spell name:
STORE ITEM
list name:
Assimilation Mastery
level:
1
realm:
Essence
type:
alchemist base
spell class:
I
duration:
permanent
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to memorize the exact physical characteristics of an item, e.g., dimensions, composition, weight, etc.

spell name:
ASSIMILATIVE STORE
list name:
Assimilation Mastery
level:
2
realm:
Essence
type:
alchemist base
spell class:
i
duration:
permanent
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to memorize the exact magical characteristics of an item, e.g., abilities, class or realm restrictions, trigger words, etc.

spell name:
INTANGIBLE STORAGE
list name:
Assimilation Mastery
level:
3
realm:
Essence
type:
alchemist base
spell class:
F*
duration:
1 hour / level
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Caster is able to store the actual abilities of a drained item, e.g., the magical power or ability itself. This spell will allow caster to store one specific ability per casting, e.g., flying ability, +5 bonus, returning ability, etc. Caster has one storage 'slot' per level of experience. These stored abilities are vulnerable to dispel, anti-magic effects, etc. as if they were the actual item that the selected ability was drained from. A partial listing of the approximate value of varied abilities is as follows: Storage Slots Ability Necessary Notes +5 bonus 1 1 daily charge 1 spell level is irrelevant xl multiplier 1 +1 adder 1 each additional extra range, stat bonus, enchanted property 1 casting levels, etc. Weapon characteristics per 5 levels of effect* 1 Undead Slayer (20th)=4 slots * See Section 5.3 RMCI Example 1: A 10th level Alchemist drains a +60 Bastard Sword of Fire Dragon Slaying (with the Drain Item Spell). The Alchemist may choose to Intangible Store up to 10 abilities of an item, 10 +5sor4 +5s and the Dragon-Slaying ability (30th level effect = 6 slots). The rest of the item s powers are lost (+10 and Dragon-Slaying ability or +40 in the above choices). Example 2: A 10th level Alchemist drains a x5 Multiplier Ring that is only usable by Mentalists. The Alchemist may drain the item and hold all abilities (5 of them, one for each of the multipliers) in 'Intangible Storage , leaving 5 free spaces for other drained abilities. The drained multipliers are still only usable by Mentalists (if they are ever reintroduced to another item).

spell name:
TEMPORARY DRAIN
list name:
Assimilation Mastery
level:
4
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster drains, up to 1 charge per level, the daily uses of an item and converts them directly into PPs. The amount of PPs gained will depend upon the abilities drained, translating on a 1 point per 2 levels of ability (of the magical ability, not the spell caster) basis. The next day the item regains its abilities as if they had been expended normally. Example: A 5th level Alchemist who has 20 total power points, but is down to 8 PPs (4 after this spell is cast), casts this spell on a ring of flying (7th level Fly (Lofty Bridge) usable 5 times per day). The caster drains 4 uses of the fly spell (providing him with 14 PPs). If the caster drains too many PPs, and raises his total power points above their normal maximum, he will suffer burnout (see Channeling skill, Section 7.0 RMCII). The above caster could have drained 5 of the charges, but this would have caused burnout (4PP + 17.5PP (35I2)=21.5PP).

spell name:
MULTI-JOIN
list name:
Assimilation Mastery
level:
5
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 target/lvl
sourcebook:
spell user's companion
description: Caster is able to use up to 1 target per level as extra storage slots for the Intangible Storage spell. Caster is able to store the actual abilities of a drained item, e.g., the magical power or ability itself within the target. This spell will allow caster to store one specific ability per casting, e.g., flying ability, +5 bonus, returning ability, etc. Targets have one storage 'slot' per level of experience. These stored abilities are vulnerable to dispel, anti-magic effects, etc. as if they were the actual item that the selected ability was drained from. In order for the caster to gain access to the 'stored' powers, the target must be within 10'/lvl of the caster. The caster may have 1 target per level as extra storage. Targets may not “intangible store” any powers of their own.

spell name:
ASSIMILATIVE TRAP
list name:
Assimilation Mastery
level:
6
realm:
Essence
type:
alchemist base
spell class:
F
duration:
varies
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Creates a magical trap on an enchanted item which affects any caster who attempts to 'assimilate' the protected item. ' Assimilator' must make a RR versus the level of caster or have his 'Assimilative' spell automatically fail (requiring a roll on the Attack Spell Failure table). If the “Assimilator's” RR is successful, he then proceeds with his spell normally, and the Assimilative Trap is discharged. If the 'Assimilator' fails his save, he is affected as stated above and the Trap remains active.

