102. THE COLLEGE OF THAUMATURGIC MAGICS The College of Thaumaturgic Magics is concerned with the arts of magical lore as they are pertinent to the domain of thaumaturgy, the art of the relationship between the various forms of magic, and the manner in which magic follows the precepts that are found within nature. The College works on the basis of the principles surrounding the alteration of beings, objects, and things on a physical or psychological level. (102.1) Adepts of the College of Thaumaturgic Magics may practice their magic without any real restrictions. Three things are of importance to this College that makes it differerent from other Colleges - the concepts of similarity, contagion, and the use of material components that are required for most Thaumaturgic spells. (102.11) Adepts of the College of Thaumaturgic Magics may not practice their art without obeying the Law of Similarity and the Law of Contagion. The LAW OF SIMILARITY states that like attracts or produces like. This means that if you can affect one item, you can affect another similar item in the same way. The LAW OF CONTAGION states that once together, always together. If you have a piece of an item, you can affect the item that it came from. Thaumaturgic Mages are reminded that it is not allowed for them to violate these two basic laws. Any Mage of this College who violates these Laws will find that he is no longer able to practice the magic of this nature. (102.12) The College of Thaumaturgic Magics is different from all other Colleges, in that Adepts of this College are required to have the material components necessary to cast their spells and conduct their rituals. This stricture does not apply to the use of Talents. The material components for each spell and ritual are listed in the spell or ritual description. No Adept who does not have the material components necessary may cast spells of this College. (102.13) The magic of the College of Thaumaturgic Magics is designed to alter the shape of the world around it, and to make changes in the natural order of events and happenings. The Adept is reminded that making changes of a substantial nature could affect the balance and alignment of the cosmos. For this reason, Adepts of the College of Thaumaturgic Magics are advised to remember that a major change to the environment could result in catastrophe. Other spells could affect the natural order of things so as to have disastrous effects. It is advised that the GM and the Adept be a trifle cautious in the use of the spells and rituals of the College. (102.2) The Base Chance of performing any talent, spell, or ritual of this College is modified by the following: Talent/spell/ritual is a major alteration of the order -20 Adept is using only one of the basic laws of thaumaturgy -20 Adept is using both laws of thaumaturgy +20 For every point that Willpower is above 15 +1 For every point that Willpower is below 15 -1 (102.3) Talents 1. Detect Enchantment (T-1) Adepts of this College have the ability to determine whether an item, person, or area within 50 feet (+10 feet per Rank) is currently under an enchantment. This enchantment may be an operating spell, a ward, an invested spell, or any other magical charm. Magical beings (conjured and summoned) may also be detected by this talent. It does not tell what type of enchantment, only whether or not there is an enchantment. The talent operates with a Base Chance of [MA x 3]% (+3 per Rank), and the Adept is required to touch the object, being, or area in question. The Experience Multiple is 300. 2. Resist Pain (T-2) This talent is identical in all ways to the talent of the same name of the College of Sorceries of the Mind (see 37.3, T-1, pg. 40). The Experience Multiple for this is 300. 3. Sensitivity to Danger (T-3) This talent is identical in all ways to the talent of the same name of the College of Sorceries of the Mind (see 37.3, T-3, pg. 40). This talent has a Base Chance of 15%, and an Experience Multiple of 300. (102.4) General Knowledge Spells 1. Flash of Light Spell (G-1) Range: 15 feet + 15 additional/Rank Duration: Immediate Experience Multiple: 75 Base Chance: 20% Resist: May only be passively resisted. Effects: The Adept must spend 2 Fatigue Points and is able to cast a brilliant flash of light. All entities who are facing the Adept when the spell is loosed must either resist or be blinded for 20 seconds (4 Pulses). Blinded characters have their Base Chance of striking reduced by -50% and may only move at « the normal TMR. The Adept is unaffected by the spell, since it emanates from his own body. The material component for this spell is a small, 2 oz. piece of clear glass. 