From: Todd Coy,  UMI 

95. THE COLLEGE OF WHITE MAGICS
	This College deals with the powers of light, and giving reverance
to them, much like The College of Black Magics deals with the powers of
darkness.  Its knowledge and some of its power comes directly from the
Light aligned Spirits and Deities. To become a member of The College of
White Magics the Adept must align himself with the powers of light, most
often a Deity. By following his Deity's teachings, and by following of the
causes of  the powers of light, the adept gains the powers and spells of
this college.

[95.1] Adepts of the College of White Magics must practice their arts
within the boundaries of what his or her deity deems appropriate.

[95.2] The following numbers are added to the Base Chance of
performing any talent, spell or ritual of the College of White Magics:

The Adept has a Blessed Holy Symbol	5
The Adept is favored			10
For each point of Willpower
above 15				1
It is a High Holiday of the
Powers of Light.			20
It is a High Holiday of the
Powers of Darkness			-10
The Adept loses favor
with his Deity				-30

All modifiers are cumulative.

[95.3] Talents
1. Neutralize Cold Iron (T-1)
	Adepts of this College are able to be in contact with cold iron
while casting; however the adept is at -20 to cast. For every rank in this
talent reduce the penalty by 1.  So at rank 20 the adept would not be
affected by cold iron when casting. The subtractions for silver and gold
are also reduced by 1 per rank. The Experience Point cost for this talent
is 200.

2. Detect Aura (T-2)
	Functions as per (T-1) of the College of Naming Incantations.
Adepts of this College are especially adept at deciphering the good and or
evil aspects in an Entity's Aura.

 [95.4] General Knowledge Spells
1. Spell of Bravery (G-1)
Range: Touch
Duration: 1 hr + 1 / Rank
Experience Multiple: 200
Base Chance: 35%
Resist: May not be resisted.
Effects: The spell adds 2 / Rank to resistance verses fear. In addition
the spell also subtracts 2 / Rank from rolls on the fright table.

2. Spell of  Light (G-2)
Range: 15 feet + 15 additional / Rank
Duration: 15 minutes x [D-5] x Rank (x1, if unranked)
Experience Multiple: 75
Base Chance: 50%
Resist: May not be resisted.
Effects: One 10-foot cube (1000 cubic feet) area may be brightly lit.  The
lighted area may be of any shape (even pencil thin) but must emanate from
the spot occupied bye the caster.

3. Spell of True Seeing (G-3)
Range: Touch
Duration: 30 minutes + 30 additional / Rank
Experience Multiple: 150
Base Chance: 25%
Resist: May not be resisted.
Effects: This spell allows the target to see invisible, unseen, blended
and similar spells as they really are.  It also adds 1 per rank to
disbelieving illusions with rank chance of automatically seeing
through them.

4. Spell of Remove Curse (G-4)
Range: Touch
Duration: Permanent
Experience Multiple: 500
Base Chance: 25%
Resist: May not be resisted.
Effects: This spell acts like the Ritual of the same name. However the
cost to cast this spell is 5 fatigues for a minor curse and 10 fatigues
for a major curse. Note: Triangles made for remove curse ritual do not
have an effect on this spell, and the MA of the curse has no bearing on
the spell.

5. Spell of Storm Calming (G-5)
Range: Sight
Duration: Immediate
Experience Multiple: 200
Base Chance: 40%
Resist: May not be resisted.
Effects: This spell calms any natural storm. Any storm created by storm
calling would dissipate, however storms caused by control weather would
not be effected.

6. Spell of Blessing (G-6)
Range: Touch
Duration: Ranks 1-10 = A fortnight ;
Ranks 11-19 = 3 months ; Rank 20 until dispelled.
Experience Multiple: 250
Base Chance:  20%
Resist: May not be resisted.
Effects: By means of this spell the adept puts a favorable enchantment on
a person or object causing all rolls involving the target to be modified
favorably by 1. note this only applies to saving throws ,damage, strike
chances, cast checks and the like.

7. Spell of Protection Against Were-Creatures (G-7)
Range: 15 feet
Duration: 30 minutes + 10 additional / Rank
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted
Effects: The spell creates an invisible Circle of Protection with a 15
root radius which will not willingly be crossed by any were-creature in
beast form unless they successfully resist the circle's effects upon first
encountering it.

8. Spell of Purification (G-8)
Range: 15 ft. +15 additional / Rank
Duration: Immediate
Experience Multiple: 100
Base Chance: 50%
Resist: May not be resisted.
Effects: The adept is able to purify food by casting this spell. The
amount affected is 1 meal plus 1 per rank. Note: this will not neutralize
poison put in food. This spell unspoils food and makes it edible.

9. Spell of Healing (G-9)
Range: Touch
Duration: Immediate
Experience Multiple: 200
Base Chance: 30%
Resist: May not be resisted.
Effects: By means of this spell the adept is able to cure 2 points of
damage +1 per every 2 ranks.

