College of Monastic Studies (Monk) by John Forrester This college is concerned with the enhancement and adjustment of the physical traits and capabilities of the adept. Adepts of this college destain the use of all 'artificial' aids and will only use them until they can do without them. They will only wear clothing to blend in with the societies they frequent and prefer not to wear footwear if they can avoid it. They cannot abide armor and will only wear leather at most. They will use melee weapons only until their unarmed combat skills (including magical bonuses) exceed those of the weapon they choose to use. .1 Adepts of the College of Monastic Studies can practice their arts with the follwing restriction: Whilst in any armor other than cloth they are unable to perform any of their arts. .2 The following modifiers apply to the base chance of any talent, spell or ritual of this college: For every point the adepts willpower is above 15 +1 For every point the adepts willpower is below 15 -2 For every point above 15 of the average of PS, MD, AG, EN +1 .3 Talents T1 Enhanced Vision Adepts of this college are able to extend their range of vision into other light spectrums. Thus allowing them to see in the dark as an Elves. This ability increases with rank. At rank 0 no benefit is applied but at rank 10 full elfin sight is granted. Above rank 10 adept receives +1 to perception for each rank above 10. The experience multiple is 200. T2 Resist pain This talent works in every respect as the College of the Mind talent of the same name. T3 Contortion This talent allows the adept to slightly alter his muscles, limbs and trunk. This facilitates escaping from bonds and small places. This is not a magical talent and is not affected by the presence of cold iron. T4 Resist temperature This talent works in every respect as the College of the Mind talent of the same name. .4 General Knowledge Spells G1 Spell of Awakening Range: Self Duration: Until woken Experience Multiple: 100 Base Chance: 40% Resist: cannot be resisted This spell is cast before sleep and allows the adept to awaken the instant conditions specified at casting have been met. The triggering condition must occur within 5 feet plus 5 per rank. G2 Spell of Awareness Range: 10 feet + 5 additional per rank Duration: 30 min + 30 per rank Experience Multiple: 250 Base Chance: 40% Resist: NA This spell enables the adept to sense the presence of all life forms of reasonable intelligence within range. This means animals sucha as dogs, reptiles, giant creatures, sentient creatures etc. microbes, bacteria garden snails and such are ignored. Large colonies of insects may register. Note undead are not alive and therefore cannot be detected. G3 Camoflage Spell Range: Self Duration: 1 hour + 1 per rank Experience Multiple: 175 Base Chance: 40% Resist: NA When cast the adept blends into the background in the same manner as a chameleon lizard. This adds 20% + 2 per rank to stealth when not moving. In addition 2% is added to stealth when adept is moving cautiously. G4 Spell of Multihand Range: Self Duration: 1 hour + 1 per rank Experience Multiple: 200 Base Chance: 35% Resist: NA (Description outstanding. Wild guess at the moment is one of the following: either a) abidextrous OR b) "quick hands" which make it look like multiple hands (?) ) G5 Spell of Freefall Range: Self Duration: variable Experience Multiple: 250 Base Chance: 40% Resist: NA When cast the adept is able to fall 10 feet + 5 per rank without suffering from any ill effects. The spell may be cast prior to a fall but cannot be kept for more than 1hr + 1 per rank before it becomes ineffective. Works on first fall and must be cast again for any subsequent falls. G6 Spell of Running Range: Self Duration: 1hr + 1 per rank Experience Multiple: 250 Base Chance: 40% Resist: NA The adept is able to run at (2 + 1 per 5 ranks) x TMR without tiring (no loss of fatigue). Spell ends when adept ceases to run or the duration expires. G7 Spell of Water Breathing Range: Self Duration: 1 hour + 30 min per rank Experience Multiple: 200 Base Chance: 35% Resist: NA Allows adept to breath water. Adept must make a willpoer roll (2 x willpoer + 5 per rank) before he can start breathing water. This is to overcome fear of drowning. G8 Spell of Leaping