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College Ritual Book MagicEdit

Spells are easy. College is very hard.

College Ritual Book Magic (CRBM) is a revision of the standard GURPS Magic system intended primarily for Dungeon Fantasy games. It can be used in any game that is willing to use the standard spell list and prefers that spell casters depend on grimoires to be effective.

Unless otherwise stated, assume the rules from GURPS Magic apply.

Learning MagicEdit

Anyone can learn to cast a magic spell, and all spells are Mental/Easy skills.

Serious practitioners prefer to learn a collection of spells as college, as defined in GURPS Magic. Each separate college is a Mental/Very Hard skill.

Beyond level 0, the Magery or Magic Talent advantage does not exist. Some spellcasters may have a Talent with certain colleges and related skills. These talents should be created using the normal rules for talent creation. As a guideline, for 5 points, the talent should apply to 2-3 college skills (and any individual spells in that college) and 4-3 other related skills. For 10 points, the talent should apply to 6-7 college skills and 6-5 other related skills.

Performing MagicEdit

A character must either have the 5 point Magery 0 advantage or be in a High or Very High mana zone if they actually want to cast a spell.

Spells that were learned as individual skills are cast by taking the required Concentrate maneuvers and rolling under effective skill. The energy cost is not taken from the caster's HP or FP but is instead applied to their tally. The energy cost of the spell is reduced by 1 for every 5 points of MoS on the spellcasting roll.

Spells that are learned as part of a college are cast by taking the required Concentrate maneuvers and rolling under the effective skill based on the College. Spells learned from colleges have an additional default penalty equal to the least

the prerequisite count, if the prerequisite count is 3 or less
2 + 1/2 the prerequisite count, if the prerequisite count is 4 or more
a set default value, for spells that have them

A spellcaster who owns a grimoire that improves a specific spell can reduce that spell's default penalty by the grimoire's bonus for that spell. If the grimoire bonus is greater than the spell's default penalty, casting the spell requires additional energy equal to net bonus. If the caster's effective skill with the grimoire is greater than her Thaumatology skill, she doesn't fully understand the spellcasting process and any failure to cast the spell causes an immediate roll on the Catastrophe table at her current tally. These two effects combine if the spellcaster is subject to both of them.

RitualsEdit

Regardless of skill, there is no reduction of energy cost, and the default casting ritual requires spoken words and gestures with at least 1 hand. Any changes to ritual or energy provide a modifier to skill. Effective casting time is not automatically halved at high skill levels.

Penalties for reduced ritual requirements or casting times cannot lower base casting skill below 10. Blocking spells cannot gain bonuses from extra time or from more elaborate rituals; as instant acts of will, they are already cast 'no gestures' and 'no words' at no penalty. Some other spells specify that they can be cast without gestures (particularly the 'breath of' spells); these also do not accrue a penalty.

Casting Time
+2 to effective skill for taking twice base casting time in an emergency
+3 to effective skill for taking ten times base casting time in an emergency
+2 to effective skill for taking ten times base casting time when not in an emergency
-5 to effective skill for each halving the effective casting time.
Ritual Gestures

Spellcasters making Elaborate or Sweeping gestures can have a ritual item (wand, staff, rod, crystal ball, holy symbol, censor, tome, fetish, etc) in one hand and still have the hand considered "free." The other hand must be empty. Holding a staff in a single hand prevents two-handed parries while the caster is taking the Concentrate maneuver.

