College of Naming IncantationsVersion 2.06 |
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The College of Naming Incantations is concerned with the essential truths and underlying realities that make up the world and with the knowledge of auras and true names. Naming Incantations is one of the two oldest Colleges of Magic and just as the Entities branch grew out of runic magic so too do the Thaumaturical Colleges have their roots in Naming. Adepts of this College are commonly called Namers.
The Naming College holds that magic is a form of deception, a manipulation of reality, whereby Mages use mana to impose their will on the world. The College's abilities include divining the true nature of things and enforcing those truths by protecting against and preventing magic.
Living beings express their true nature and intrinsic essence in their auras and names, and Namers study these in order to understand, protect, restore, and gain control over them. It is said that in the ancient days Namers were capable of commanding the sea, the wind, and the rocks by their names -- but if this is true then that knowledge has long been lost. Namers still learn the names of the plants that grow in the earth, but they have little influence over them.
Many Namers also learn the
healing arts, and perhaps this is linked
to a desire to restore beings to their true state.
Given its abilities in neutralising magic, and the low Magical Aptitude
requirement, the College attracts considerable interest from
individuals
engaged in the arts of war. Many Adepts use it as a means to protect
themselves
against hostile magics, while they operate in a more physical manner.
Traditional Colours: No particular colour has a strong association with the College, as astrologically magic is of all colours, and of none.
Traditional Symbols: Members of this College sometimes wear small symbols made of iron, (insufficient to cause them any inconvenience), symbolising their ability to neutralise magic. Circles or spheres are very common, harkening perhaps to circles of protection.
Magical Aptitude: The MA requirement for this College is 1.
Ranking
Names
Unlike the Adepts of other Colleges, Namers may gain Rank with True
Names (see xx.xx):
| Never before encountered target's generic type | -15% |
| Has not learned target's Generic True Name | -10% |
| Each Rank achieved with target's Generic True Name | +1% |
| Each Rank achieved with target's Individual True Name | +2% |
In addition, each Rank achieved with the target's Individual True Name reduces the target's Magic Resistance by 1%
Expel
Magic (T2)
Experience Multiple:
75
Resist:
May only be passively resisted
Target:
Object, Area, Volume
Effects:
This talent allows the Namer to dissipate a magical
spell stored in a Ward, Magical Trap, Potion, or Invested Item. In
order
to use this talent, the Namer must specify the name of the spell to be
affected and cast the appropriate Counterspell on the target with the
specific
intent of dissipating the stored magic. The chance of the stored magic
resisting destruction is 50% [(+3/Rank of the stored magic) (-3/Rank of
this Talent)]. If successful all of the magic of the same type stored
within
the target is destroyed. The appropriate Counterspell is the one that
affects
the magic stored not the storing magic. For example, a Ward of
Enchanted
Sleep would require the use of an E&E General Knowledge
Counterspell.
Possessions gain a single Resistance Check but use the better of the
chance
above, or their wielder's MR.
Quick
Cast (T3)
Effects:
Namers may cast any Counterspell that they know without
preparing it first.
Familiarity with all of the commonly encountered Colleges will be taught to a Namer during their apprenticeship, and beginning Namers will have the ability to cast all of the Counterspells of the standard Colleges at Rank 0.
If a Namer encounters Colleged magic of a form with which they are not familiar they may familiarize themselves with the College by one of the following methods:
Unlike other Adepts, Namers may gain Rank with Counterspells that are not of their College. Namers rank all Counterspells as General Knowledge spells of the Namer College. Once a Namer begins to rank a Counterspell it will count towards the Namers MA limit for spells and rituals as normal.
For full details on the use of Counterspells see xx.xx
Banishment
(S-2)
Range:
Self
Duration:
10 seconds (+10/Rank)
Experience Multiple:
200
Base Chance: 20%
Resist:
No
Storage:
Potion
Target: Self
Effects:
Through use of this spell, a Namer may banish a summoned
being back to its own plane. While the banishment spell is in effect,
the
appropriate Counterspell cast by the Namer at a summoned
entity will
cause the entity to return to its own plane, unless it resists. The
Counterspell
must match the type of spell or ritual used in the summoning of the
creature.
In general the spells/rituals affected are the elemental summonings
(Summon
Fire Elemental, etc.), all Greater Summonings, Dark/Light Sphere
conjuration
and Fire college Efreeti and Salamander summoning. The Call Patron
ability
of Agents is not classified as a summoning spell and is not affected.
The
being to be banished may actively and passively resist the
Counterspell.
