Crown of Iron

Cost: 8 (1- skills + 6 spells + Magical School Familiarity) points
Style Prerequisite: IQ 13+, Will 12+, Magery, (not One College Only).
==Background==
Crown of Iron is the art of command and control, particularly of magical entities, but also of other human beings. The style’s philosophy emphasizes that nobody, no matter how capable, can achieve very much on their own and true power lies in the ability to harness the strengths of others. Some mages of this school have personality problems related to power, whether it be difficulty standing up to others, difficulty obeying authority, or being pushy and domineering. Apprentices often have complex and rather difficult relationships with their mentors. While mages of this school can make excellent hirelings, they can also be very difficult to control and quite prone to intrigue.
==Crown of Iron Style==
Required Skills	Mental Strength 	1
Required Spells	Apportation, Counterspell, Foolishness, Ignite Fire, Levitation, Shield 	6
Secret Spells 	Chill of the Lady of Drowning, Howl of the Efrit, Roar of the Djin, Tremor of the Stone that Walks 	4
Perks 	Better Magic Items (Mind Control), Elixir Resistance, Huge Subjects, Knower of Names, Sanctum 1-2, Scroll Reading, Secret Spell (Chill of the Lady of Drowning, Howl of the Efrit, Roar of the Djin, Tremor of the Stone that Walks), Secret Words, Thaumatological Doublespeak, Willful Casting	12
Optional Traits	Attributes: Improved IQ, Improved Will
Advantages: Allies (dominated ones)
Disadvantages: Enemies (People Who Got Used), Megalomania, Overconfidence, Reputation (Power Crazy).
Skills: Administration, Intimidation, Symbol Drawing 	NA
==Rankings==
The student of Crown of Iron begins their studies at the level of Officer, requiring them to learn the following 6 spells.
===Officer===
Apportation, Counterspell, Foolishness, Ignite Fire, Levitation, Shield.
A mage who learns all 6 of these spells is promoted to Master or Mistress, entitling them to learn the following fourteen spells.
===Master / Mistress===
Animal Control, Beast Summoning, Bravery, Create Air, Dancing Object, Daze, Flight, Shape Earth, Shape Fire, Create Fire, Forgetfulness, Minor Healing, Recover Energy, Weaken Will. 
A mage who learns 7 of the above spells is promoted to Dominus, entitling them to learn the following fourteen spells.
===Dominus===
Animation, Berserker, Command, Create Earth, Create Water, Fascinate, Hawk Flight, Loyalty, Major Healing, Mass Daze, Mass Zombie, Shape Air, Shape Metal, Shape Water.
A mage who learns 7 of the above spells is promoted to Metahuman, entitling them to learn the following ten spells.
===Metahuman===
Control Limb, Control Person, Control Zombie, Create Acid, Create Ice, Create Plant, Enthrall, Turn Zombie, Wizard Hand, Zombie.
A mage who learns 5 of the above spells is promoted to Ascendant Lord or Lady, entitling them to learn the following twenty-three spells.
===Ascendant Lord / Lady===
Banish, Control Air Elemental, Control Creation, Control Earth Elemental, Control Fire Elemental, Control Water Elemental, Create Animal, Create Mount, Create Object, Create Servant, Create Steam, Create Warrior, Dancing Weapon, Delay, Dispel Creation, Dispel Magic, Lesser Geas, Staff, Summon Air Elemental, Summon Demon, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental.
A mage who learns 8 of the above spells is promoted to Leviathan, entitling them to learn the following 9 spells.
===Leviathan===
Chill of the Lady of Drowning, Enchant, Great Geas, Hang Spell, Howl of the Efrit, Link, Reflex, Roar of the Djin, Tremor of the Stone that Walks.
==Secret Spells==
===Chill of the Lady of Drowning; Special, Resisted by Will===
This spell is a version of Planar Summons. The exact nature of the entity summoned is different for each mage and where the caster is a PC, it is assumed that the player will submit suitable designs for the GMs approval. The lady of drowning is associated with cold, despair, suicide, water and the ghosts of the drowned.
===Howl of the Efrit; Special, Resisted by Will===
This spell is a version of Planar Summons. The efrit is associated with destruction, fire, rage, the desert and the ghosts of those who died by fire or thirst.
===Roar of the Djin; Special, Resisted by Will===
This spell is a version of Planar Summons. The Djin is associated with air, madness, magic, clouds and the sky and with the ghosts of those who fell to their deaths.
===Tremor of the Stone that Walks; Special, Resisted by Will===
This spell is a version of Planar Summons. The Stone that Walks is associated with earth, plants, revenge, the cycle of life and those who died by suffocation.
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