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.

DJA
holwinkle@oocities.com