THE COLLEGE OF SPIDER MAGICS Copyright (c) 1994 Andrew South Designer's note: This [college] was inspired by two books by Mike Jeffries, "Hall of Whispers" and "Glitterspike Hall", both highly recommended. The College is meant to be pretty icky, and makes for some fun NPCs in the right situations. The magic of this College is primarily concerned with controlling events by using spiders as tools and allies. Most humanoid creatures find spiders to be repugnant and shun them whenever possible, so adherents of this form of magic tend to be loners and outcasts from their own species. Many such adepts acquire traits from the creatures that serve them, becoming devious, subtle, patient, and utterly ruthless. Spider mages are powerful in their own lair, but they also have spells that allow them to see what transpires in the world without. Their form of magic lends itself to things such as assassination, manipulation, blackmail, extortion, and spying. A Spider Mage can potentially wield tremendous control over events in nearby towns and cities by using magic to subtly manipulate political forces. I. Restrictions Adepts of the College of Spider Dweomer may practise their arts without restriction. II. Modifications The Base Chance of performing any talent, spell or ritual of this College is modified by the addition of the following numbers: Adept is within his lair +5 Adept is outside his lair -5 The adept may only have one lair at any given point in time. It must be a place where spiders can roam unchecked, which often means that it will be somewhat removed from civilization at large. III. Talents SpT-1. Night Vision This talent enables the adept to see in the dark with an acuity similar to that of an elf. The range of this vision is equal to 50 feet (+5/Rank). The Experience Multiple for this talent is 100. SpT-2. Spider Speech This talent allows the adept to communicate with all manner of spiders (whether verbally, telepathically, or symbolically is left to the GM's discretion). Any reaction rolls made when the adept is dealing with such creatures are modified in his favour by 10 (+2/Rank). The Experience Multiple for this talent is 125. SpT-3. Brew Venom This ability allows the adept to milk the venom from spiders and then distil it to form poisons. It is treated as though the adept were an Alchemist of Rank equal to one-half his Rank with this ability. The Experience Multiple for this talent is 150. SpT-4. Resist Venom Constant exposure to spider venom gives adepts of this College a high degree of resistance to its effects. They subtract 1 point of damage (+1 per 3 Ranks, rounded up) from the effects of spider venom during each time period in which it inflicts damage. For instance, if the adept were Rank 7 with this talent and were bitten by a spider whose venom did 6 points of damage per Round, the adept would only sustain 2 (6 / 4) points of damage per Round. If the spider venom is a paralysing agent rather than a poison, the adept adds 10 (+5/Rank) to his chance of remaining unaffected. The talent is only effective against spider venom, or poisons brewed from them. It has an Experience Multiple of 250. SpT-5. Resist Webs By a simple act of concentration, this talent allows the adept to cause any form of web, whether magical or non-magical, to fall away from him. It has a Base Chance of 40% (+3/Rank), and an Experience Multiple of 125. IV. General Knowledge Spells SpG-1. Summon Spiders Range: Unlimited Duration: Immediate Experience Multiple: 250 Base Chance: 30% Resist: None Effects: This spell will draw 3 (+3/Rank) normal spiders of the adept's choice into the area that he occupies. The spiders summoned must be native to the vicinity, and will require 5 minutes (-15 seconds/Rank) to answer the call issued by the spell. The spiders always arrive in an uncontrolled state, and may behave unpredictably unless magically bound. At the GM's discretion, spider-like monsters (such as giant spiders, or spider demons) may be summoned by the use of the spell if they dwell within the nearby vicinity. In such cases, the GM will have to decide how many normal spiders each such entity represents for purposes of the summoning. As a rough guide, assume that a spider-like monster is equivalent to 1 normal spider for each 2 Endurance points it possesses. SpG-2. Control Spiders Range: 20 feet + 10/Rank Duration: Concentration (no maximum) Experience Multiple: 250 Base Chance: 35% Resist: Active and passive Effects: This spell will cause 3 (+3/Rank) normal spiders within range of the spell to become subject to the adept's mental commands. They will continue to obey him so long as he continues to concentrate. If the adept releases his control or if his concentration is broken, the spiders may possibly attack or flee. At the GM's discretion, spider-like monsters may also be affected by this spell (refer to the Summon Spiders spell (SpG-1) for guidelines in this regard). SpG-3. Immobility Range: Adept only Duration: Concentration (maximum of 1 hour + 1/Rank) Experience Multiple: 75 Base Chance: 50% Resist: None Effects: This spell enables the adept to remain absolutely motionless and silent for extended periods of time. Provided he is not in plain sight, the GM should have other creatures in the area make Perception rolls to notice his presence. While affected by the spell, the adept neither loses nor recovers any Fatigue. The spell ceases immediately if he voluntarily decides to move or make a noise, or if his