The College of Enchantments
At this college you will practice the theory of perceptual reality alterations. The College of Enchantments is not so much a specialist school as an advanced course-- it has been, after all, the major source for the standard guild spells. You will receive the training necessary to sharpen your discipline in perceptual alterations, which will allow you to wield the college's specialized spells.
A wizard must be at least Second Level to attend this college. The tuition is 1500 gp; the seminar requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful completion of the course, you will receive the Alarums spell. The remainder will be available for you to purchase at the Guild.
Level One
IQ = 10, DX = 8
Alarums / [D] / 4 / --
This is placed across an opening, on an object, or on an area of 10 foot radius. If the area is disturbed or crossed, the caster will be alerted. Lasts 100 hours.
Level Two -- 750gp
IQ = 12, DX = 9
Chameleon / [D] / 5 / --
The person will blend into any background and be harder to hit & easier to hide (by half). In melee, this will halve the attacker's adds. Lasts 1 turn.
Level Three -- 1250gp
IQ = 14, DX = 10
Pretty Ugly / 6 / --
Will double or halve CHA (caster's choice) for 1 hour.
Level Four -- 1750gp
IQ = 16, DX = 11
Slamshut / [E] / 10 / range 30'
Will close an opening of window (half-door) size; the surrounding material closes in and has its ordinary resistance to breakage, etc. Lasts one hour if not smashed. Increased levels increase the size of the opening allowed.
Ward Warn / 18+ / --
Placed across an opening, on an object, or an area of 10 foot radius with one other spell (which adds its mana cost to this); that encapsulated spell will go off on the first being to cross/disturb the warded area. Lasts until triggered or canceled.
Level Five -- 2250gp
IQ = 18, DX = 12
Peekaboo / 15 / --
Renders any material (less than a foot thick) transparent for one turn. The area of transparency can be up to (level) inches in diameter.
Level Six --2750gp
IQ = 20, DX = 13
Animation / [D] / 20 / range 50'
Animates any inanimate object in a cartoony fashion; it sprouts legs & arms as necessary, and can manipulate objects and obey simple commands. Its effective ST & DX depend on its original composition & form. Lasts one turn.
Level Seven -- 3250gp
IQ = 22, DX = 14
You Will Talk / 25 / --
Endows an inanimate object with a mouth & the power of speech for 3 turns. The apparent intelligence of the object will be very rudimentary, but depending upon GM's determination, effective IQ will actually increase with fine workmanship and greater age of the object (e.g., a cheap, new leather belt will be a useless dimwit, but a finely wrought antique chair may be very erudite).
Open Sesame / 15 / --
Creates an opening in a physical barrier about five feet across. The depth/length of the passage may be up to the caster's level in feet. If the barrier is thicker than that, the spell fails completely. Will last for one hour unless dispelled.
Level Eight -- 3750gp
IQ = 24, DX = 15
Statuesque / [D] / 20 / --
Allows the caster to petrify himself. He retains vision & hearing and may cancel the spell at any time. Lasts one hour.