spell name:
TRANSFER
list name:
Assimilation Mastery
level:
7
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 hour / level
range:
touch
area of effect:
2 items
sourcebook:
spell user's companion
description: Caster 'moves' the enchantment from one item to a different normal item. The caster must have sufficient 'slots' to encompass the entire amount of magical energy to be transferred. The 'old' magical item becomes non-magical and the 'new' magical remains magical for the duration of this spell. A magical item 'created' in this way may not be made permanent due to physical and magical incongruities between the old and new items. At the end of the duration, the temporary item loses its enchantment as well.

spell name:
UNITE
list name:
Assimilation Mastery
level:
8
realm:
Essence
type:
alchemist base
spell class:
F
duration:
varies
range:
self
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster 'absorbs' all magical energy from an item. Caster may use these powers once, as he desires, and they are then consumed. There is no limit to the amount of magical abilities, gained in this manner, that the caster may retain. These 'absorbed' abilities are not usable with other spells on this list, e.g., Assimilative Creation, Intangible Storage, etc. For example, a caster who drains a +20 sword of flying (allows flying 3x per day) would gain a +20 bonus that could be added to any one roll of the caster's choice as well as 3 'Flys' that he could also use as 3 separate Fly spells. Any item so drained is no longer magical.

spell name:
WEAKEN POWER
list name:
Assimilation Mastery
level:
9
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may weaken a magical item's bonus by up to -1 per level (assuming the item misses its save). For example, a 15th level caster casts this spell on a +20 sword, which misses it's RR, and alters it's bonus to +5 - The sword is now, forever, a +5 weapon. Unless the power is enhanced by the Enhance Power spell.

spell name:
PREVENT ASSIMILATION
list name:
Assimilation Mastery
level:
10
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster places a magical 'cap' or guard on an item which prevents any 'Assimilative'-type spell from affecting the item. For a caster to affect an item that has been protected in this manner, he must first dispel or disable the Prevent Assimilation spell.

spell name:
CONVERT
list name:
Assimilation Mastery
level:
11
realm:
Essence
type:
alchemist base
spell class:
F
duration:
-
range:
self
area of effect:
self
sourcebook:
spell user's companion
description: Caster may convert an ability, which has been stored (through Intangible Storage), into an amount of power points equal to 5 PPs per slot converted (each +5 bonus, multiplier, adder, etc.). If caster exceeds his normal total power points he will suffer burnout (see Channeling skill, Section 7.0 RMCI1).

spell name:
DRAIN ITEM
list name:
Assimilation Mastery
level:
12
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may drain all power from an item. The power is either channeled away or, through the use of the Intangible Storage spell, stored for later use.

spell name:
ABSORB ITEM
list name:
Assimilation Mastery
level:
13
realm:
Essence
type:
alchemist base
spell class:
F
duration:
10 minutes / level
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster physically absorbs a magical item into his body to gain the benefits of that item. For example, a caster absorbs armor (type 20) which gives him AT 20 skin. The caster could also absorb a +10 sword which would allow him a +10 sword-like hand attack. At the end of the duration the magical item returns to the place it was at the casting of this spell. The item must be magical to effect the change, normal or simply well-made items are not absorbable.

spell name:
COMBINE ITEM
list name:
Assimilation Mastery
level:
14
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 minute / level
range:
touch
area of effect:
2 items
sourcebook:
spell user's companion
description: Caster may temporarily join two magical items into one whole (If they miss their RRs). If one item makes it's RR while the other item misses, then the item that missed it's RR will be destroyed (physically intact, but non-magical). The items must be compatible, e.g., a +20 sword and a magical set of lockpicks would be useless. The items are 'averaged' to gain the new item, e.g., a two-handed sword combined with a broad sword would produce a bastard sword. The magical bonuses of the two items are combined by adding the dominant magical item's bonus to half that of the lesser item. Example: A +20 broadsword is combined with a+10 dagger of Orc-Slaying. The dagger is dominant (+10 (bonus) +15 (Orc- Slaying)=25) broadsword = +20-The resultant item is a short sword, +20 (+10 (dagger) +20/2 (broadsword) = +20) that Slays Orcs. Alternatively, if the dagger had been only +0, then the broadsword would have been dominant, and the resultant weapon would have been a +20 (allfrom the broadsword) short sword of intermittent Orc Slaying (only slays orcs 50% of the time (half of the dagger ability)). Note: Ar the end of the duration, the items become separated and return to their normal status.