concentration is broken. SpG-4. Stalk Range: Adept only Duration: 1 hour + 1/Rank Experience Multiple: 100 Base Chance: 30% Resist: None Effects: This spell adds a bonus of 10 (+2/Rank) to the adept's stealth. SpG-5. Neutralize Venom Range: Touch Duration: Immediate Experience Multiple: 125 Base Chance: 40% Resist: Active and passive Effects: This spell immediately neutralizes the effects of any spider venom affecting the creature on whom it is cast (which may be the adept himself). SpG-6. Unnerve Range: 15 feet + 5/Rank Duration: 10 seconds + 10/Rank Experience Multiple: 250 Base Chance: 40% Resist: Active and passive Effects: This spell will instil profound nervousness in a single target creature. Unless the affected being resists, it will suffer a penalty of 5% on both its Strike Chances and its Cast Chances for the duration of the spell, and must also make a Concentration Check at the moment the spell first takes effect. SpG-7. Fear Range: 15 feet + 5/Rank Duration: Immediate Experience Multiple: 300 Base Chance: 25% Resist: Active and passive Effects: This spell will cause one target of the adept's choice within range to be seized by uncontrollable fear. Unless the affected entity resists, it must roll upon the Fright Table. V. General Knowledge Rituals SpQ-1. Spin Spidersilk This ritual enables the adept to spin spidersilk thread from spider webs. This thread can be woven into ropes and fabrics that are prized for their beauty, strength, lightness, and durability. If the adept has no source of spider webs on hand to draw upon when performing this ritual, he must perform it in conjunction with at least 5 spiders that he has previously bound using the Bind Spider spell (SpS-1). The ritual is automatically successful, and produces 1 ounce of thread (+1/Rank) for each hour that the adept spends in performing it. Spidersilk thread can be sold for roughly 20 sp per ounce. Finished products made from spidersilk command a much more substantial price, but they also involve a great deal of additional work. The Spin Spidersilk ritual has an Experience Multiple of 400. SpQ-2. Knowing This ritual can only be cast upon a specific area within the adept's designated lair. Once it has been successfully cast, it will cause the adept to become instantly aware of any creature entering the area that it affects. He will also receive a brief mental impression of the intruding creature's thoughts; the GM should inform the adept of the names, species, places of origin, and current surface thoughts of any such creatures. The adept may have only one Knowing ritual in effect at any given point in time. If he casts a second Knowing ritual while another is already in effect, the resulting mental interference will cause an automatic backfire. The Knowing ritual takes 4 hours to perform, has a Base Chance of 20% (+4/Rank), and an Experience Multiple of 275. Its effects last for 1 week (+1/Rank), and affect an area of up to 100 square feet (+100/Rank) in size. SpQ-3. Trance By performing this ritual, the adept can peer dimly into the mists of his own future. He can see no further than 1 (+1/Rank) hours, and the events that he perceives may not necessarily be of any great importance. This ritual takes 1 hour to perform, has a Base Chance of 20% (+3/Rank), and has an Experience Multiple of 200. VI. Special Knowledge Spells SpS-1. Bind Spider Range: 10 feet + 1/Rank Duration: Immediate Experience Multiple: 300 Base Chance: 35% Resist: Active and passive Effects: This spell will permanently bind any one normal spider to the adept's service. Bound spiders will obey the adept's mental commands within a range of up to 20 feet (+10/Rank). Beyond this range, they will still obey commands but must be contacted using the Contact Spider spell (SpS-2), as they are unable to perceive the adept's thoughts. A spider that is bound will behave with some degree of intelligence rather than according to its natural instincts, and so need not be continually monitored. However, it is capable of understanding only simple instructions (no more than a dozen or so words), and it will follow them to the letter. If placed in a situation not covered by the last instructions given to it by the adept, the spider will react according to its own natural instincts. The adept may have no more than 5 (+2/Rank) spiders bound by means of this spell at any one point in time; it will have no effect if he attempts to exceed this limit. If any of his bound spiders die, the adept is instantly aware of this fact, for he feels their death pain. This will cause him to sustain 1 point of damage for each one killed. SpS-2. Contact Spider Range: Unlimited Duration: Concentration (maximum of 1 hour + 1/Rank) Experience Multiple: 200 Base Chance: 20% Resist: None Effects: This spell establishes mental contact between the adept and any one spider that the adept has previously bound using the Bind Spider spell (SpS-1). The adept can see through the eyes of a spider thus contacted, and can issue it mental commands that it will immediately obey. However, the Fatigue to be expended in order to achieve this result increases as the distance between the adept and the spider to be contacted grows greater, as shown on the following table. Range Fatigue Cost 0-1 miles 2 1-10 miles 3 10-100 miles 4 100-1,000 miles 5 1,000-10,000 miles 6 10,000-100,000 miles 7 100,000 miles+ 8 When the adept first casts this spell, he nominates how much Fatigue he wishes to expend. If the spell