Elaborate Gestures: +2 to effective skill. Observers get +2 to any rolls to identify the spell being cast; the caster has an additional -4 on Will rolls to maintain concentration if interrupted. This requires both arms, both hands, and both legs to be free. The caster must be standing and have the space to move a yard in all directions.
Sweeping Gestures: +1 to effective skill. Observers get +1 to any rolls to identify the spell being cast; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. This requires both arms and both hands free. The caster must be standing or sitting.
Firm Gestures: This is the standard. It requires at least one hand free. The caster cannot be prone.
Subtle Gestures: -1 to effective skill. Observers get -2 to any rolls to identify the spell being cast or to notice that a spell is being cast at all; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. This requires one hand or both legs free. If both legs are free, the caster must have space to move a yard in all directions.
No Gestures: -2 to effective skill. Observers get -4 to any rolls to identify the spell being cast or notice that a spell is being cast at all (and if combined with No Words, may not roll!). The caster has an additional -4 on Will rolls to maintain concentration if interrupted.
Casting Volume
Shouted Words: +1 to effective skill. Observers get +1 to any rolls to identify the spell being cast; the caster has an additional -2 on Will rolls to maintain concentration if interrupted.The spellcaster can be heard from 16 yards away (100 db).
Loud Words: This is the standard.The spellcaster can be heard from 8 yards away (90 db).
Spoken Words: -1 to effective skill. Observers get -2 to any rolls to identify the spell being cast or to notice that a spell is being cast at all; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. The spellcaster can be heard from 1 yard away (70 db).
Whispered Words: -2 to effective skill, or -3 with No Gestures. Observers get -4 to rolls to identify the spell being cast or notice that a spell is being cast at all (and, if combined with No Gestures, may not roll!). The caster has an additional -4 on Will rolls to maintain concentration if interrupted. The spellcaster is difficult to hear at a distance (50 db).
No Words: -4 to effective skill, or -5 with No Gestures. Observers get -6 to rolls to identify the spell being cast or notice that a spell is being cast at all (and, if combined with No Gestures, may not roll!). The caster has an additional -6 on Will rolls to maintain concentration if interrupted.

Most casting in combat is assumed to Subtle Gestures (to allow two-handed weapon use) and Shouted Words, for no net modifier. A caster who is Grappled may cast using Shouted Words and No Gestures for a total penalty of -3. If the caster is Pinned, there is an additional -4 penalty, for a total -7 to spell casting attempts.

Tally and ThresholdEdit

CRBM is a Threshold system. Characters without Magery have a Threshold of 0 and a Recovery Rate of 1, and should be very cautious about casting spells, even in High mana regions. Characters with Magery have a Threshold of 5 and a Recovery Rate of 5. The leveled Extra Magical Ability advantage costs 10 pts/lvl and each level increases Threshold by 10 and Recovery Rate by 15.

Casting a spell increases the Tally. If a spellcaster's Tally goes over his Threshold, he must make a Calamity check on the table below. Tally is reduced by Recovery Rate at dawn or midnight (player's choice at character creation).

Calamity Checks and the Calamity TableEdit

To make a Calamity Check, roll 2d and add 1 for every full 5 points by which tally exceeds threshold after this casting. Calamities take effect immediately, but don’t normally cause the spell to fail.

Roll Effect
2-8 Nothing happens -- this time.
9-10 Until the wizard's tally is reduced to 0, the base cost of casting that spell or ritual is doubled. Increase the multiple by 1 every time this result is rolled again.
11-12 As 9, and the wizard has a -1 penalty to cast that spell until his tally is reduced to 0.
13 As 9, and the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.
14 Until the wizard's tally is reduced to 0, the base cost of casting all spells or rituals in the same college are doubled. Increase the multiple by 1 every time this result is rolled again. Also, the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.
15 As 14, but the casting penalty is -2.
16 As 15, but the casting penalty is -3.
17 As 16, and the wizard's Extra Magical Ability is reduced by 1 (recalculate threshold and recovery rate based on the new Extra Magical Ability rate). This effective is cumulative. 1 level of ExtraMagical Ability is recovered every day that the wizard has a tally of 0, doesn't cast any spells at all, and makes a HT check. If the wizard has no Extra Magical Ability remaining, his Tally increases by 10 which does not cause a new calamity check.
18 As 17, and as long as the wizard's Extra Magical Ability is reduced, he suffers from Nightmares with a control roll of 9 or less.
19 As 18, and as long as the wizard's Extra Magical Ability is reduced, he suffers from the -10% version of Radically Unstable Magery (Thaumatology p 26).
20 As 18, and as long as the wizard's Extra Magical Ability is reduced, he suffers from the -30% version of Radically Unstable Magery (Thaumatology p 26).
21 As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 hours.
22 As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 days.
23 As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his base Extra Magical Ability (minimum 1) for the next d6 days.
24 As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his current Extra Magical Ability (minimum 1) until his Extra Magical Ability completely recovers and for d6 days after that.
25-28 As 20, and the wizard is also a Mana Dampener with the same radius of affect as the Twisted Mana zone.
29+ The wizard takes (Calamity Modifier / 20)d of injury, reduced by half on a successful HT-6 check. If the wizard dies from this injury, their body explodes (reducing the wizard to -10xHP in the process) and doing the same damage as a cr ex centered on the wizard's hex. Should the wizard survive, also apply the effects of 25, above.

