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.
Andy South.
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THE COLLEGE OF SPIDER DWEOMER
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.
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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.
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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.
holwinkle@oocities.com