2. Spell of Pyrogenesis (G-2) Range: 25 feet + 5 additional/Rank Duration: Immediate Experience Multiple: 50 Base Chance: 45% Resist: May only be passively resisted. Effects: One small flammable object (or entity) within range may be caused to burst into flame. Thereafter, the flames are fuelled by the object or entity. They may be extinguished. It should be noted that this spell is meant to be used to light matches and cause small insects and small, furry animals to burst into flames. It is not meant for use against human-sized characters. The material component for this spell is a small piece of red or wine-coloured cloth. 3. Spell of Mending (G-3) Range: Caster must touch the object to be mended Duration: Permanent Experience Multiple: 350 Base Chance: 50% Resist: May not be resisted. Effects: Any single broken item weighing up to 10 lbs (+10 per Rank) may be mended with this spell. Note that a fractured item can only be made whole if all pieces are present when the spell is enacted (if any are missing, the repaired object will have a hole where the missing pieces would be). A mended object becomes exactly as it was before it was broken, so if it was deformed in some way (ie., a sword was bent) it would retain that deformity. The material component for this spell is an item similar to or identical to the item that is to be repaired, over which a Spell of Similarity is cast. 4. Spell of Blending (G-4) Range: May only be cast over self Duration: 1 hour + 1 additional/Rank Experience Multiple: 100 Base Chance: 60% Resist: May not be resisted. Effects: In order to cast this spell, the Adept must remain totally stationary. If successfully cast, the Adept cannot be seen by any non-magical means. This version of the spell allows the target to move around, but if an item, being, or object is touched, the Adept becomes visible again. The material component for this spell is a small mirror (once the mirror is used, it cannot be reused for the same spell). A silvered mirror adds +5% to the Cast Chance, and a gilded or truesilvered mirror will add +10% and +15% respectively. 5. Spell of Resistance to Cold (G-5) Range: 10 feet + 10 additional/Rank Duration: 10 minutes x 2 x Rank (x 1 if unranked) Experience Multiple: 400 Base Chance: 40% Resist: May not be resisted. Effects: The target of this spell gains +2% per Rank to its magical resistance versus spells and magical forces of cold. In addition, the target of the spell is not bothered by temperatures below -25o and above -300o. The material component for this spell is a Rune of Cold on a small piece of parchment (once the rune is used, another rune and a fresh piece of parchment are required); the rune must be drawn in blood or silver ink. If blood, it must be the blood of the intended target of the spell. 6. Spell of Resistance to Fire (G-6) Range: 5 feet + 5 additional/Rank Duration: 10 minutes x 2 x Rank (x 1 if unranked) Experience Multiple: 400 Base Chance: 40% Resist: May not be resisted. Effects: The target of this spell gains +2% per Rank to its magical resistance versus spells and magical forces of heat and fire. In addition, the target of the spell is not bothered by temperatures above 100o and below 250o. The material component for this spell is a Rune of Fire on a small piece of parchment (once the rune is used, another rune and a fresh piece of parchment are required); the rune must be drawn in blood or silver ink. If blood, it must be the blood of the intended target of the spell. 7. Spell of Shaping Fire (G-7) Range: 10 feet + 10 additional/Rank Duration: 5 minutes + 1 additional/Rank Experience Multiple: 200 Base Chance: 40% Resist: May not be resisted. Effects: The spell allows the Adept to shape 2 (+2 per Rank) cubic feet of flames or fire into any desired form, and it will retain that form for the duration of the spell. It should be noted that the spell is limited only by the creativity of the caster, but that the spell cannot be cast over any living entity or an Elemental. The material component for this spell is a small vial of smoke, originating from a natural, or man-made, fire. 8. Detect Aura Spell (G-8) Range: Unlimited within sight Duration: Immediate Experience Multiple: 100 Base Chance: 25% Resist: May only be actively resisted. Effects: When the Adept casts this spell, the effects are identical to those achieved by the Detect Aura talent (T-1, pg. 43) of the College of Naming Incantations. The material component for this spell is a piece of amber with a Detect Aura rune carved into it using a non-iron item to carve the rune. Each piece of amber can be used for a total of six (6) times to perform this spell, and must then be replaced. 