Changes to Missile, Melee, and Other Damaging SpellsEdit

Any fast progression damaging spell (such as Lightning Bolt or Flame Jet) can do a base damage of Sw damage based on the caster's IQ+relevant magical talent by Concentrating on it for one turn (this may be modified by the spell's element, just as swung shortsword and a swung halberd do different damage). By enlarging it, the caster can increase the damage by +2 or +1/die, whichever is better.

Any slow progression damaging spells (such as Rain of Fire or Explosive Lightning Bolt) can do a base damage of Thr damage (as per B16) based on the caster's IQ+relevant magical talent by Concentrating on it for one turn. The caster can spend additional turns concentrating to either increase the area of the spell's effect or increasing the damage by +4 or +2/die, whichever is better.

The ElementsEdit

Any damaging spell is built out of two components: the element that determines the college, damage type, special effects, and bonus damage of the spell, and the form that determines the range, area, and cost of the spell.

Lightning (Air): -1 damage per die. Treat as a Tight Beam Burning Innate Attack with Double Knockback, Arcing Surge, and Side Effect (Stun). Ranged Attacks are Acc 4, Range 50/100. Double knockback, in this case, lets it do knockback damage as though it were a crushing attack.

Thunder (Air, Sound): +3 damage per die. Treat as a Crushing Innate Attack with Armor Multiplier 2, Double Knockback, and Hearing Based Side Effect (Stun). Treat attacks against swarms or vaporous creatures as area effect attacks, even if the spell form is normally a single target spell. Ranged Attacks are Acc 3, Range 30/60.

Blight (Body): -1 damage per die. Treat as a Toxic Innate Attack with Cosmic (Ignores DR), Cosmic (Affects things with Immune to Metabolic Hazards), Accessibility (Only living or previously animals and humanoids; cannot target locations). Ranged Attacks are Acc 2, Range 25/50. Deathtouch should affect zombies, but not stone golems or trees.

Deprivation (Body, Food): -1 damage per die. Treat as a Fatigue Innate Attack with Cosmic (Ignores DR), Hazard (Starvation or Thirst, chosen when the spell is learned), and Resistable (HT -4). Ranged Attacks are Acc 2, Range 50/100.

Enervation (Body): -1 damage per die. Treat as a Fatigue Innate Attack with Armor Divisor 2. Ranged Attacks are Acc 2, Range 50/100.

Hellfire (Demonology): +1 damage per die. Treat as a Burning Innate Attack with Affects Insubstantial, Armor Divisor 2, Underfoot, and Costs 1 HP. Ranged Attacks are Acc 1, Range 25/50.

Stone (Earth): +2 damage per die. Treat as a Crushing Innate Attack with Double Knockback and a follow-up Crushing Innate Attack with Double No Wounding. Ranged Attacks are Acc 2, Range 25/50. Essentially, calculate knockback based on quadruple the rolled damage.

Fire (Fire): +1 damage per die. Treat as a Burning Innate Attack with Incendiary and Armor Divisor 2. Ranged Attacks are Acc 2, Range 50/100.

Poison (Food): +3 damage per die. Treat as Toxic Innate Attack with Blood Agent, Cyclic (5x10 seconds), Resistable by HT-5. Ranged Attacks are Acc 2, Range 25/50.

Sun (Light): +1 damage per die. Treat as a Tight Beam Burning Innate Attack. Ranged Attacks are Acc 8, Range 100/200, and get +1 to hit. Sun attacks are laser beams, and should benefit from having a built-in laser sight.

Ruin (Making and Breaking): +0 damage per die. Treat as Toxic Innate Attack with Cosmic (Ignores DR), Cosmic (Affects things with Immune to Metabolic Hazards), Accessibility (Only never living inanimate objects; cannot target locations). Ranged Attacks are Acc 2, Range 25/50. Making and Breaking spells can't affect golems, zombies, or housecats, but they can destroy cars and furniture.

Psychic (Mind Control): -1 damage per die. Treat as a Fatigue Innate Attack with Cosmic (Ignores DR), Symptom (-2 to Will at 1/3rd FP damage), and Resistable (Will -4). Ranged Attacks are Acc 2, Range 50/100.

