Spellbook

28 entries found.

Rank 1

Aura of Order
DurationExtended
EL1
fatigue4
difficulty-3
This spell allows the Black Mage to call on the order and simplicity of the Dark Side and radiate it, calming and focussing the minds of all those around him. Anyone within 2+Level Legats of the Mage finds their minds ordered, unless they succeed in a Spirit roll resisted by the Mage's Int. An ordered person has +1 Intelligence, +1 Spirit and -1 Presence. The maximum number of people that the Aura can effect is 5 times the Mage's level. The Aura lasts for 3 minutes, Extending for 2 fatigue.
power+1 person per power level
Denial
KeywordsDefence, Fast
DurationExtended
EL1
cast1
learn3
Using this spell the White Order Mage focuses their will on denying whatever might threaten them. Flinging up a warding hand (or making some other obvious gesture of denial, such as shouting No!) the Mage conjures a defensive barrier or shroud that endures for 2 rounds, extended for 1 Fatigue. The barrier provides the Mage with an armour and Magic Defence bonus equal to 2+Level applying to all attacks. When an attack penetrates the shield the Mage may reduce any damage taken on a one for one basis by gaining additional corruption.
Blood+1 round base duration per Blood Level.
Fade
DurationExtended
EL1
cast2
learn4
Requires a Flaw related to social anxiety or avoidance.

When the White Cloak casts this spell they fade from view. Although the Mage does not become invisible, they are easily overlooked. Even someone making a casual search for them will tend to overlook them if they can. This is a mental effect, and can be blocked by a successful Spirit vs. Presence roll if the searcher has a reason to believe that they are affected.

While the spell is in effect the White Cloak gains 2+Level Stealth, and can use Stealth to hide even in places where it would otherwise be impossible, such as in the middle of an open room, a brightly lit area, or near to someone searching for them. This effect lasts 5 minutes, Extending for 1 Lethal. The spell will end immediately if the Mage touches another person, or attempts to take anything which belongs to someone else.
BloodFor 7 Blood, the Mage can take items while still Faded
Flaming Missile
KeywordsAttack, Augment, Chald
DurationExtended
EL1
fatigue2
difficulty-4
A Red Order Mage can use this spell to enhance ranged attacks (either his own or that of an ally). To cast this spell the Mage touches a missile (such as an arrow, javelin, sling stone or knife), or it's wielder to wreathe it in mystical flame. This missile will then inflict an additional D4 damage to anything it hits when thrown or shot, and will set alight flammable substances on a successful attack. A single casting of this spell affects one arrow in one round, Extended for 1 fatigue.

The Slayers of Chald are said to have a version of this spell that can create permanantly enchanted arrows that explode when they strike their target.
power+1 damage per 3 Power Levels
+1 missile affected per round per Power Level
Shadow Bonds
KeywordsAttack, Aimed
DurationExtended
EL1
fatigue3
difficulty-5
The Black Mage points finger at his target and, if he makes a To-Hit roll (using either Wrestling or Ranged / Special (magic) skill), they are bound by black shadow bonds at wrist and (at a higher power level) ankles. These have a Phys of 15 in the Bright Lands, 18 in the Twilight lands, and 22 on the Dark side and remain as long as the Mage pays 1 fatigue per minute.
power+1 to-hit per Power Level
For +2 bind a second set of limbs
For +5 the bindings renew each hour instead of each minute
Summon the Swarm
KeywordsAttack, Summon
DurationExtended
EL1
fatigue6
difficulty-4
With this spell the Red Order Mage can summon a swarm of biting insects and set them on a foe. The insects appear from nowhere compelled from the air by the Sun’s power, forming a black swarm that snakes around its target, which may be any living thing within 10+Level strides from the Mage that the Mage can see.

Each combat round the swarm will inflict D4 damage on its target on an initiative of 5, ignoring all physical armour (but not Toughness), till the target manages to flee more than 100 strides from the Mage or dislodge the swarm. Dislodging the swarm requires the target to immerse themselves in water or fire, or to roll in dust, wrap themselves in blankets, swat the swarm from the air with a fan or similar. In these cases the target may take an action to roll Agility + Movement vs. 14. On a success the swarm is dispelled.

