Arcane Wisdom Was Compiled by Craig Brain Using Material Freely Available from the Internet

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Arcane Wisdom Was Compiled by Craig Brain Using Material Freely Available from the Internet Index: 89. The College of Lesser Summonings 1. 90. The College of Rune Magics 8. 91. The College of Shaping Magics 19. 92. Magical Research and Spell Construction 30. 93. Guide to Magical Rocks, Stones and Gems 37. 94. Guide to Herbal Lore 44. 95. Magical Items 50. 96. Master List of Magical Talents, 57. Spells, and Rituals 97. Magic System Designer's Notes 65. DragonQuest Product Listing 68. Credits: Cover Artwork - Tom Kidd Interior Artwork - Timothy Truman and Paul Jacquays Original Material - Gerry Klug, Edward J. Woods and David J. Ritchie Editing and Section 96- Craig Brain Advice - Gerry Klug Errata - John Corey Special Thanks to: Rodger Thorm and the members of the DragonQuest Players Association and the members of the WebRPG Townhall community for all of their enthusiasm help and support. The DragonQuest Product Listing is the result of work of many people and is constantly being revised and updated when required. Note: This edition of Arcane Wisdom was compiled by Craig Brain using material freely available from the Internet. Original contributors have been credited where possible. Any omissions are accidental and can be easily rectified. This book is not for sale or profit and meets the distribution requirements stipulated by TSR Hobbies Inc. The Trademarks DragonQuest and Arcane Wisdom are owned by TSR Hobbies Inc. TSR Hobbies is owned by Wizards of the Coast, which, in turn is owned by Hasbro. This edition released on the 19th of April 2002. Please send all errata to [email protected] ARCANE WISDOM, PAGE 1 them into the presence of the Adept. The match those appearing in the 89. THE COLLEGE OF LESSER entity to be conjured need not be native DragonQuest rules, with the following SUMMONINGS to the area to Adept occupies. All exceptions: conjuration rituals must be performed Creatures of Light are entities The College of Lesser from within a Circle of Protection and that the GM may have designated as Summonings is concerned with the Pentacle. having an affinity with the Power of summoning, conjuring, and binding of An Adept preparing to perform Light, which are normally associated entities of the same plane as the Adept a conjuration draws a Pentacle within a with what we would term "good." Any and with establishing communications Circle of Protection, as shown in this member of a character race may be with such entities. All summoning and illustration: known as a Servant of Light, which bindings of this College are a form of means he will value the doing of good spell magic. Conjurations are a form of and the prevention of evil above all other ritual magic, and establishing things. This allegiance may be declared communications can be accomplished via in any manner the GM desires within either spell or talent magic. his world. Certain creatures have a Summoning is the act of calling history of affinity with the aims of Light, entities who inhabit the same general and those creatures in the following list area as the Adept. The controlled input are denoted with an L. of mana along with the utterance of the Creatures of Darkness are name of the entity to be summoned entities that the GM may have allows the call to travel to the spot designated as being aligned with the where the entity may be found. The Powers of Darkness, which are normally summoned entity hears the call and associated with what we would term appears in the location from which the 'evil.' These creatures will be in addition Adept issued his summons (even if the to the Creatures of Night and Shadow adept has since moved to another (DragonQuest, section 72), which are location). The mana flow also creates a All Adepts of the College are known to be aligned with Darkness. Any magical path over or through which the presumed to acquire, as part of their member of a character race may be entity travels, thus allowing it to basic equipment during their studies, an known to be aligned with Darkness, in traverse the distance in much less time 8-ounce box of multi-colored chalks for which case he will be inherently evil. than normal. The entity to be summoned the purpose of drawing these figures As with Light, certain creatures must be native to the area the Adept (value for replacement purposes is 50 in addition to those listed in Section 72 occupies and be within range of the call. S.P.). The Adept stands within the have a history of affinity with Darkness, Thus, an Adept in the middle of an Circle of Protection. Within the Circle, and those creatures are denoted in the expansive grassy plain, and not within the Adept and his companions are safe following list with a D. range of an area of caverns, would be from any attack by the conjured entity. Any sentient being may choose