Spellbook

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Rank 4

Star Iron Imprisonment
KeywordsSustain, Creation
DurationPermanent
EL3
fatigue13
difficulty-10
With this spell Black Order Mages can imprison someone’s soul within a Star Iron weapon. The target must remain still and in contact with the weapon for the entire duration of the casting. At the end of the spell the target must fail a simple Spirit roll (assuming they choose to resist). If they do their soul is sucked into the weapon, otherwise the spell fails. Either way the casting Mage loses a point of Health permanently.

One bound the soul is only dimly conscious and aware of the outside world. It can sense the presence and orders of its wielder, and struggles to resist them. Unless it can beat the wielder in an opposed Spirit test it must obey any orders. In some cases sentries are made from warriors placed in such weapons, but more normally it is some unfortunate Gifted or Mage who is imprisoned. Such a soul can then be commanded to use their powers, and they will be trapped forever unless the weapon is destroyed.

Once trapped the spirit has little in the way of conciousness, but can still use its powers if commanded to do so by one who wields the weapon. A Gifted soul uses its Gift on command, while a Mage casts its spells. A Mage soul retains all but its highest Circle of spells, but is reduced to a pool of only 15 fatigue, which it regenerates at the rate of 1 a day. Spells cast by a bound soul require no channelling roll, but always use the maximum fatigue, and must affect the blade or its wielder (spells which summon creatures, act at range, or require a targeting roll cannot be used). If the bound soul bears any burdens they are shed when it becomes trapped.

Although being bound into a blade is seen as a great honour for an aged Mage, most Black Order Mages are unwilling to become Star Iron creatures, and there are always stories that Red Order Mages have been forcibly imprisoned. The Red Order takes a dim view of this, and anyone wielding a Star Iron weapon that displays Red Order powers will find themselves under attack.
power+1 Spirit for the wielder's control per power level