Force (Movement): +0 damage per die. Treat as a Cutting Innate Attack with Affects Insubstantial and Double Knockback. Ranged Attacks are Acc 3, Range 50/100.

Calamity (Death, Necromantic): -2 damage per die. Treat as an Impaling Innate Attack with Affects Insubstantial, Cosmic (Ignore DR), Unblockable, and Accessibility: Only Living or Once Living creatures. Ranged Attacks are Acc 1, Range 15/30.

Cessation (Necromantic): +3 damage per die. Treat as a Toxic Innate Attack with Cosmic (Ignores DR), Cosmic (Affects things with Immune to Metabolic Hazards), Accessibility (Only zombies; cannot target locations). Targets that take damage have a 1 in 6 chance of being forced to flee out of sight of the caster for one day. Ranged Attacks are Acc 2, Range 25/50.

Sound (Sound): +2 damage per die. Treat as a Crushing Innate Attack with Side Effect (Stun). Ranged Attacks are Acc 3, Range 25/50.

Acid (Water): +1 damage per die. Treat as a Corrosive Innate Attack. Ranged Attacks are Acc 1, Range 25/50.

Frost (Water): +0 damage per die. Treat as a Burning Innate Attack with No Incendiary and Armor Divisor 5. Ranged Attacks are Acc 3, Range 50/100.

Ice Shards (Water): +2 damage per die. Treat as an Impaling Innate Attack with Armor Divisor (0.5). Ranged Attacks are Acc 3, Range 100/200.

Obviously, a specific spell might use a variant of the elemental or form name, or even both. Lightning Storm sounds better than Explosive Lightning Ball; Sunbolt is better known than Sunball, and so on.

The FormsEdit

Each form determines the physical description of the spell, including its range, area of effect if any, and energy cost.

A form's Magical Spread is equal to the wizard's level of talent in the spell's element + 2, minimum 2.

ie, a wizard with Air Spells Talent +3 and no other talents would have a Magical Spread of 5 for Explosive Lightning Ball, but a Magical Spread of 2 for Explosive Fireball.

(Element) Ball: Creates a fast progression, single target Missile at the cost of 1 energy per 2d of base damage. Double the cost to enlarge the spell. Prerequisites are Shape (Element) and Create (Element) or 6 spells from the college, whichever spell count is easier to achieve.

Explosive (Element) Ball: Creates an slow progression, area effect Missile that does full damage in up to Magical Spread yards radius, at 1 FP per yard of radius per 2d of base damage. Enlarging the spell can either increase damage, at double cost, or increase the radius of effect by Magical Spread yards, again at 1 energy yard of radius per 2d of base damage. At the caster's option, the attack is also explosive for 1 energy, with double cost if the spell damage was enlarged. Prerequisite is (Element) Ball.

(Element) Jet: As a Regular spell, creates an elemental jet extending from the caster's fist. It can be used to attack using DX or Innate Attack with any normal Attack maneuver, and cannot be parried, nor can it parry. The jet does fast progression damage, cannot be enlarged, and costs 1 energy per 2 yards of reach (up to a maximum of caster's Magical Spread) per 2d of base damage. The jet has a duration of 1 second, but the duration doesn't begin until the caster has an opportunity to make the attack maneuver. Prerequisites are Shape (Element) and Create (Element), or 6 spells from the college, whichever spell count is easier to achieve.

(Element) Breath (VH): As a Regular spell, allows the caster to breath out a cone of the element by taking an attack maneuver and rolling against DX or Innate Attack (Breath). The cone does slow progression damage and cannot be blocked or parried. The cone has a combined length and width in yards equal to the caster's Magical Spread, and the caster may enlarge the spell for more damage or for more length or width normally, up to twice his Magical Spread. The base cost of the spell is 1 energy per 2d of base damage for each 2 yards of length or 4 yards of width, doubled if the damage is enlarged. Prerequisite is (Elemental) Jet.

(Element) Touch: Imbues the caster's hand with elemental energy, allowing him to transfer that energy to a foe with a touch. This is a Melee spell that does fast progression damage at the cost of 1 energy per 2d of base damage. Prerequisites are Shape (Element) and Create (Element), or 6 spells from the college, whichever spell count is easier to achieve.

