.0 1 month 16-17 3.0 D10 months 18 3.5 1 year 19 5.0 D10 years 20 Automatic D100 years The "Rank" listed above refers to the Rank of the Adept with the ritual. The "PC Factor" refers to the Perception roll that the victims make when they emerge from the faerie ring to see the changes in the world around them. The "Time Elapsed" section refers to how much time has passed outside the faerie ring while the victim has been inside it. Depending on the severity of the time passage outside the ring, the effects will be more and more noticeable. The Experience Multiple for this ritual is 700. 3. Ritual of Creating Faerie Gold (Q-3) This ritual allows the Adept to cast a very high-Ranked illusion on a given area such that whatever is currently in the area will appear to be piles and piles of splendiferous gold. The illusion can be created on an area some 100 feet in diameter (+10 feet per Rank of the Adept). The duration of the illusion of the fool's gold is permanent until the illusion is dispelled by the Faerie Magics General Knowledge counterspell, or until the illusion is disbelieved in accordance with Illusion Ranks and Difficulty Factors (see 39.0). The Base Chance of this ritual is 5% (+4 additional per Rank). The ritual will take approximately 2 hours to perform, and a sprinkle of faerie dust on the area during the course of the ritual will increase the Rank of the illusion by 1. The Rank of the illusion is equal to the Rank of the Adept with the ritual. The Experience Multiple for this ritual is 800. It is also equally important to note that a side effect of this ritual is that a faerie Adept is automatically able to place a Major Curse of his choice on the illusion of the faerie gold. If the Adept is not one of the faerie folk, he must use the Major Curse Ritual (see 84.4) for this purpose. While this ritual is useful for a variety of purposes, the Adept is not able to use this ritual on any iron items unless they are enchanted in some way or the Adept is at least Rank 8 with the ritual. The ritual is used by faerie Adepts for a variety of purposes, but each GM will have to decide on what his purpose for using the ritual is. (97.6) Special Knowledge Spells 1. Spell of Ventriloquism (S-1) Range: 60 feet + 10 additional/Rank Duration: 5 minutes + 3 additional/Rank Experience Multiple: 100 Bass Chance: 60% Resist: May not be resisted. Effects: This spell allows the caster to project his voice and alter it so that it sounds like any other voice he has heard. The voice may be projected so that it appears to be emanating from anywhere within the radius of the spell. 2. Spell of Enchanted Sleep (S-2) Range: 15 feet + 15 additional/Rank Duration: 1 our + 1 additional/Rank Experience Multiple: 250 Base Chance: 15% Resist: May be actively and passively resisted. Effects: The Adept may cause five entities (+1 per Rank) which normally spends any time in sleep into a deep, enchanted sleep which will last for the duration of the spell or until the entity is awakened by another being (by being shaken, etc.). The target may not be wakened if the spell is Rank 10 or higher, but must continue to sleep until the spell wears off. 3. Spell of Detecting Enchantment (S-3) Range: 10 feet + 10 additional/Rank Duration: Immediate Experience Multiple: 200 Base Chance: 25% Resist: May be actively and passively resisted. Effects: This spell allows the Adept to determine if an item, person, or area within range is currently under an enchantment. This enchantment may be an operating spell, ward, an invested spell, or any other magical charm. Magical beings (conjured or summoned) may also be detected by this spell. It does not tell the caster what type of enchantment there is, only that there is an enchantment. 4. Spell of Mending (S-4) Range: Caster must touch the object to be mended. Duration: Permanent Experience Multiple: 250 Base Chance: 50% Resist: May not be resisted. Effects: This spell will allow the Adept to mend any single broken item that is not made of iron, weighing up to 5 pounds (+5 per Rank). Note that a fractured item can only be made whole if all the pieces are present when the spell is enacted (if any are missing, the repaired object will have a hole where the missing piece would be). A mended object becomes exactly as it was before it was broken, so if it was deformed in some way (eg., a sword was bent) it wold retain that deformity. 