10. Spell of Fireproofing (G-10)
Range: Touch
Duration: 24 hours x D10 x Rank ( x1, if unranked)
Experience Multiple: 150
Base Chance: 30%
Resist: May not be resisted.
Effects: The spell protects the subject from all non-magical fire and heat
effects. He cannot suffer damage from non-magical fire while under the
effects of this spell.

11. Spell of Hypnotism (G-11)
Range: 15 feet + 15 additional / Rank
Duration: Concentration / no maximum
Experience Multiple: 200
Base Chance: 40%
Resist: May be actively  passively resisted.
Effects: The adept may lull an entity of his choice that is within range
into a trance-like state in which he will be subject to suggestion. The
spell may only be cast over a target with whom the caster is normally able
to communicate verbally. It can never be cast over a totally hostile
character. Once the subject has been hypnotized, the adept can make
suggestions which the subject will readily accept unless they conflict
directly with his best interests. The subject will remain suggestible so
long as concentration is maintained and will continue to implement
suggestions for 3 (+3 additional per Rank) hours after the suggestion has
been made, even when no longer hypnotized. The subject will never have any
idea where the suggestions it is implementing came from.

12. Mind Cloak Spell (G-12)
Range: May only be cast over self.
Duration: 1 hour + 2 additional / Rank
Experience Multiple: 250
Base Chance: 30%
Resist: May not be resisted.
Effects: The adept cloaks his own mind so that his thoughts cannot be
detected or "read." The Adept's Resistance versus Mental Attack (Mind
Magics S-1) is increased by 10 +2 additional per Rank while the spell is
in effect.

13. Spell of Lesser Banishment (G-13)
Range: 15 ft. + 15 additional / Rank
Duration: Immediate
Experience Multiple: 200
Base Chance: 20%
Resist: May be actively and passively resisted.
Effects: The adept by means of this spell is able to Banish such creatures
as lesser undead, creatures of darkness that were summoned to where they
come from or their home plane (negative material plane for undead). The
spell effects 1 target (plus 1 for every 5 ranks or fraction there of),
targets which resist are not affected.

14. Spell of Greater Banishment (G-14)
Range: 15 ft. + 15 additional / Rank
Duration: Immediate
Experience Multiple: 350
Base Chance: 10%
Resist: May be actively and passively resisted.
Effects: By means of this spell the adept is able to send back any single
summoned being which doesn't resist. A being which does resist is stunned
and receives D-5 (+1 per ever 2 or fraction ranks) damage.

15. Spell of Speaking in Tongues (G-15)
Range: 30 ft + 5 ft / Rank
Duration: 10 minutes + 5 minutes / Rank
Experience Multiple: 225
Base Chance: 30%
Resist: May only be passively resisted.
Effects: This spell will allow the target to speak and understand any
Language, even thoughs that are dead. The Spell can effect 1 target (+1
per rank).

16. Spell of Cure Disease (G-16)
Range: Touch
Duration: Permanent
Experience Multiple: 300
Base Chance: 20%
Resist: May not be resisted.
Effects: This spell will cure any one disease afflicting the target of
this spell. If the target has multiple diseases the spell must be cast
once for each disease.

[95.5] General Knowledge Rituals
1. Ritual of Divine Sight (Q-1).
Through a one hour mediation the adept may perform one of the following
abilities:
A. Predict Weather: per The College of Air Magics (T-1).
B. Limited Precognition: per The College of Mind Magics (G-2).
C. Divining Enchantment: this functions as the ritual of Magic Divination
of the College of Naming Incantations (R-1).
The Experience Multiple for this ritual is 500.

2. Ritual of Blessing Holy Symbol (Q-2).
	The adept must fashion or have fashioned a Holy symbol of his
religion to which this ritual is performed upon.  The Base Chance of this
ritual is 30%. This ritual takes 24 hours to perform (-1 hour per rank).
The holy symbol will also be able to store fatigues in the amount of 1
fatigue +1 per every 2 ranks usable at any time when the adept is in
contact with the symbol. The adept may recharge the symbol by simply
willing fatigues into it. The adept may only have one such holy symbol at
a time The Experience Multiple for this ritual is 300.

[95.6] Special Knowledge Spells
1. Spell of Laying the Dead to Rest (S-1)
Range: Touch
Duration: Permanent
Experience Multiple: 300
Base Chance: 30%
Resist: May only be Passively Resisted.
Effects: The Adept by casting this spell may lay the soul of any dead
entity to rest. This will prevent the body from becoming any type of
undead. It will also prevent the body from being raised from the dead.
Note: This spell may not be invested.

2. Spell of Dispel Magic (S-2)
Range: 10 ft. + 10 additional / Rank
Duration: Immediate
Experience Multiple: 500
Base Chance: 10%
Resist: May be actively and Passively Resisted
Effects: The adept may cancel any magic effecting the target of this
spell.  If the magic is in an item it will cease to function for ank pulses.

3. Spell of Restoration (S-3)
Range: Touch
Duration: Immediate
Experience Multiple: 525
Base Chance: 25%
Resist: None.
Effects: This spell will cure any disease or illness effecting the targets
body. In addition it will heal D+1 (+4 per Rank) damage effecting the
targets body.