(Element) Weapon: As a Regular spell, imbues a melee weapon with elemental energy that does 2 damage with the element's normal damage type and modifiers as a follow-up on any successful attack with the weapon. This spell takes 1 second and 4 energy to cast and has a duration of 60 seconds, with a maintenance cost of 2 energy. For double energy to cast and maintain, it can be built up to do slow progression follow-up damage instead. As a Concentrate action at the time of casting, it can be applied to another weapon at the same cost as the first weapon. The weapon is not harmed by the elemental energy. Prerequisites are Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.

(Element) Missiles: As a Regular spell, imbues a missile weapon with elemental energy that does 2 damage with the element's normal damage type and modifiers as a follow-up on one damage roll from any successful attack with the weapon. This spell takes 1 second and 4 energy to cast and has a duration of 60 seconds, with a maintenance cost of 2 energy. For double energy to cast and maintain, it can be built up to do slow progression follow-up damage instead. As a Concentrate action at the time of casting, it can be applied to another weapon at the same cost as the first weapon. The weapon is not harmed by the elemental energy. Prerequisites are Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.

(Element) Strike: As a Blocking spell, imbues a missile or melee weapon with elemental energy that does 2 damage with the element's normal damage type and modifiers as a follow-up on one damage roll from the next attack by the weapon within one second of the spell's casting. It takes 1 energy to cast, or it can be cast for 3 energy in which case the follow-up damage uses the slow progression. The weapon is not harmed by the elemental energy. Prerequisites are Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.

(Element) Armor: As a Regular spell, surrounds the subject with a sheathe of elemental energy. Anyone who attacks the subject with a melee weapon takes slow progression damage on a successful hit. Anyone who grapples the subject take fast progression damage upon securing the grapple and cancels the spell in the process. Elemental Armor takes 4 energy to cast, 2 energy to maintain, and has a duration of 1 minute. Prerequisites are (Element) Jet, Resist (Element) or 9 spells from the college, whichever spell count is easier to achieve.

Rain of (Element): This spell can only be cast outdoors, and creates a rain of elemental energy inside the target area. Anyone inside the target area at the end of his turn takes full damage; anyone who enters or starts in the area but moves out during his turn takes half damage. This spell does slow progression damage and is an Area spell with a base cost of 1 energy per 2 dice of damage, the same maintenance cost, and a duration of 1 minute. Prerequisites are Shape (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.

(Element) Volley: Creates a missile that does slow progression damage with RoF 4 and Rcl 3. It can still be used for suppressive fire, walking fire, or to otherwise engage multiple targets using the normal RoF attack rules. It has a base cost of 3 energy per die of damage. Enlarging the spell can increase the damage at double energy cost, increase the RoF to 10 at double the energy cost, or both at triple energy cost. Prerequisites are Rain of (Element), Element (Ball), and Element (Breath).

GrimoiresEdit

Using GrimoiresEdit

A spellcaster must have reviewed a grimoire in the previous 24 hours in order to use its bonus when casting a spell. Reviewing a collection of grimoires takes 1 hour, and an additional hour for every total 100 points in bonuses that the grimoires provide. After having reviewed a grimoire, a spellcaster does not need to keep the grimoire on him to get its bonus when casting a spell.

Purchasing GrimoiresEdit

Grimoires come in three qualities, which basically represents paper weight and grade. Cheap grimoires are made from thick, heavy paper. Good and fine grimoires are made from thinner and stronger paper. Grimoires can come in any size, but are bought in blanks of 100 pages.

Grimoire Quality Cost ($)/100 pages Weight (Lbs)/100 pges
Cheap 10 2
Good 80 1
Fine 200 0.1

Grimoires can also be Dwarven, as per manuals from Sages: immune to fire and water damage, double weight, +4 CF.

TL8 paper grimoires have 1/10th the normal cost for their pages.

Many grimoires are associated with magical styles, and usually have a selection of spells grouped into one of the style's levels and sufficient to qualify for the next level in that style.

Spells per GrimoireEdit

Each spell in a grimoire has a separate bonus, a cost to purchase the spell for the grimoire, and a number of pages that the spell requires. Delvers who want to scribe their own spells can instead pay $0.5/page for the calligraphy and an additional material cost for diagrams and rare inks if they have the required minimum skills in Writing, Teaching, Thaumatology, and effectively in the college including the prerequisite penalty for the spell.