Compel
Obedience (S-3)
Range:
15 feet (+5/Rank)
Duration:
Concentration: max. 10 minutes (+10/Rank)
Experience Multiple:
400
Base Chance:
20%
Resist:
Active, Passive
Target:
Entity
Storage: None
Effects: The
Adept may cast this spell over 1 (+1/4 Ranks) targets
whose Generic True names are known to them. Those targets who fail to
resist
may be commanded by the Adept to perform actions that are both within
their
physical capabilities and in their true natures. Commands are given in
the Namer tongue and will be understood by all entities. Commands must
be short and simple, such as: "Stop!", "Wait here", "Follow me", "Hide
under the table". Entities can only be compelled to perform actions
that
they might perform naturally. For example, brigands who were involved
in
a combat might be compelled to "Flee!", but if those same brigands felt
they were winning the fight, they would heed no such compulsion but
could
perhaps be directed to a different target. If the spell is cast at
targets
with different GTNs the Namer must use the lowest applicable base
chance
modifier.
If the Adept chooses to pronounce a target's Individual True Name as part of the spell then only one entity may be affected but the Namer is vested with much greater control over that entity, even against its nature. It is possible for the target to defy the Namer, but there are serious consequences for disobediance. Should the target decline to obey any command of the caster that is not obviously suicidal, they must make a WillPower check of [1 x WP - (1% per Rank that the Namer has with the target's ITN)]. This check does not break the spell. Should the target fail their check, they will feel great pain and immediately take damage equal to half of the Namer's Rank with this spell. This damage cannot be resisted.
Disjunction
(S-4)
Range:
10 feet (+10/Rank)
Duration: 1
minute (+1/Rank)
Experience Multiple:
300
Base Chance:
30%
Resist:
Passive
Storage:
Investment, Ward, Magical Trap
Target:
Object, Area
Effects:
This spell prevents stored magics within an object
or area from coming into effect. Magics that are affected by this spell
include Wards, Invested items, Potions, Magical Traps, and permanent
magics
that need to be triggered. If a potion under the effects of a
Disjunction
is consumed, the potion will take effect after the spell effect ceases,
provided it is still inside an entity. Other items will simply be
unable
to be triggered, and no charges will be lost.
Dispel
Magic (S-5)
Range:
Self
Duration:
5 seconds (+5/4 Ranks)
Experience Multiple:
400
Base Chance:
5%
Resist:
No
Storage: Potion
Target:
Self
Effects: While
the Dispel Magic is in effect, the appropriate
Counterspell cast at a target may dissipate magic. The Counterspell
must
match the type of spell to be dissipated, and the Adept must specify
the
name of the spell that they wish to remove. If the Counterspell is
successfully
cast, the chance of the magic being dispelled is 50% [(+3/Rank with
Dispel
Magic) (-3/Rank of the target magic)]. This spell cannot
remove the
effects of rituals, or remove curses.
Forbidding
(S-6)
Range: 10
feet (+10/Rank)
Duration:
10 minutes (+10/Rank)
Experience Multiple: 250
Base Chance: 30%
Resist:
Passive
Storage: Investment,
Ward, Magical Trap
Target: Area
Effects:
This spell creates a thin, invisible wall, 10 feet
high and 20 feet long. The Adept may increase either height or length
by
1 foot per Rank. This barrier obeys all of the usual rules for
insubstantial
walls. A single Generic or Individual true name is crafted into the
forbidding.
To those entities whose names are contained therein, or if
seen by
means of Witchsight or similar, the wall appears bluish and crackling
with
magical energy. If a Generic True Name is in the forbidding, then to
those
named who fail to resist upon initial contact the forbidding is
completely
solid to them and they are unable to pass through it. If they resist,
the
barrier is insubstantial, as it is those those who are not named by it.
If an Individual True name is placed in the forbidding then in addition
to the Generic effects, the entity must resist each contact with the
barrier
or suffer [D-4] +1/Rank damage, even if they are able to pass through
the
wall because they initially resisted.
Mana
Sense (S-7)
Range:
Self
Duration:
5 minutes (+5/Rank)
Experience Multiple: 200
Base Chance: 20%
Resist:
No
Storage:
Potion
Target:
Self
Effects:
This spell allows the adept to "sense" the mana flows
within 10 feet (+10/Rank). If a spell is cast or magic triggered within
range, the Adept will see it flying off towards its target. Similarly,
if the target of any spell is within range, the Adept will see the
magic
impact. If the Adept chooses magical Pass actions of Concentration with
this spell in effect, they will be able to see Adepts drawing mana, and
be able to see if a target resists a spell or not. While concentrating
the Adept will have a (2 x PC) chance of being able to distinguish the
College of the magic they can see, the name of the spell, and whether
the
spell is low, medium, high or very high in rank.