5. Spell of Animal Control (S-5) Range: 10 feet + 5 additional/Rank Duration: Concentration (no maximum) Experience Multiple: 125 Base Chance: 30% Resist: May be actively and passively resisted. Effects: This spell enables the caster to control the actions of any one animal (+1/Rank) 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. 6. Spell of Plant Control (S-6) Range: 10 feet + 5 additional/Rank Duration: Concentration (no maximum) Experience Multiple: 250 Base Chance: 15% Resist: May not be resisted. Effects: This spell imparts 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 remain under the control of the caster as long as he continues to concentrate. Once freed from the spell, the plants will subside back into their original positions. 7. Spell of Prophecy (S-7) Range: 10 feet Duration: Immediate Experience Multiple: 280 Base Chance: 35% Resistance: May not be resisted. Effects: This spell allows the caster to see (unclearly) into the future of any one creature within range (excluding himself) for a number of hours equal to 1 (+1/Rank). The information gained is always accurate, but need not necessarily be of any great importance. 8. Spell of Magic Mushrooms (S-8) Range: 5 feet + 1 additional/Rank Duration: Immediate Experience Multiple: 250 Base Chance: 15% Resist: May not be resisted. Effects: When cast upon an area of fertile ground, this spell will cause [D+2] (+1/Rank) mushrooms to sprout there by the light of the next full moon. These mushrooms will always be highly magical, but their properties are highly unpredictable in nature and cannot be determined even by the caster of the spell. Mushrooms from the same "batch" will always have similar properties, which should be determined by the GM in keeping with the rather whimsical nature of the spell. The following sample effects may help to provide a guideline on what magic mushrooms are likely to do. 1. The mushrooms are a strange colour, but are otherwise perfectly ordinary. 2. The mushrooms cause severe drunkenness when eaten. 3. The mushrooms cause hallucinations when eaten. 4. The mushroom temporarily add 1D5 to a random characteristic when eaten. 5. The mushrooms temporarily subtract 1D5 from a random characteristic when eaten. 6. The mushrooms will turn anyone eating them a random colour. 7. The mushrooms cause an overwhelming emotion when eaten (e.g. hate, lust, love). 8. The mushrooms cause enormous growth when eaten. 9. The mushrooms shrink anyone eating them to a minute size. 10. The mushrooms transform anyone eating them into another creature. 11. The mushrooms themselves change into some other creature when picked. 12. The mushrooms transform into another object when picked. 13. The mushrooms explode when touched. 14. The mushrooms teleport anyone touching them somewhere else. 15. The mushrooms begin to shriek like banshees when touched. 16. The mushrooms taste like chocolate. 17. The mushrooms are lighter than air and float away when picked. 18. The mushrooms glow in the dark. 19. The mushrooms will grow little legs and run away when approached. 20. The mushrooms are intelligent and capable of speech. The effects produced by eating or touching magic mushrooms may be passively resisted, and are generally temporary in nature. They can be dispelled using either a Special Knowledge Counterspell to the College of Faerie Magics, or the Remove Curse ritual (for which purpose they are treated as minor curses). As a general rule, magic mushrooms will last for 7 days before dying and withering away. Once picked, they remain potent for 24 hours at most. 9. Spell of Emotional Manipulation (S-9) Range: 10 feet + 10 additional/Rank Duration: 1 minute + 1 additional/Rank Experience Multiple: 300 Base Chance: 25% Resist: May be actively and passively resisted. Effects: This spell allows the Adept to change the current emotional response of the target at which it is directed. Emotions include love, hate, fear, lust, desire, greed, anger, etc. This spell may be used by the Adept on one target (+1 additional per Rank). The Base Chance of this spell is always increased by +10% for positive emotions and is reduced by -10% for negative emotions. If the target of the spell fails to resist, the emotional response of the target is altered according to the desire of the Adept. The GM will have to decide what the new emotional state will cause the target to do. Note that this spell is not capable of killing a target, although the victim of the spell could (under the influence of the spell) attack, and possibly kill, a friend or companion. 