9. Spell of Altering Emotion (G-9) Range: 5 feet + 5 additional/Rank Duration: 10 seconds + 10 additional/Rank Experience Multiple: 450 Base Chance: 20% Resist: May be actively and passively resisted. Effects: This spell allows the Adept to change the current emotional response of the target at whom it is directed. The spell may be used on a total of 2 (+1 per Rank) targets at any one time. Emotions include love, fear, hate, greed, desire, lust, anger, etc. If the target of the spell fails to resist, the emotional response is altered according to the desire of the caster. 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 target of the spell could (under the influence of the spell) attack, and possibly kill, a friend or companion. The Base Chance of the spell is decreased by -10% for negative emotions, and increased by +10% for positive ones. The material component for this spell is a lock of the target's hair and a small piece of mistletoe inscribed with the Rune of Emotion (in either silvered or gold ink). 10. Spell of Shaping Water (G-10) Range: 10 feet + 10 additional/Rank Duration: 2 minutes + 1 additional/Rank Experience Multiple: 250 Base Chance: 30% Resist: May not be resisted. Effects: The spell allows the Adept to shape 2 cubic feet (+2 per Rank) of water or air-like substance into any desired form, and it will retain that form for the duration of the spell. The spell is limited only by the creativity of the caster, but it may not be cast over any living entity or an Elemental. The material component for this spell is a ring of gold with the Water rune inscribed on it and can be used to cast the spell a total of twelve (12) times before having to be replaced. 11. Spell of Limited Regeneration (G-11) Range: May only be cast over an adjacent character Duration: 1 minute + 15 seconds/2 Ranks Experience Multiple: 250 Base Chance: 25% Resist: May not be resisted. Effects: This spell does not go into effect for the first 30 seconds after which it is cast. The spell allows the target to regenerate Endurance Points removed as a result of damage incurred in combat, but never due to illness or disease. The target regenerates 1 EN point every 15 seconds for the duration of the spell. The material component for this spell is a small ball of wax, in which an identical type of injury is inflicted and healed just before the Adept casts the spell. 12. Spell of Enhancing Enchantment (G-12) Range: 10 feet + 5 additional/Rank Duration: 10 seconds + 5 additional/Rank Experience Multiple: 500 Base Chance: 5% Resist: May be passively resisted only. Effects: This spell allows the Adept to reduce or enhance magical effects of any type in the given area of effect. The spell will affect beings, entities, or objects, but it will not destroy magical beings, demons, or beings from other di-mensional planes (although it could be used to enhance a Banishment spell). The spell will allow the Adept to add or subtract (Rank x 2)% from any characteristic of a spell or any characteristic of a magical being or object within the caster's range. The material component for this spell is a 5,000 SP diamond with a five-pointed pentagram inscribed with a gilded item on two opposite faces of the gem. 13. Spell of Mist Form (G-13) Range: May only be cast over self Duration: 5 minutes + 1 additional/Rank Experience Multiple: 400 Base Chance: 20% Resist: May not be resisted. Effects: This spell allows the Adept to take on a gaseous and misty form, although still retaining a semblance of normality but with a ghostly form. The caster retains all the possessions he has, but cannot use them for any reason. While the caster is in this form, he may not attack with weapons or magic, and may not be attacked with weaponry; he may be attacked with magical spells, and all forms of Air Magics will do double damage. A roll of magical resistance will allow any other being to see the character in mist form. The spell allows the user to walk through any solid objects and the like, with the exception of spells, wards, magical traps, and such. If the Adept walks through an entity or being, the being does not take any damage but gets a chill down the spine and the feeling as if someone had just walked over their grave. The material component for this spell is an Air Rune carved into a piece of clear quartz that must have a value of at least 600 SP; the stone can be used to cast the spell a total of six (6) times. The spell may be used on other beings, but the True Name of the being must be known to do so. (102.5) General Knowledge Rituals 1. Ritual of Enchantment (Q-1) This ritual allows the Adept to enchant an entity of his choice, but unlike Q-1 of the Ensorcelments and Enchantments, the entity to be enchanted does not have to be present during the ritual. The Adept may not enchant himself. The Base Chance of the ritual is 25% (+4 per Rank), and requires a total of 12 (-Rank) hours for the Adept to cast. The effects of this spell-like ritual will last for 2 weeks at Ranks 1-10, 3 months at Ranks 11-19, and until dispelled at Rank 20. In order to cast this