Scry
Shield (S-8)
Range:
10 feet (+5/Rank)
Duration:
10 minutes (+10/Rank) or Special
Experience Multiple: 300
Base Chance: 20%
Resist:
No
Storage:
Investment, Ward, Magical Trap
Target:
Volume
Effects:
This spell protects an area from scrying by Wizard
Eyes, Crystals and Waters of Vision, Bard's Ear and similar divinatory
magics of a Rank equal to or less than the rank of the Scry Shield. It
does not prevent normal vision, infravision, Witchsight and similar
spells.
A Scry Shield is a shell over the protected volume, so once the area is
penetrated by any means, e.g. on foot or by flying, spells cast inside
the protected volume work normally. At Rank 20 this spell alarms the
Adept
that an attempt to divine within the volume by magical means has taken
place, provided that the Adept is within the volume at the time. This
spell
may be cast as a ritual if the Adept so chooses. In this form casting
takes
10 hours and the duration is increased to 4 weeks (+1/Rank).
Spell
Barrier (S-9)
Range:
10 feet (+5/Rank)
Duration:
1 minute (+1/Rank)
Experience Multiple: 300
Base Chance:
30%
Resist:
No
Storage:
Investment, Ward, Magical Trap
Target:
Volume
Effects:
The Adept creates a thin, glowing, translucent wall
which blocks the passage of magic. The barrier is either 10 feet high
and
20 feet long as a wall, or 10 feet high and 5 feet in radius as a ring.
The Adept may increase any dimension -- other than thickness -- by 1
foot
per Rank. This barrier obeys all of the usual rules for insubstantial
walls.
Any magic cast in such a way that a direct line drawn from the caster
to
their target passes through the wall (from either side) has a 40%
[(+3/Rank
with this spell) (-3/Rank of the target magic)] chance of having its
energies
dissipated. If a spell passes through more than one Spell Barrier only
a single roll for dissipation should be made, with the highest
dissipation
chance being used.
True
Seeing (S-10)
Range:
10 feet (+5/2 Ranks)
Duration:
30 seconds (+10 seconds/Rank)
Experience Multiple:
300
Base Chance: 25%
Resist:
No
Storage:
Investment, Ward, Magical Trap
Target:
Area
Effects:
Within the area of the spell those things that have
been magically altered to appear other than they truly are may be
detected.
True Seeing may detect invisible or insubstantial things, the visual
component
of illusions, and entities and objects that have been magically
rearranged
or transformed (such as by curses). The chance of detecting such things
with True Seeing will depend upon the rank of this spell, and the rank
of the concealing or transforming magic. For odd magical abilities
without
a Rank the GM should substitute some appropriate alternative (such as
[MA
- 10]).
| Comparative Ranks | Effect of True Seeing |
| True Seeing is of lesser or equal Rank. | Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this. |
| True Seeing is of higher Rank. | More major imperfections may be noticed. (e.g. invisible figures have a slight will-o'-the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC). |
| True Seeing is is 10+ Ranks higher. | The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic. |
If the Namer wishes they may perform an Ancient Divination. The Base Chance of the ritual is reduced to 40% (+2/Rank), and the Cast Time increased to 3 hours. If successful the Namer will learn the exact nature of all enchantments, magical mechanisms, triggering conditions, curses, side-effects, etc., placed upon an entity or object even if they are of non-college origin. If an object has an Individual True Name the Ancient Divination will reveal its existence, though not the actual name.
Expulsion
(R-2)
Range:
5 feet (+1/Rank)
Duration:
Immediate
Experience Multiple: 300
Base Chance: 10%
(+5/Rank)
Cast Time:
1 hour
Resist:
Active, Passive
Target:
Entity
Materials:
None.
Actions:
Concentration
Concentration Check:
Standard
Effects:
This Ritual will return one entity to its plane of
origin, regardless of how it got to the current plane. Upon completion
of the ritual, if the target fails to resist, they will be immediately
returned to the point from which they left their plane of origin.
Interregnum
(R-3)
Range:
10 feet
Duration:
Special
Experience Multiple: 250
Base Chance:
MA (+4/Rank)
Cast Time:
2 hours
Resist:
Active, Passive
Target:
Entity or Object
Materials:
None
Actions:
Concentration
Concentration Check:
Standard
Effects:
The targeted entity or object has all magical effects
currently upon them, that are of lesser or equal rank to the
Interregnum,
suspended. Whilst suspended their durations will not reduce,
but
the magic will have no effect. The duration of the Interregnum may be
chosen
by the Adept at the time of casting, from a minimum of 1 day to a
maximum
of:
| Rank | Duration (maximum) |
|---|---|
| 0-10 | 1 day (+1/Rank) |
| 11-15 | 1 month |
| 16-19 | 3 months |
| 20 | 1 year |
Remove
Curse (R-4)
Effects:
Namers have a greater ability to remove curses than
do the Adepts of other Colleges. Namers learn the normal Remove Curse
ritual
(see 11.3) as R4 of this College, but gain a bonus to Base Chance of
+2/Rank
for Minor curses and +1/Rank for Major curses (including Death Curses).
