Spellbook Grey Order

17 entries found.

Rank 1

Lesser Anchor
KeywordsLink
DurationInstant
EL1
fatigue3
difficulty3
With this spell a Mage can establish a link to another Keldian through which a portion of their magical energy flow can be directed. This link allows a little of the energy a Mage draws when Channelling a spell to be anchored in the other person, helping protect the Mage from failed castings. The Anchor must be cast the round before a second spell. If the second spell's Channelling roll fails then the effective margin of failure (for determining effects on the Mage) is reduced by 2, and the Anchor takes 1 Lethal damage. This cannot cause a failed Channelling roll to succeed.

To cast the spell the Mage must touch the target firmly. A Lesser Anchor can only be created with a willing subject. A Mage may only have one sort of Anchor (Lesser Anchor, Anchor, Master's Anchor) at once.
Sensing the Flow
DurationMaintained
EL1
fatigue2
difficulty2
With this spell a Mage can use his ability to draw power to determine if an object reacts to magical energies. In this way he can detect if an object has magical powers, or contains written copies of spells (which will react in a small way to channelled power). Similarly he can sense Magical barriers, wards, and links within a few Legats of himself, because they will resonate with the energy he channels.

When examining an object the Mage must make an Int + Sorcery roll to understand what he is sensing. The resistance for this roll is 10 for normal enchanted objects or links to active spells, 12 for barriers and wards, 16 for magical potions and 18 spells hidden in a text.

There is always a risk that this spell can inadvertently damage or trigger the item examined. If channelling the spell damages the Mage it also damages the item for half the amount (round down).
power+1 Sorcery for identification per 2 power levels

Rank 2

Anchor
KeywordsLink
DurationFixed
EL1
fatigue3
difficulty3
As Lesser Anchor except that the margin of failure is reduced by 4, and the Anchor takes 3 Lethal damage, and the Anchor lasts until the next spell the Mage casts, or 1 day, whichever is sooner.

An Anchor can be created with a willing, or unwilling, subject. For a willing subject no roll is required. For an unwilling subject the Mage must win a Spirit vs. Spirit contest to establish the link, and must be able to firmly touch the target.
Liar's Link
KeywordsLink, Subtle
DurationMaintained
EL1
fatigue4
difficulty-4
This invidious spell can be cast only when the Mage has a Link of some sort active with a target, either through a Binding or through some other linking magic. The Liar's Link allows the Mage to exploit the link to weaken, deceive or persuade the target. While the original link remains active the target has a -4 penalty to Presence, Spirit or Intelligence when resisting the caster of the Liar's Link (such as resisting social skills, defending from social attacks, or resisting magical spells). The Liar's Link ends automatically when the link it relates to ends.

So long as the casting of the Liar's Link is subtle or unseen the target has little chance to realise what has been done. The Mage makes a roll of Presence + Subterfuge / Deception resisted by the target's Spirit. Only if they fail does the target sense that something about the link has changed.
Matrix Burst
DurationInstant
EL1
fatigue0
difficulty2
More a technique than a spell, Matrix Burst allows a Mage to grasp one of their own Matrices and release its energy in a burst to enhance other spellcasting. The Mage must have a Matrix (see Matrix Quality) and then make a Magic Save at +2. If they succeed they grasp the Matrix and release its energy. This reduces the difficulty and fatigue of the next spell they cast by 4 each (or 6 in the case of a Perfected Matrix). The Matrix is violently discharged. Any spell or fatigue in the Matrix is wiped, and the Matrix ceases to work for the next three turnings.
Matrix Charge
DurationInstant
EL2
fatigue8
difficulty-6
This spell must be cast from a Matrix. The Matrix is wiped and then charged with energy. The charged Matrix is able to hold 3 Energy Levels of spells instead of the normal 2. It retains this ability until the next time it is wiped.