4. Spell of Neutralize Poison (S-4)
Range: Touch
Duration: Immediate
Experience Multiple: 250
Base Chance: 20%
Resist: None.
Effects: This spell will neutralize any poison in the targets system.

5. Spell of Blessing Unborn Child (S-5)
Range: Touch
Duration: Immediate
Experience Multiple: 100
Base Chance: 20%
Resist: None
Effects: The Adept may bless any unborn child by touching the pregnant
mother while casting this spell. The spell will increase any one
characteristic of the child by 1 (+1 for every 3 or fraction of 3
Ranks).

6. Spell of Calling Lightning (S-6)
Range: Sight
Duration: Immediate
Experience Multiple: 500
Base Chance: 25%
Resist: May only be passively resisted (then suffers half damage).
Effects: The adept may call forth lightning from the sky 1 time per day
(+1 per 3 Ranks) to strike any one entity if the Deity deems that the
target is deserving. The target must resist at -20 or receive 2d10 damage
(+1D10 per 2 ranks) and be stunned. If the target resist they suffer half
damage. Note: This spell may not be invested, and can only be cast outdoors.

7. Spell of Detecting Magic (S-7)
Range: 5 ft. + 5 additional / Rank
Duration: 15 minutes + 5 minutes / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: None.
Effects: With this spell the adept can sense a magic dweomer even if it is
not in line of sight, but is within the range of the spell. The adept will
have a good idea of the location of the dweomer relative to his own position.

8. Spell of blessing on Crops (S-8)
Range: Sight
Duration:  1 year + 1 additional / Rank
Experience Multiple: 100
Base Chance: 40%
Resist: May not be resisted.
Effects: This spell increases the richness of the soil of 1 acre (+1
additional acre / Rank).  For the duration of the spell everything grown
in that soil will be proof against locusts, droughts, flooding, frost, and
other natural disasters.

9. Spell of blessing on livestock (S-9)
Range: Sight
Duration:  1 month + 1 additional / Rank
Experience Multiple: 150
Base Chance: 50%
Resist: May not be resisted.
Effects: The spell may be cast on the livestock of any one owner if the
livestock are in sight.  These animals will then be resistant to natural
disorders, such as rabies, dysentery, worms, and hoof and mouth for the
duration of the spell.

10. Spell of Water Walking (S-10)
Range: 10 ft + 10 additional / Rank
Duration: 10 minutes + 10 additonal / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: May only be passively resisted
Effects: This spell allows the target to walk on top of the water as if it
was solid earth.

11. Spell of Silence (S-11)
Range: 5 ft + 5 additional / Rank
Duration: 1 minute + 1 additional / Rank
Experience Multiple: 350
Base Chance: 15%
Resist: May not be resisted
Effects: the adept creates a 10 foot high, 10 foot radius of silence. No
sound will enter or exit the effected area of this spell.  The adept may
increase the dimensions by 1 foot per rank in either direction.

12. Spell of Transmuting Water to Wine (S-12)
Range: Touch
Duration: Permanate
Experience Multiple: 250
Base Chance: 25%
Resist: May not be resisted
Effects: the adept may transmute 1 pint of water (+1 / rank) into
good wine.
In addition the adept may learn any spell from the other colleges
that the Deity considers appropriate.  The ordinal rank will be that of
the original College for purposes of the time required to learn the spell.
However all spells whether general or special knowledge will be considered
special knowledge of this college.

 [95.7] Special Knowledge Rituals
1. Ritual of Consecration (R-1)
	This ritual is used to consecrate buildings (such as chapels) and
cemeteries.  Magic use of other than members of the College of White
Magics for the Deity it was created by will be at minus 10 per 2 Ranks of
the casting Adept. This spell will effect a radius equal to 50 feet per
rank.  The effects of this ritual are permanent; however the Adept loses
an endurance (regainable by the expenditure of experience) every time the
ritual is cast. The Base Chance of this ritual is equal to the Adepts
Magical Aptitude and the Experience Multiple is 300.

2. Ritual of Spiritual Communion (R-2)
	The adept, through ritual prayer to their deity may ask one
question plus one question per rank per month.  The Base Chance of this
ritual is equal to the adept's willpower. The Experience Multiple is 350.

3. Ritual of Summoning Entities of Light (R-3)
	The Adept may summon an Entity of The Powers of Light. Entities 
of The Powers of Light may only be summoned during the day or on a night when
the moon is between three-quarters and full and is not occluded by clouds,
fog, and so on. The entity(s) that appears is up to the Diety (GM) and
will usually be able to provide some assistance to the Adept. The Base
Chance is 20% and the Experince Multiple is 500.

4. Ritual of Resurection (R-4)
	This ritual allows the Adept to raise the dead. Provided that the
entity has not been dead for 1 day (+1 day per rank).  The body will be
resurected in the condition it died in except that it will have 3
endurace. The newly raised person must rest in bed for a number of days
equal to the number of days that they were dead. This ritual takes 1 hour
to perform. The Base Chance is the Wilpower of the Adept. The Experience
Multiple is 1000.

DJA
holwinkle@oocities.com