is successfully cast but the Fatigue expended is not sufficient to achieve contact, the adept may expend additional Fatigue points to increase his range until either the spider is successfully contacted or he gives up trying. SpS-3. Seek Range: Touch Duration: 7 days + 7/Rank Experience Multiple: 275 Base Chance: 10% Resist: None Effects: This spell must be cast upon a single spider that the adept has previously bound using the Bind Spider spell (SpS-1). It gives the affected spider the ability to sense the precise direction in which it can find any one person or object that the adept has previously seen. While the spell remains in effect, the spider is able to track down the target without fail, provided it exists. Note, however, that the spider will not set out on its own initiative; it must still be given instructions to do so by the adept. SpS-4. Cling Range: Adept only Duration: Concentration (maximum of 10 minutes + 5/Rank) Experience Multiple: 150 Base Chance: 25% Resist: None Effects: This spell enables the adept to cling to sheer surfaces in the same manner as does a spider. He can scuttle up featureless walls and even hang from ceilings with no absolutely no difficulty. There is normally no chance that he will fall when performing such feats, but highly unusual circumstances (e.g. gale-force winds) may warrant a Manual Dexterity check to avoid slipping (GM's discretion as to the difficulty factor). The adept must have bare hands and feet for this spell to be effective. SpS-5. Web Range: 15 feet + 15/Rank Duration: Immediate Experience Multiple: 150 Base Chance: 35% Resist: Passive Effects: This spell enables the adept to project a sticky web from his fingertips. Any objects or individuals immediately between the caster and the target of the spell (along the flight path of the web) will be struck by the web and ensnared. The web can ensnare a number of human-sized targets equal to the Rank of the spell. Ensnared characters may not move, and their Action Points are halved (round down). In order to free himself from the web, each ensnared character must roll his Physical Strength or less on 1D100 or successfully cut the web. The web is cut whenever any strike against it with a class B weapon results in 10 or more points of damage (+1 for every 4 Ranks, rounded down). One entrapped character may be freed each time such a blow is delivered. SpS-6. Darken Range: 15 feet + 15/Rank Duration: 15 minutes + 15/Rank Experience Multiple: 125 Base Chance: 50% Resist: None Effects: This spell reduces the ambient lighting conditions by one category within a volume equal to 1000 cubic feet (+500/Rank). Thus, intense light dims to bright light, bright light dims to medium light, medium light dims to dim light, dim light dims to shadows, shadows dim to deep shadows, deep shadows dim to partial darkness, and partial darkness becomes complete darkness. SpS-7. Ironweb Range: Touch Duration: Immediate Experience Multiple: 250 Base Chance: 20% Resist: None Effects: This spell will cause any one mass of web, whether magical or non-magical in nature, to become as tough as steel cable. Webbing affected by this spell cannot be cut at all by non-magical weapons or attacks, but magical weapons and magic will affect it normally. If an Ironweb spell is used to affect a Web spell, characters without magical weapons or spells must resort to Physical Strength rolls in order to escape. SpS-8. Poison Touch Range: Touch Duration: 1D10 Rounds Experience Multiple: 400 Base Chance: 15% Resist: Passive Effects: This spell enables the adept to affect another creature with poisonous venom by simply touching it. Unless the target successfully resists, it will sustain 5 points of damage (+1 for every 4 Ranks, rounded down) for each Round that the spell persists. The adept must touch the target creature's exposed skin, and the GM may therefore rule that the casting of this spell is not possible against opponents in heavy armour. The adept must make a successful attack in unarmed combat after casting the spell to initiate its effects. He may keep trying to touch the intended victim until he succeeds, but the duration of the spell is always measured from when it is cast, not when it takes effect. SpS-9. Paralysing Touch Range: Touch Duration: 10 minutes (+10/Rank) Experience Multiple: 400 Base Chance: 15% Resist: See below Effects: This spell is virtually identical to the Poison Touch spell (SpS-8), but it affects the target creature with a paralysing venom rather than a poisonous one. Unless the target creature rolls less than or equal to its (Willpower x 4) / (Spell Rank x 4) on percentile dice, it will be totally paralysed for the duration of the spell. The adept must still touch the target creature's exposed skin in unarmed combat, as described under the Poison Touch spell. SpS-10. Venomous Web Range: 20 feet + 10/Rank Duration: Immediate Experience Multiple: 450 Base Chance: 10% Resist: Passive Effects: This spell enables the adept to project a sticky, poisonous web from his fingertips. Any objects or individuals immediately between the caster and the target of the spell (along the flight path of the web) will be struck by the web and ensnared. The web can ensnare a number of human-sized targets equal to the Rank of the spell. Ensnared characters may not move, and their Action Points are halved (round down). In order to free himself from the web, each ensnared character must roll his Physical Strength or less on 1D100 