If the Channel of the Matrix Charge fails then the Matrix is disabled as if Matrix Burst had been cast on it, and the margin of failure on the Channel roll is increased by 2. Should the Mage fail any Channel roll when casting the spell in the Charged Matrix then it is automatically wiped.
Serpent Call
KeywordsSummon
DurationInstant
EL2
fatigue5
difficulty-10
This spell is normally taught only as a gift from a Spirit Naga. When cast it will summon any nearby serpents and compel them to follow the Mage's commands for Level rounds. The number of serpents that respond to the call (and the time it takes them) varies widely based on location. In the Twilight Jungles a Snake : Swarm is usually summoned, while on the One-River a Snake : Constrictor is more normal. Rarer snakes will be summoned in 5D10 minutes. If the time to appear ends up greater than the Mage's Level + Presence then the serpent abandons the call. If you know that a specific snake exists then the Call always applies to it if possible.
Subtle Spell
KeywordsAugment, Subtle
DurationInstant
EL2
fatigue1
difficulty-5
This spell must be cast targeting a second spell stored in a Matrix, belonging to the caster. The second spell has its effective Energy Level (for determining cast time), and Difficulty, increased by 2. The second spell gains the Subtle keyword. These effects last until the second spell is cast.

Rank 3

Black Ward / Red Ward
DurationFixed
EL1
fatigue9
difficulty-10
This spell is used to target another Mage, cutting her off from the sustaining source of her Magic. The Mage may roll a Spell Save -10, if this fails then the difficulty of any spells they use is increased by 10 for the duration of the spell. The Red Ward only affects Red Spells, and the Black Ward only affects Black Spells. Red Ward is a Black Order Spell and Black Ward is a Red Order Spell. The duration of the spell is a number of combat rounds equal to the Casting Mage’s Level. Note that this spell is cast using the normal Order Spell tables.
power+2 rounds duration per Power Level
Cloak of Authority
KeywordsControl
DurationFixed
EL3
fatigue8
difficulty-5
This spell is used to create magical robes that form symbols of authority for high ranking Magi of the two orders. The robes of the Black Order are as featureless and dark as the void. No light reflects from them and they are unmoved by wind or movement alike. They make the Black Mage seem like a figure cut from a single sheet of darkness and silhouetted against the sun. The robes of the Red Order are, in contrast, always in motion, for they appear to be cut from sheets of living flame bound into the shape of cloth. They glow with their own light and make the Red Mage seem like a flame himself. These Robes are made by casting spell on a cloth base of the finest quality (Cost 10) in a process requiring 5 days of constant enchantment. Each robe actually made is specific to a Mage, and on their death is buried with them in their tomb. Wearing such a robe confers +2 Status to other Mages.
End Enchantment
DurationInstant
EL2
fatigue11
difficulty-10
This spell allows a Mage to attempt to overcome an enchantment cast by another Mage, such as a ward, barrier, summoning and so forth. If the Mage succeeds fully then the other spell is nullified, otherwise it may be simply temporally suppressed or even unaffected. When this spell is cast work out by how much the spell roll succeeded. If this beats twice the level of the target enchantment +1 it is dispelled, otherwise if it beats the level +1 the target spell is suppressed for 5 minutes. If the roll fails to succeed by the level of the target spell +1 then nothing happens.
power+1 effective power per Power Level
Flow Disruption
DurationInstant
EL1
fatigue7
difficulty-2
By using this tricky spell a Mage may attempt to interrupt the flow of energy another Mage is using to cast a spell before they can finish casting it. Flow Disruption must be cast faster than the other spell to have a chance to disrupt it, but 1 round spells can still be interrupted if Flow Disruption is used at the same speed.

To interrupt the spell the Mage must be able to see the caster as they are casting. They must then cast the Flow Disruption with the base difficulty increased by the difficulty of the spell they are trying to disrupt (do not count power levels). If their roll succeeds, and has a better margin of success than the casting roll of the other Mage, then the spell is disrupted.