Bonus Cost ($) Pages Material ($) Min Skill
+1 10 15 210 14
+2 15 20 410 15
+3 30 30 12 16
+4 75 40 50 17
+5 200 60 160 18
+6 500 80 440 19
+7 1000 120 900 20
+8 2500 160 2300 21
+9 5000 240 4500 22
+10 10000 320 9000 23

Grimoires written by TL8 spellcasters costs 15x as much for each spell.

New and Revised Advantages and DisadvantagesEdit

Extra Magical Abilty [10/level]: Your ability to cast spells is improved, so you have +10 Threshold and +15 Recovery Rate for every level of this advantage.

College Ritual Book Magery [5]: You can cast spells, as long as there is some mana available. You have a Threshold of 5 and a Recovery Rate of 5.

Magical Style Familiarity [1]: In CRBM, instead of being able to learn any of his school's public spells without needing instruction, a magical stylist improves the grimoire bonus by 1 for any of the style's grimoires, as long as he has also a grimoire from each of the style's previous levels.

Disciplines of Faith (Arcane Rituals) [-10]: Your magic requires constant research into the tides of magic, the position of the stars, and stranger things. You must own a spellbook that contains your notes, observations, and calculations on how and when you can cast spells. This spellbook is grimoire with 5 pages per point in spells that you know. You must study from this spellbook for 1d hours every night - this is time taken away from sleep, being on watch, travelling, etc. You do not need the spellbook on you to cast a spell if you studied it the night before. On any day that you cast a spell, you consume $5 of reagents and spell ingredients - these are fetishes, fine spices, and powered gems that weigh almost nothing. If you ever find yourself without reagents or your spellbook, you are at -1 on all spell-casting rolls per day that you go without either, and -2 per day that you go without both. The penalty is reduced to 0 as soon as you study in your spellbook and have access to reagents again.

Disciplines of Faith (Tome Magic) [-15]: As Disciplines of Faith (Arcane Rituals), but your spellbook is a physical representation of your magical ability. This spellbook is grimoire with 10 pages per point in spells that you know. You cannot cast spells at all unless your spellbook is on your person (in your backpack counts, but not in extra-dimensional space such as a Hide-away pouch). You get a +2 on all rolls to cast spells while your book is physically in your hand.

New and Revised Skills Edit

Each college of magic is its own M/VH skill, named "College of <$COLLEGE>".

College of Making and Breaking has prerequisites of 2 elemental college skills.

College of Meta-Magic has prerequisites of Thaumatology and 2 other college skills.

College of Enchantment has prerequisites of College of Making and Breaking and College of Meta-Magic.

New and Revised Spells Edit

ElementalEdit

Summon (Element) Elemental
Cost: 2 energy per 1 CP of the base cost of an Ally with the elemental's point cost relative to the caster's point cost.
Control (Element) Elemental
Cost: 2 energy per 1 CP of the base cost of an Ally with the elemental's point cost relative to the caster's point cost. Half that cost to maintain.
Create (Element) Elemental
Cost: 4 energy per 1 CP of the base cost of an Ally with the elemental's point cost relative to the caster's point cost.
Time to Cast: 1 second per energy point of casting cost.

Animal Edit

Shapeshift
Cost: 4 energy per 1 CP of the base cost of an Ally with the animal's point cost relative to the caster's point cost. 1/3rd that cost to maintain.
Shapeshift Others
Cost: 4 energy per 1 CP of the base cost of an Ally with the animal's point cost relative to the caster's point cost. 1/3rd that cost to maintain.
Great Shapeshift
Cost: 20, plus 4 energy per 1 CP of the base cost of an Ally with the template limit's point cost relative to the caster's point cost.

Body Edit

Transform Body
Cost: 2 energy per 1 CP of the base cost of an Ally with the assumed form's point cost relative to the caster's point cost.

Enchantment Edit

Golem
Cost: 250 energy per 1 CP of the base cost of an Ally with the golem's point cost relative to the caster's point cost.

Necromantic Edit

Summon Demon
Cost: 4 energy per 1 CP of the base cost of an Ally with the demon's point cost relative to the caster's point cost.
Banish
Cost: 4 energy per 1 CP of the base cost of an Ally with the demon's point cost relative to the caster's point cost.

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