ritual, the Adept must have 1 oz. of black myrrh (at a cost of 550 SP) for burning, an item belonging to the intended target of the spell or a lock of hair, a fingernail, a piece of flesh, an eyebrow, etc. from the target, and an identical piece of material from the Adept. The standard chalks and the like are required for this ritual. The Adept uses a Spell of Similarity (S-7) and a Spell of Contagion (S-8) and these must be rolled for as well. If the ritual is successful, the Adept has bound the entity in question to his will. If the ritual is not successful, there is no effect, but if the ritual backfires, the Adept is under his own enchantment and is bound to the will of the intended victim. The Experience Multiple for this ritual is 600. (102.6) Special Knowledge Spells 1. Spell of Turning Flesh to Stone (S-1) Range: 10 feet + 5 additional/Rank Duration: Until dispelled by the proper counterspell or a Shaping Mage Experience Multiple: 500 Base Chance: 2% Resist: May be actively and passively resisted. Effects: This spell allows the Adept to turn one living entity, be it human or animal, into a living stone statue. The spell will work on all living creatures, including plants, and will affect beings from other planes and dimensions, unless they resist the spell (but add +20% to their magical resistance). If the spell takes effect, it is possible to permanently destroy the said being by smashing the statue to pieces. Only a Special Knowledge counterspell of Thaumaturgic Magics or a Ritual of Turning Stone to Flesh (see Shaping Magics, R-1) will reverse the effects of this spell. The material component for this spell is a lock of the being's hair or a piece of its flesh and a piece of stone (preferably granite). 2. Bolt of Thaumaturgic Force (S-2) Range: 15 feet + 10 additional/Rank Duration: Immediate Experience Multiple: 300 Base Chance: 30% Resist: May only be passively resisted. Effects: The Adept may cast a bolt of energy at one target that will inflict [D10-5] (+1 per Rank) damage on the first person or object that the spell hits. The material component for this spell is a piece of jasper worth 250 SP, that can be used for this spell three (3) times. 3. Spell of Shaping Air (S-3) Range: 10 feet + 10 additional/Rank Duration: 1 minute + 1 additional/Rank Experience Multiple: 300 Base Chance: 20% Resist: May not be resisted. Effects: This spell allows the Adept to shape 2 cubic feet (+2 per Rank) of air into any desired form, and it will retain that form for the duration of the spell. It should be noted that the spell is limited only by the creativity of the caster, and that it may not be cast over any living being or an Elemental. The material component for this spell is a clear piece of quartz with an Air Rune carved into it. 4. Wizard's Armour Spell (S-4) Range: May only be cast over self Duration: 30 minutes + 30 additional/Rank Experience Multiple: 200 Base Chance: 25% Resist: May not be resisted. Effects: This spell allows the Adept to create a form of shield around himself that will protect him from physical attacks and magic. The spell allows the Wizard to absorb 5 damage points from a physical weapon attack, and 5 damage points from any magical spell attack, including wards. This absorption is increased by 1 (+1 for every 3 or fraction of 3 Ranks). The spell will not have any effect against a magical weapon (including silvered and truesilvered weapons). The material component for this spell is a crystal ball of quartz with a value of 600 SP; each ball of quartz will allow the Adept to cast the spell a total of ten (10) times. 5. Spell of Elemental Animation (S-5) Range: 10 feet + 10 additional/Rank Duration: 10 seconds + 10 additional/Rank Experience Multiple: 700 Base Chance: 5% Resist: May not be resisted. Effects: This spell may only be cast by an Adept who has shaped one of the four elements into a given form using G-7, G-10, S-3, or S-9 of this College. The spell allows the Adept to bring the elemental shape to pseudo-life and to control it any way he wishes. The animation of the shaped element and the control of it are automatic, although the shaped form is not capable of doing something that the element itself could not do. In order to cast this spell, the material component is a small amount of the element from which the form was shaped, contained in whatever medium the character desires. It should be noted that GM discretion is advised with this spell. 