spell name:
DEVOUR ITEM
list name:
Assimilation Mastery
level:
15
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 items
sourcebook:
spell user's companion
description: Caster absorbs all abilities from an item and converts them into power points gained by the caster. This may be done 'blind', e.g., without knowing the abilities of a 'Devoured' item, but caster is subject to burnout (see Channeling skill, Section 7.0 RMCII) if he gains more PPs than he could normally possess. Caster may convert an ability, which has been devoured into an amount of power points equal to 5 PPs per each +5 bonus, multiplier, adder, etc. converted.

spell name:
ASSIMILATE INTELLECT
list name:
Assimilation Mastery
level:
16
realm:
Essence
type:
alchemist base
spell class:
F*
duration:
1 hour / level
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may drain the intellect of an intelligent item, gaining a bonus to the appropriate mental stat for the duration of this spell. If the caster casts another Assimilate Intellect while one is in effect, then the second one takes precedence over the first (displacing it). The caster gains the following amounts to each mental stat when he 'Assimilates' an intellect: +1 per point over caster's temporary stat and +1 per +25 points if caster has a higher temporary stat than the item does. For example, a caster (Pr:101 Em: 101 In: 100 SD:92 Re: 100) casts this spell on an intelligent item (Pr:55Em:102In:106SD:l 11 Re: 100) which fails it's RR. The caster's stats for the duration of this spell become (Pr:103 Em: 105 In: 106 SD:111 Re: 104). Note the Empathy bonus,+4 because this spell allows caster to gain the most advantageous bonus from the item (instead of gaining 1 because the item has 1 point more than the caster in RE).

spell name:
SELECTIVE DRAIN
list name:
Assimilation Mastery
level:
17
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may drain (if item misses it's RR) chosen magical abilities from an item, leaving the remaining abilities intact (assuming a second RR is made). If the first RR is made, obviously, the spell fails. If the second RR is missed, the remaining abilities of the item are lost.

spell name:
CONJUNCTION
list name:
Assimilation Mastery
level:
18
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 hour / level
range:
touch
area of effect:
2 items
sourcebook:
spell user's companion
description: Caster may 'add' one magical item's powers to another for the duration. Caster must have sufficient 'slots' available to Intangibly Store both item's magic. For example, a 50th level Alchemist (10 'slots') combines a +20 Sword of Warning (7 'slots') with a +3 adder ring (3 'slots'). The Alchemist may then place the combined magical energy into either the ring or the sword (the sword would probably be best). At the end of the duration the item that wasn't separated from its magic will remain enchanted while the other item loses it's potency.

spell name:
REPAIR FAULT
list name:
Assimilation Mastery
level:
19
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 day / level
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may 'repair' a curse on a magical item (if RR is missed) and free the item of the curse. In the course of doing this spell the caster eliminates the permanency binding the magic to the item, hence the duration of this spell. At duration's end, the item becomes non-magical.

spell name:
ENHANCE POWER
list name:
Assimilation Mastery
level:
20
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 hour / level
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster enhances a power already present in an item by making up the difference in PPs between the original and the desired outcome, e.g., increasing a fly spell from 150'/rnd to 450'/rnd would cost 10 PPs (7th level spell to 17th level spell is an increase of 10 levels) plus the 20 PPs for this spell. The enhanced power is usable for the duration of this spell or the duration of the enhanced power (whichever is less).

spell name:
ASSIMILATIVE CREATION
list name:
Assimilation Mastery
level:
25
realm:
Essence
type:
alchemist base
spell class:
F
duration:
1 hour / level
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may combine any powers, previously Assimilative Stored, into an item which will be effective for the duration of this spell.

spell name:
PERMANENCY
list name:
Assimilation Mastery
level:
30
realm:
Essence
type:
alchemist base
spell class:
F
duration:
permanent
range:
touch
area of effect:
1 item
sourcebook:
spell user's companion
description: Caster may make any item altered or affected by any spell on this list, permanent. Only one such Permanency may be in effect per spell caster, as a portion of the caster's life force is used to keep the enchantment permanent.

spell name:
ASSIMILATIVE STRUGGLE
list name:
Assimilation Mastery
level:
50
realm:
Essence
type:
alchemist base
spell class:
F
duration:
-
range:
touch
area of effect:
1 target
sourcebook:
spell user's companion
description: Caster may assimilate a chosen target's power points (who misses his RR) leaving the target magically drained. All power drained from a target will be absorbed by the caster, e.g., burnout is possible (see Channeling skill, Section 7.0 RM Cl I). If caster of this spell desires he may add additional power points to this spell to lower the target's RR (-1 per additional 5 PPs added).