10. Spell of Amnesia (S-10) Range: 25 feet + 10 additional/Rank Duration: Until dispelled Experience Multiple: 525 Base Chance: 10% Resist: May be actively and passively resisted. Effects: This spell causes the target to forget everything he knows, including skills, Ranks, and magical abilities. The victim will not even know his own name, and will be rendered as naive and trusting as a child. The spell lasts until dispelled by the Special Knowledge Counterspell of the College of Faerie Magics, but can also be removed using the Remove Curse ritual (treat as a minor curse). This spell has no effect on Faerie Folk. 11. Faerie Dance Spell (S-11) Range: 30 feet + 15 additional/Rank Duration: Until the music stops Experience Multiple: 500 Base Chance: 20% Resist: May be actively and passively resisted. Effects: This spell can only be cast in combination with music of some sort. When cast at a number of targets within range of the spell, this spell will cause any being who does not resist to hear strangely pleasing music in the air. The victims will begin to dance in a frenzy, going round and round in a circle. The victims can only be saved by being forcibly pulled from the circle of dancers or rendered unconscious. At the end of the spell's duration, each victim will take 2D10 (+1 per Rank) damage. Those who are pulled out beforehand will suffer 5 Damage points, and will be exhausted for a number of days equal to the (Adept Rank). While affected by the spell, the targets will be infected with unrestrained mirth and glee, and will find it impossible to hold onto thoughts of anger or hatred unless they are physically attacked. 12. Curse Spell (S-12) Range: 20 feet + 15 additional/Rank Duration: Until dispelled Experience Multiple: 500 Base Chance: 15% Resist: May be actively and passively resisted. Effects: A Faerie Curse is similar in nature to a Major Curse spell, but does differ in some minor respects. Like a Major Curse, a Faerie Curse can only be removed by the Remove Curse ritual (for which purpose it is treated as a major curse), and it costs the caster one point of Endurance to cast successfully. However, a Faerie Curse has no effect on other Faerie Folk, and it cannot be used to place a deathcurse upon another being. It will generally assume one of three forms. Affliction: This type of curse is designed to torment its victim, and as such it may never be the direct causs of his death. An affliction may take almost any possible form but always has a "way out" that is determined by the GM in keeping with the nature of the curse. This should never be easy! The following list is a general guide to the type of afflictions that can be placed upon a being by the use of this spell: 1. Target is transformed into a frog, and may only be returned to normal by the kiss of royalty of the opposite gender. 2. Target is transformed into a hideous humanoid beast, and may only be returned to normal by win- ning the love of a member of the opposite sex. 3. Target falls into a never-ending sleep that can only be broken by the kiss of a Hero of the opposite sex. Ill Luck: This type of curse will unfavourably modify every percentile dice roll in which the target is directly involved by an amount equal to (Rank x 2)%. Doom: .A doom is a pronouncement by the caster upon an event that will occur in the target's future (e.g. "You will die by the hand of a loved one"). The statement, which should be indefinite, will be true unless removed. The GM should be careful as to precisely what he allows for dooms. 13. Wall of Thorns Spell (S-13) Range: 15 feet + 15 additional/Rank Duration: 15 minutes + 15 additional/Rank Experience Multiple: 200 Base Chance: 30% Resist: May only be passively resisted. Effects: When the Adept casts this spell and throws a series of thorn seeds on the ground in any location, this spell causes a wall of thorns to grow in a period of 1 Pulse. The wall will be 1 foot thick, 10 feet high, and 20 feet long. The Adept may instead choose to have the wall take the form of a circle 1 foot thick, 10 feet high, and with a radius of 5 feet. The Adept may increase the height by 1 foot per Rank, the thickness by 3 inches per Rank, and the length by 1 foot per Rank. Any entity touching the wall must either resist or take (D10+2) damage (not absorbed by armour) due to wounds inflicted by the enchanted thorns. The wall can be destroyed by chopping it down (or a hole can be cut through which a party can pass). However, only magical or silvered weapons will cut through the entangled branches and thorns. 