6. Spell of Language Comprehension (S-6) Range: 10 feet + 10 additional/Rank Duration: 1 minute + 1 additional/Rank Experience Multiple: 350 Base Chance: 20% Resist: May only be passively resisted. Effects: This spell will allow the target of the spell to understand and speak any language with which he is not familiar at Rank 3 (+1 per Rank of the Adept). The material component for this spell is a piece of parchment with some of the lettering of the two (or more) languages in quest, and it requires a Spell of Similarity to be cast over the two entities in question as well. 7. Spell of Similarity (S-7) Range: 10 feet + 10 additional/Rank Duration: 20 seconds + 10 additional/Rank Experience Multiple: 600 Base Chance: 25% Resist: May be actively and passively resisted. Effects: This spell is based on one of the two basic precepts of thaumaturgy, the Law of Similarity. When this spell is cast on an object, being, or person that is like or similar to another object, being, or person, the two are linked in a manner such that if the Adept affects one of them, the other one will be affected in a similar manner. One of the classic ways that this spell is cast is in the form of a voodoo doll; another would be to cast it on a bird feather and give it to a specific person (but the spell would also have to be cast on the person) and then a bird of the type from which that particular feather is drawn would have an affinity for that person and vice versa. The uses of this spell are almost immeasurable. As a general rule, the spell is usually cast on objects and is used in conjunction with other spells (particularly of the College of Thaumaturgic Magics). The spell is also cast on two targets, which tends to improve its efficiency. There are no set material components for this spell; the GM will have to decide on these as the use of the spell dictates. 8. Spell of Contagion (S-8) Range: 10 feet + 10 additional/Rank Duration: 20 seconds + 5 additional/Rank Experience Multiple: 800 Base Chance: 15% Resist: May be actively and passively resisted. Effects: This spell is based on one of the two basic precepts of thaumaturgy, the Law of Contagion. When this spell is cast on an item, object, or being that belongs to or is part of a portion of something else, the item, object, or being from which the portion came can be affected in whatever manner is desired. This spell is ordinarily used for the purpose of doing something with objects and things, not beings and sentient entities. The spell is useful, for example, to lure birds to a certain place by manipulating a feather from the given bird; melting one of the rings from a set of ringmail after this spell has been cast wold cause the ringmail armour to melt itself down - just two examples of the spell's use. The limits that this spell has are immeasurable, but probably finite. It is also true that the GM will have to limit the uses of this spell and keep control over this spell and the Spell of Similarity. There are no set material components for this spell; the GM will have to decide on them as the need arises. It should be noted that the use of this spell prior to other spells or after other spells (especially those of the College of Thaumaturgic Magics) enhances the functioning of these spells. 9. Spell of Shaping Earth (S-9) Range: 10 feet + 10 additional/Rank Duration: 30 seconds + 10 additional/Rank Experience Multiple: 420 Base Chance: 15% Resist: May not be resisted. Effects: This spell allows the Adept to shape 2 cubic feet (+2 per Rank) of earth into any desired form, and it will retain that form for the duration of the spell. It should be noted that the spell is limited only by the creativity of the caster, but that the spell cannot be cast over any living being or an Elemental. The material component for this spell is a small amount, usually about 2 ozs., of earth. 10. Spell of Transmutation (S-10) Range: 5 feet + 5 additional/Rank Duration: Immediate Experience Multiple: 900 Base Chance: 20% Resist: May not be resisted. Effects: This spell will allow the caster to transmute any one item or object (not beings) in range into any other form or shape desired; Adepts should use this spell and decide what forms they will transmute things into with a bit of reason. The transmutation is permanent until it is dispelled by a Special Knowledge counterspell of the College of Thaumaturgic Magics or by a Namer. Note that this spell does not work on beings, entities, or magical items (either through their magic nature or being invested with magic of some type). The material component for this spell is a piece of sapphire worth 4,000 SP. The sapphire can be used for this spell a total of six (6) times. 