Range: Self Duration: none Experience Multiple: 200 Base Chance: 10% Resist: NA (Trying to find the description. In the meantime, assume that it gives the adept the ability to leap 1.5xRank times normal ability) .5 General Knowledge Rituals Q1 Ritual of Cleansing This ritual removes all impurities (Toxins, Diseases, etc) from the adept's body. Base chance is 10% + 4 per rank. Takes 1 hour to perform. The ritual can backfire infecting the adept with a random disease or toxin (or GM discretion). Experience multiple of 200. .6 Special Knowledge Spells S1 Spell of Healing Range: Can only be cast over self Duration: Immediate Experience Multiple: 200 Base Chance: 40% Resist: NA Identical to the spell of the same name from the College of Celestial Magic. S2 Spell of Face Shifting. Range: Self Duration: 1 day + 1 per rank Experience Multiple: 350 Base Chance: 30% Resist: NA Caster can change his facial appearance to resemble that of another person. The chance of not being detected is (25% + 5 per rank of spell + rank of troubadour skill). This chance only applies to those adepts who are trying to impersonate a character or well known NPC. S3 Spell of Physical Change Range: Self Duration: 2hr + 1 hr per rank Experience Multiple: 650 Base Chance: -5% Resist: NA The adept can change his shape into any humanoid race whose size is +-(20%+20 per rank) of the adepts. At rank 10 adept can opt to be any non humanoid shape. At rank 15 any Physical traits of the shape can be implemented (fly if bird or pixie, swim and breath as fish). At rank 20 any natural weapon system may be used by expending a point of fatigue (Manticore tail spikes, breath or gaze weapon) provided adept has experienced weapons effect. S4 Spell of Quickness Range: Self Duration: 20 sec + 10 per rank Experience Multiple: 300 Base Chance: 20% Resist: NA This spell is the same as the spell S-12 of the College of Ensorcelments and Enchantments. S5 Spell of Blurring Range: Self Duration: 30 min + 30 min per rank Experience Multiple: 200 Base Chance: 15% Resist: NA The adept becomes blurred and thus harder to hit. The chance of successfully hitting the adept is reduced by 1 (+2 per rank) for the duration of the spell. S6 Spell of Unsleep Range: Self Duration: 1 day + 12 hr per rank Experience Multiple: 250 Base Chance: 30% Resist: NA Adept does not require sleep for the duration of the spell. There are no ill effects from lack of sleep except fatigue recovery. At the end of the spell the adept will fall into a deep sleep from which nothing will awaken him for 8 hours + 1 for each normal sleep period he missed. S7 Spell of Passing Range: Self Duration: variable Experience Multiple: 300 Base Chance: 10% Resist: NA Adept can pass through 1 metre of solid non-enchanted material per rank of spell. S8 Enchanted Limbs Range: Self Duration: 20 sec x (D-5) x rank Experience Multiple: 250 Base Chance: 30% Resist: NA The base chance of hitting with unarmed combatt is increased by 2% (+1 per rank). Damage inflicted is increased by 2 (+1 per 3 or fraction of 3 ranks). .7 Special Knowledge Rituals R1 Ritual of Enhancing Physical Trait Range: Self Duration: 10hrs + 3hrs per rank Experience Multiple: 400 Base Chance: 1% Resist: NA Physical traits of the adept (MD, PPS, AG, EN) can be increased. Any combination of stats may be increased provided they total 1 point for each rank the adept has with the ritual. THere can only be one of these rituals in force at any time. R2 Ritual of Regeneration At the completion of this ritual the adept can regenerate any part of his anatomy that has been damaged or severed. The rate of growth is the same as that of the healers skill regeneration. The base chance is 20% + 4 per rank. The duration of the ritual is the same as the healing time. If the spell backfires the adept may not regenerate that body part or damage unless he advances 1 rank in the ritual. Experience Multiple for the ritual is 300. R3 Ritual of Rejuvenation This ritual is the same as the ritual of life prolonging from the College of Necromantic Conjunctions. R4 Ritual of Dragon Hide Range: Self Duration: 1 day + 1 day per rank Experience Multiple: 500 Base Chance: 10% Resist: NA Adepts skin becomes as tough as dragon hide giving the adept an armor protection of 1 +1 per 2 ranks with the spell.