unable to summon a Dragon (which are Conjured entities always materialize to be aligned with Light, Darkness, or native to caverns, not plains). The GM outside the Circle, unless the neither (being considered neutral for all always controls summoned entities. As conjuration ritual backfires, in which game purposes). Beings that refuse to with Adepts of other Colleges, Adepts of case the entity materializes within the take a stand will be in the vast majority Lesser Summonings may learn True Circle, breaking it and negating the in any DragonQuest world. The GM is Names from Namers, but may never protection it affords. Neither the Circle the final arbiter as to which creatures in attain Rank with them. Summonings nor the Pentacle is necessary, nor do his world are aligned with what (the may take the form of general calls (e.g., they provide any benefit in summoning. indications on the following list are but a summoning all Wraiths within range) of The GM always controls guide). See the Magic Colleges of specific call (e.g., summoning the Wraith conjured entities. A conjured entity will Celestial Magics, Necromantic Catio, if he is within range). remain with the Adept for a number of Conjurations, and Black Magics for more Unintelligent summoned entities who hours equal to the Adept's Rank with information on this subject. are not bound will, at the GM's the conjuration ritual. At the end of that Classifications include the following: discretion, remain in the area until they time, it will immediately return whence choose to leave (due to natural it came. Binding is the act of forcing an Apes and Prehumans: Baboons, wanderlust) or are driven away. entity (whether summoned, conjured, or Gorillas, Neanderthals, Orang-Outangs, Intelligent summoned entities appearing naturally) to obey the Sasquatch who are not bound will stay or leave as commands of the Adept in all things. Felines: Cheetahs, House Cats, they choose. In either case, the GM The GM controls bound entities, Leopards, Lions, Sabretooth Tigers, should perform a reaction roll to aid him although he refers to the Adept who Tigers, Wild Cats in choosing. Once bound, an intelligent controls the entity to ascertain his Great Land Mammals: Bears, Boars, entity will remain until no longer bound orders for the entity. An entity need not Camels, Elephants, Oxen, Stags, Woolly and then immediately attempt to leave. have been summoned or conjuror to be Mammoths Conjuring is the act of detecting entities bound, nor need it have been summoned Small Land Mammals: Dingoes, Hyenas, occupying the same Plane as the Adept or conjured to be communicated with via Jackals, Mongooses, Rats, Weasels, (but not necessarily the same area) and spell or talent. The spells, talents, and Wolves physically and instantly transporting rituals of this College affect particular Common Avians: Buzzards, Eagles (L), classes of entities. These classifications Goshawks, Owls ARCANE WISDOM, PAGE 2 Fantastical Avians: Gargoyles (D), Sufficient space must be available in within 25 feet (+20/Rank) of the Adept. Gryphons, Harpies, Hippogriffs, Pegasi, which an entity could materialize before Communication takes the form of Phoenixes, Rocs that entity may be conjured. An entity telepathically communicating thoughts Fish: Barracuda, Manta Rays, Pike, may be conjured into an environment in (including orders) to the subject and of Piranha, Sharks which it could not survive, but arrives in reading the subject's mind. Base Chance Aquatic Mammals: Dolphins (L), Great that environment dead or dying. A fish is 40% (+3/Rank). The Experience White Whales, Killer Whales, Merfolk conjured from the ocean onto dry land, Multiple for this talent is 150 and it may Other Aquatics: Eels, Kraken, Octopi, for instance would arrive near death. An not be resisted. Squids Adept may successfully communicate Lizards and Kindred: Basilisks, commands to a bound entity only if the 2. Detect Aura (T-2) Crocodiles, Giant Land Turtles, Hydras, Adept has also cast a spell of Whenever confronted by an Land Iguanas, Salamanders, Suarime, communication over the entity, or the object or being whose nature is unknown Wyverns entity is affected by the operations of T-1 to him, the Adept's player may tell the Snakes: Asps, King Cobras, Mambas, of this college. GM that he is attempting to detect the Pythons, Spitting Najas When an Adept attempts a Aura of the being or object. The GM rolls Insects and Spiders: Black Widow summoning spell, there is a chance D100. If the resulting number is less Spiders, Fire Ants, Killer Bees, (determined by the entity's class) that than or equal to the modified Perception Scorpions, Tarantulas the summoned entity will attack of the Adept, the Aura is detected. The Giant Humanoids: Cloud Giants, Fire someone, something, and/or the Adept Adept's Perception is subject to Giants, Hill Giants, Frost Giants, Stone and his party.
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