11. Spell of Catalysis (S-11) Range: 5 feet + 5 additional/Rank Duration: 10 seconds + 10 additional/Rank Experience Multiple: 500 Base Chance: 15% Resist: May only be passively resisted. Effects: This spell allows the Adept to speed up or slow down reactions and chemical processes in living beings, items, or objects through the use of magic. The spell may be used only if the Adept has some knowledge of basic alchemy pertaining to the reaction or process to be altered (obtainable through an Alchemist, Scholar, or Shaping Adept, or via his own work with the substance or the item). The spell could be used, for example, to slow down the working of a poison or venom in a being's system, to slow down the metabolic rate (possibly inducing sleep), to increase the rate of a reaction involving explosives and heat (thus triggering the reaction earlier than planned), or any other similar reaction. The material component for this spell is 2 ozs. of quicksilver/ mercury for speeding up a process and 4 ozs. of powdered or dried snail for slowing down a process. The GM is advised to display some discretion and taste in how this spell is used. 12. Spell of Shape-Change (S-12) Range: May only be cast over self Duration: 10 minutes + 5 additional/Rank Experience Multiple: 1000 Base Chance: 5% Resist: May not be resisted. Effects: This spell allows the Adept to transform into any living form or shape he desires. The shape assumed must be of the same or less mass and/or weight that the Adept normally has. The Adept will gain all of the abilities that are natural to the being changed into, but does not gain any magical talents, spell, rituals, or skills that the creature or being would have. The Adept will take on average characteristics of the type of being transformed into. The Adept is unable to return to his normal form for the duration of the spell, but unconsciousness will cause an automatic transformation back to the caster's normal shape. The material component for this spell is a piece of yellow amber on which the form to be shape-changed into must be carved with a silvered, gilded, or truesilvered item. Unlike normal spells, this spell costs the Adept 10 Fatigue Points to cast. (102.7) Special Knowledge Rituals 1. Ritual of Healing (R-1) The Adept creates a warded area by setting up a set of six (6) sticks of oak, each carved with the Healing rune, in a pentacle-like circle, and placing one stick in the centre of the circle. The circle is set up around the being who is to be healed. If anyone inside the circle leaves it before the ritual is complete, the ritual automatically fails and it must be started again with a brand new set of chalk and sticks. The Base Chance of the ritual is 15% (+2 per Rank), and lasts for 6 hours (-10 minutes per Rank of the Adept), at the end of which time one entity within the centre of the circle is healed of all Fatigue and Endurance damage, and any non-magical fevers, diseases, and infections from which he may suffer. If the ritual backfires, the living entity is immediately killed, and may not be brought back to life. The Adept must endure the ritual by spending a total of 10 Fatigue Points to perform the ritual. The ritual has an Experience Multiple of 500. 2. Ritual of Magic Divination (R-2) This ritual is identical to the ritual of the same name (R-1, pg. 44) of the College of Naming Incantations. The material component for this ritual is 1 lb. of ambergis that must be burned during the course of the ritual. 3. Ritual of Shape-Changing Other (R-3) This ritual allows the Adept to metamorph any other one being, entity or object into any form or shape desired - within reason. This ritual will not affect beings of other dimensional planes or objects of a magical nature. To perform this ritual, there is only a passive magical resistance roll allowed, as the being that is to be transformed must do so voluntarily. The shape being assumed must be of around the same or less mass and/ or weight of the being that is shape-changed. Beings are usually shape-changed into living forms, while objects are usually shape-changed into non-living, inanimate forms. The being that is shape-changed will gain all of the natural abilities of the form shape-changed into, but will not gain any magical talents, spells, or skills that the shaped-into form would normally possess. Living beings will have average characteristics for their new, shape-changed form. The material components for this ritual are chalks and the like to draw the pentagram and Circle of Protection, a pair of diamonds valued at 3,000 SP (that are placed at two opposite points on the circle of protection), and a stick of frankincense that is used for burning in a silver censor during the ritual. The ritual takes 2 hours (-1 minute per Rank of the Adept) to perform and has a Base Chance of 10% (+2 per Rank of the Adept). The being or entity that has been shape-changed to another form cannot return to their original form unless a Special Knowledge counterspell of the College of Thaumatury or the College of Transformations or a Ritual of Dissipation is performed (the latter by a Namer). The ritual requires the Adept to spend 5 Fatigue Points to cast the spell. It has an Experience Multiple of 900. ---------- Copyright (c) 1983, 1984 John M. Kahane.