For example a Red Order Mage is casting Dustflash (difficulty -3), and has a base Magic Save of 15. He rolls to cast against a 12, and rolls a 7 (margin of success 5). Another Mage using Flow Disruption tries to prevent him. She has a base Magic Save of 14. She must cast Flow Disruption at -5 (base of -2 increased by the difficulty of the Dustflash), and roll less than 4 (margin of success 6 or more), to interrupt the spell.
Master's Anchor
KeywordsLink
DurationMaintained
EL3
fatigue12
difficulty-14
This is a similar spell to Lesser Anchor, except that it allows a Mage to establish a link between themselves and someone to which they are Bonded. Unlike a Lesser Anchor this link is persistent. So long as the link remains the Mage has the margin of failure for all failed spells reduced by 4. In addition when a spell fails the Mage can share any damage or attribute loss caused by the failure between himself and the Bonded one as he wishes. The Link is only active as long as the Bonded One is near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). Any time the Mage transfers attribute loss to the subject (as opposed to damage) he must win a resisted Spirit roll with the Bonded One (even if they are willing) or the Anchor breaks after the transfer.

While the Master's Anchor is in force the Mage has a -1 Penalty to their Magic Save. The Mage may choose to end the link at any time. The Bonded One may attempt to end the link themselves by rolling Spirit vs. Spirit with the Mage.
power+1 Spirit for the Mage to maintain the Anchor per 2 power levels
Matrix Strike
KeywordsAttack, Aimed
DurationInstant
EL1
fatigue6
difficulty-6
This spell allows a Mage to target an opponent's Matrix, disabling it with a burst of magical energy. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack hits home the target's Matrix is disrupted, visibly crackling with random sparks of energy. A disrupted Matrix cannot be used, either to cast a spell or to provide fatigue, until the disruption ends, in a number of rounds equal to the attacking Mage's Level + 2.
power+1 range per Power Level
+2 rounds disabled per Power Level
+8 power levels to also wipe any spells in the Matrix

Rank 4

Dislocate
KeywordsAttack
DurationInstant
EL2
fatigue9
difficulty-18
This spell allows a Mage to target an opponent's Matrix, destroying it by severing the connection between the Matrix and it's owner. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack succeeds then the Matrix is Dislocated, and its owner can no longer access it, losing the Quality (no CP are refunded for this). A Dislocated Matrix will flare with power and then slowly drift apart.
power+1 Legat range per Power Level
Suppressing the Flow
DurationFixed
EL2
fatigue13
difficulty-18
This spell is a more potent version of Red Ward and Black Ward. When cast it suppresses the flows of both Red and Black magic in a specified area. All Mages in that area find that their Magic Saves are decreased by 10 for the duration of this spell. The only Mage immune to this effect is the Casting Mage. The area of effect is normally 3 times the Mage’s Level in strides and the duration a number of combat turns equal to the Casting Mage’s Level.
power+2 turns per Power Level
+1 stride radius per Power Level

Rank 6

Stilling
KeywordsAttack, Control
DurationInstant
EL6
fatigue20
difficulty-30
This spell is the ultimate punishment of the Orders upon their peers, and is considered a worse fate than mere execution. The target of the spell, who must be present throughout the casting, is permanently cut off from the magical energies of nature. Once Stilled they can no longer channel power from the Sun, Dark Side or any other source, the energy simply will not flow. Stilling entirely removes the magical abilities of any Mage, Wizard or Cleric, and will also remove any Gift Quality from it's target.

Since the Spell is of rank 6 it requires a caster of Level 9 or 10 to lead the casting and other Mages to assist, therefore Stilling cannot be done except by a group of Mages in conjunction. The Orders make sure to guard copies of this spell with great security, and it is cast only as a punishment ordered by a Mage's Court. Each Mage involved in the casting also suffers part of the backlash, losing 1 Spirit.

Stilling has no effect on the powers of the White Order.