100 points of damage are required to chop down the wall entirely; to successfully chop a hole through the wall re-quires 10 points of damage (+1 per Rank of the Adept). 14. Spell of Shrinking (S-14) Range: 10 feet + 5 additional/Rank Duration: Until dispelled by the appropriate counterspell Experience Multiple: 900 Base Chance: 1% Resist: May be actively and passively resisted. Effects: When this spell is cast by the Adept over an entity or object, the spell will cause the target to shrink down to a fraction of its size according to the Rank of the Adept as noted below: Rank Height 1-4 « normal 5-8 1/4 normal 9-12 1/8 normal 13-16 1/16 normal 17-20 1/32 normal The effects of the spell are cumulative the higher the Rank of the Adept. Thus, a Rank 6 Adept who uses this spell on an entity will reduce the being to « his normal height, and then to ¬ of the entity's present height. When this spell is used on living beings, the entity will take [D10-4](+1 per Rank) damage due to the system shock of being shrunk. The effects of this spell are permanent until dispelled by a Ritual of Dissipation (39.5, Q-1, pg. 44) or a Special Knowledge counterspell of this College. (97.7) Special Knowledge Rituals 1. Ritual of Faerie Portal (R-1) This ritual may be used to open a magical doorway to the faerie dimension, the place from whence ail Faerie Folk originally came. It is a place inhabited by strange enchanted creatures where bizarre occurrences and magical phenomena are almost commonplace. This dimension must be detailed by the GM to ensure that it remains compatible with his own world. A faerie portal is invisible to all but its creator, but can be discerned using Witchsight. It is typically opened in the side of a solid object (such as a boulder or tree), but can be free-standing if the caster so desires. Any creature that passes through it (whether they can see it or not) will find themselves stepping through a similar portal in the faerie dimension. Two-way travel is possible from the other side by simply passing through the arrival doorway (assuming it can be found). This ritual takes one full hour (-10 seconds/Rank). It may only be cast by the light of the full moon in a place that is not low in mana. In addition, the Adept must use up a complete small pouch (about 10 ozs. of faerie dust) to enact this ritual. Failure to do so results in a -20% to the cast chance of the ritual. Once created, a faerie portal lasts indefinitely, but may only be used while the light of the full moon is shining upon it. When this is not the case, it closes and becomes "dormant", and can only be detected us ing a Divination ritual (Naming Incantations, R-1). No non-Faerie folk may have this spell, although it is possible for a faerie to teach a non-Faerie this spell at an EXM of 1800, and it is possible for a faerie to take a non-Faerie through the portal. The Base Chance for this ritual is 20% (+3/Rank), and it has an Experience Multiple of 700. 2. Ritual of Enchantment (R-2) This ritual is identical to the ritual of the same name (Q-1, pg. 39) of the College of Ensorcelments and Enchantments. 3. Ritual of Faerie Sleep (R-3) This ritual allows the Adept to enchant an area in such a way that any being who enters the said area and does not resist will fall into a deeply enchanted sleep. This ritual requires a total of 10 hours (-1 hour per Rank of the Adept) in order to perform. The ritual can be cast on an area some 100 feet in diameter (+10 additional feet per Rank), with the Adept in the centre of the area to be enchanted. The Base Chance of the ritual is 20% (+2 per Rank). The effects of this ritual last until the appropriate counterspell is cast or until a Ritual of Dissipation (see 39.5, Q-1, pg. 44) is cast over the area. Anyone entering the area gets a passive resistance roll only, or will be affected by the enchantment, according to the following: Rank PC Factor Length 1-4 1.5 D10 days 5-8 2.0 D10 weeks 9-12 2.5 2D10 weeks 13-16 3.0 D10 months 17-19 4.0 2D10 months 20 5.0 D10 years The "Rank" listed above refers to the Rank of the Adept with the ritual. The "PC Factor" refers to the Perception roll that the victim will make upon waking up from the sleep and finding the differences in the outside world. The "Length" refers to the length of time that the enchantment will last on the individual who does not resist the spell effect, given the Rank of the Adept. The Experience Multiple for this ritual is 300. ---------- Copyright (c) 1982, 1984 John M. Kahane. Additional ideas and materials provided by Philip Proefrock and James Wilson.