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.


----------------------------------------------------------------------------


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.
 
----------------------------------------------------------------------------
 
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. 

DJA
holwinkle@oocities.com