Sealing
(R 5)
Range:
20 feet (+20/Rank)
Duration:
1 day (+1/Rank)
Experience Multiple:
300
Base Chance:
20% (+4/Rank)
Cast Time:
1 hour
Resist:
May not be resisted.
Target:
Area
Materials:
Chalk, paint, blood, cornmeal or other symbol making
materials.
Actions:
Chanting and inscribing symbols
Concentration Check: Standard
Effects:
This Ritual seals an area against entities from a single,
specific, named plane. The name of the plane must be known to the
Adept,
and the name of the plane that the Adept is currently occupying cannot
be used. No entity whose plane of origin has been sealed against can
voluntarily
enter the sealed area. They will stop at the boundary and refuse to go
any further. Any entity taken into the area against their will (or
without
their knowledge, e.g. unconscious) will attempt to leave the area as
quickly
as possible. If an attempt is made to summon an entity from the named
plane
into the area the summoning will fail. Any entities from the named
plane
who are inside the area when the sealing is created are unaffected, but
should they leave the area they will be unable to re-enter it.
True
Form (R-6)
Range:
5 feet
Duration:
Immediate
Experience Multiple: 300
Base Chance: 20%
(+3/Rank)
Cast Time:
3 hours
Resist:
Active
Target:
Entity, Object
Materials:
None.
Actions:
Concentration
Concentration Check: Standard
Effects:
By means of this ritual the Adept may force a target
that has been magically altered, cursed, or rearranged into a form
other
than their natural one to assume their true form and nature. It will
not
remove effects that could occur naturally. For example, the ritual
would
restore the form of a human that had been cursed into the shape of a
toad,
and would return to flesh a human turned to stone but would do nothing
to remove a curse of weeping sores or restore a lost limb.
True
Speaking (R-7)
Range:
10 feet
Duration:
30 minutes
Experience Multiple:
300
Base Chance: 40%
(+3/Rank)
Cast Time: Special/1
hour
Resist:
Active, Passive.
Target:
Entity
Materials:
None.
Actions:
Asking questions
Concentration Check:
Standard
Effects:
By means of this ritual the Adept may attempt to force
an entity who is present to speak the truth. The Adept must prepare for
30 minutes after which they may question the entity for the remaining
30
minutes of the 1 hour ritual. The effects of the ritual do not last
beyond
the hour. The target need not answer or speak at all, but if they fail
to resist and they choose to answer the Adept's questions, they must,
to
the best of their knowledge, speak no falsehoods. They need not
volunteer
information. The GM rolls for the success of this ritual and need not
inform
the Adept's player of the result.
| Version | Date | Notes |
| 2.01 | 11 Nov 1999 | Initial draft version of college offered for comment. |
| 2.02 | 25 Nov 2000 | Revised draft.
Major changes:
S1. Bane altered to affect BC S3. Compel Obediance altered to cause damage in the ITN version if the target chooses to disobey. S5. Dispel chance altered to make use of this spell's rank. S6. Forbidding. Ring form removed. S9. Spell barrier cannot be nested. S10. True Mind. Removed. S11. True Seeing. Duration reduced. Only affects magics of equal or lesser rank. Renumbered to S10. |
| 2.03 | 4 May 2001 | Minor Revision:
Language benefit updated S1. Bane, Area and Effect reduced. S3. Compel Obedience. Range increased to (15 feet + 5/Rank). S7. Mana Sense. "Active concentration" changed to "magical Pass actions of Concentration". S8. Scry Shield. Clarification -- does not prevent normal vision. S10. True Seeing. Altered to a rank based PC chance of detecting concealment and transformation magic. R4. Remove Curse edited for brevity |
| 2.04 | 23 May 2001 | T2. Expel Magic, Q1 Dissipation and S5 Dispel Magic - wording of all three clarified to show that Namer must specify the name of the spell to be affected, rather than know the name. |
| 2.05 | 14 June 2001 | Minor revision of final
draft:
T2 Expel Magic. Reworded to explicitly allow possessions one Resistance Check. T3 Quick Cast. Simplified to unrankable talent. S6 Forbidding. Added the word "entity". The wall is only intended to prevent the passage of Entities, not of objects. S10 True Seeing. Simplified in line with recommendation from GM's meeting. |
| 2.06 | 25 June 2001 | R5 Sealing. Clarification only. Materials corrected. Beings inside the area when the sealing is created are unaffected. |
Copyright 2001,
Martin
Dickson.