or successfully cut the web. The web is cut whenever any strike against it with a class B weapon results in 10 or more points of damage (+1 for every 4 Ranks, rounded down). One entrapped character may be freed each time such a blow is delivered. Characters trapped by the web will sustain 5 points of damage per Round (+1 for every 4 Ranks, rounded down) due to the vile poisons that drip from its strands. SpS-11. Become Spider Range: Adept only Duration: 1 minute + 1 minute/Rank Experience Multiple: 500 Base Chance: 5% Resist: None Effects: This spell transforms the adept into a gigantic spider of hideous aspect. The creature will have the following statistics. ---------------------------------------------------------------------------- Giant Spider Description: This abominable creature is usually venomous-looking in the extreme, and is of terrifying size. The most disturbing thing about it is probably the fact that the adept's intelligence can be plainly seen glittering in its multiple eyes. PS 15+Rank FT 20+Rank MD 1D5+15 PC Adept's Own AG 1D5+18 AP Agility / 10 MA Adept's Own PB 1D5-1 WP Adept's Own BV None EN 15+Rank SZ 15 + Rank Armour: The spider's tough skin will absorb 5 DP. Weapons: The spider may attack in either Melee or Close Combat with a vicious bite (Base Chance of 50% and [D+4] damage). The bite will have Rank equal to one-half the adept's Rank with this spell. If it inflicts effective damage, it injects a lethal venom that will inflict 5 points of damage each Round (+1 for every 4 Ranks, rounded down). It effects last for a period of 1D10 Rounds. In Close Combat, the spider may also entangle a single opponent in webbing from its spinnerettes, which will have the effect of a Web spell (SpS-5) on that target only . Magic: While in spider form, the adept retains the ability to use any magic he is normally able to perform. ---------------------------------------------------------------------------- The adept is in full control of his actions while in spider form, and remains thus until either the spell has run its course, or he is killed. Endurance or Fatigue loss in either human or spider form is transferred pro-rata upon assuming the new shape. Thus, if the adept had assumed spider form and lost 12 of his 24 points of Fatigue, then upon resuming human form (with a normal Fatigue of 20), he would have 10 Fatigue points left. For further guidelines, refer to the College of Transformations. VII. Special Knowledge Rituals SpR-1. Transform Spider This ritual must be cast over a single spider that the adept has previously bound using the Bind Spider spell (SpS-1). It will transform the spider into an inanimate object of roughly the same size and weight. When an event specified by the adept at the time of casting the ritual comes to pass, the spider will instantly resume its former shape and obey any instructions previously given to it by the adept. Until then, for all intents and purposes the spider actually is the object it appears to be. At the time the ritual is performed, the adept must actually have in his possession the object into which the spider is to be transformed. It is consumed whether or not the magic succeeds. The Transform Spider ritual takes 6 hours to perform, has a Base Chance of 15% (+4/Rank), and has an Experience Multiple of 300. If it fails to work, the spider being transformed will always die. SpR-2. Lurking Death This ritual allows the adept to place a living spider inside another creature's body. It involves making an incision in the victim's body that is then magically closed up. The spider is inserted into the cut; it must have been previously bound using the Bind Spider spell (SpS-1), or it will panic and attempt to bite either the adept or the victim during the ritual. Obviously, the victim must either be consenting, unconscious, or somehow restrained. Only active resistance is possible. If the ritual is successful, the adept has an obedient servant acting as an ever-present threat against the creature into whose body it has been placed. The adept still command the spider in the usual way, the only difference being if he casts a Contact Spider spell (SpS-2), he is able to see through the eyes of the creature into whose body the spider was placed rather than through those of the spider itself. Should he wish to do so, the adept can command the spider to bite the victim. In such a case, the victim will immediately suffer the appropriate damage from any venom possessed by the creature. If the spider is not removed from the victim's body after a period of 1 week (+1/Rank), the spider will die. Note, however, that the adept can command the spider to bite the victim before this time period expires, and unless instructed otherwise it will do so. If the spider does die while inside the victim's body, it will fester and cause an automatic infection to occur within [D-5] days. This infection will continue to recur until the spider is actually removed by a Healer of at least Rank 4 ability. A Special Knowledge Counterspell to the College of Spider Dweomer will cause the spider to immediately crawl forth from the victim's body; it will still be dangerous and must be dealt with accordingly. The Lurking Death ritual takes 1 hour to perform. It has a Base Chance of 40% (+3/Rank), and an Experience Multiple of 400. If it fails to work correctly, the spider will die only [D+1] hours after being inserted into the victim's body, with consequences as described above.