Maintains with an Intelligence + Faith / Meditation roll from the Mage. Resisted by 10 + any damage taken since the last roll. On a fumble the swarm attacks the Mage instead.
power+1 damage per three Power Levels
+5 strides base range per Power Level
Sun Warding
KeywordsSurvival
DurationExtended
EL1
fatigue4
difficulty1
This spell offers protection from the endless heat and dryness of the Light Side. While it is in effect the Red Cloak, or the spell’s target, feels only moderate discomfort from the heat, and gains +6 Survival Drylands. The spell gives a similar, though limited, protection from fire, causing the subject to gain +3 armour versus fire.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.

Rank 2

Closing of the Eye
DurationExtended
EL2
fatigue5
difficulty-3
On the burning sands of the Light Side this spell creates a hemisphere of blackness like the Passing 10 strides in radius. In the Twilight lands the spell brings the blackness of the Dark Side, save that even the stars are unseen, nothing at all is visible, even if it emits light, save a Fire Bone. Duration is 5 minutes, Extending for 1 fatigue.
power+4 strides radius per power level. +5 levels will bring utter darkness even in the Light Side
Demon of Agility
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell summons an immaterial spirit which resembles some sort of long legged insect, blurred almost into invisibility. This creature has no characteristics other than an Agility of 22. The creature grasps onto the Mage who summoned it and guides her limbs, increasing her own agility by 1/2 the difference between the agility of the Mage and that of the Demon. For all intensive purposes the Mage acts as if she had the higher Agility. The Demon has defence equal to the Mage's +3, and a single hit from a Sacred weapon will instantly banish it. The Demon lends it's agility bonus for 1 combat round, Extending for 1 Lethal.
Demon of Strength
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell summons an immaterial spirit which resembles some sort of long legged insect, blurred almost into invisibility. This creature has no characteristics other than a Physical of 22. The creature grasps onto the Mage who summoned it and guides her limbs, increasing her own physical by 1/2 the difference between the physical of the Mage and that of the Demon. For all intensive purposes the Mage acts as if she had the higher Physical. The Demon has defence equal to the Mage's +3, and a single hit from a Sacred weapon will instantly banish it. The Demon lends it's physical bonus for 1 combat round, Extending for 1 Lethal.
Night Walking
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
The Black Cloak becomes as silent as the lifeless wastes of the Dark Side, whether he walks in the jungle of the Twilight hills or the blasted plains of the Light Side, he cannot be heard. A Fire Spirit Warding, however, will still hear him. Duration 1/2 an hour, Extends for 5 fatigue.
power-1 fatigue to maintain per power level.
Shadow Aurora
KeywordsArea, Control
DurationExtended
EL2
fatigue8
difficulty-6
When the Mage casts this spell a shimmering curtain of dark radiance descends from the sky (it always emanates from the direction of the Dark Side) to cover an area centred on the Mage and 5+Level strides in radius. Within this area the light becomes dusky, and suffused with the glow of the Dark Side auroras (this actually provides dim light in the Dark Side).

The Mage may nominate up to twice his level in people when the spell is cast. Any creature of at least Int 2 in the area, who is not one of the nominated people, suffers disorientation and confusion from the shifting curtains of light and dark. An affected creature suffers a penalty to Defence and Spirit equal to half the Mage's Level (round up). All creatures, including the nominated ones, suffer -1A.

Duration Level in minutes. Extends for 4 Fatigue.
power+1 stride radius per power level
Shadow Cloak
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell draws a black cloak of shadows around the Mage, which take 5 minutes to draw from the crevasses of the rocks and the undersides of stones. With these shadows the Mage vanishes into the heat haze of the Light Side, or the darkness of the rest of the world, gaining +5 stealth and +5 defence. Duration 1 hour, Extends for 5 fatigue.
power+1 defence per power level

Rank 3

Brushfire
KeywordsWall
DurationExtended
EL2
fatigue9
difficulty-7
Requires Fire Wall.

A variant on the First Circle Fire Wall spell. The Brushfire is an extended line of flame that will sweep through grasslands, undergrowth or other flammable foliage under the Mage's direction. When cast the Mage gestures at a spot up to 10+Level Legats away, causing a wall of flame to spring up and then spread out to a length of 2xLevel in Legats. Each subsequent round the Brushfire spreads one Legat further on each end, and moves away from the Mage at a Move equal to the Mage's Level on Initiative 5. Anyone caught by the Brushfire takes 2D4 fire damage. The Mage may concentrate to alter the direction of the burn (using his action), but the wall cannot turn back over already burnt land, and will be stopped if it reaches an area where there is no fuel. The Brushfire burns for a number of rounds equal to the Mage's Level, though it may be extended by paying 1 Fatigue each round after this.

Multiple Magi can combine their Brushfires into one spell, creating a single line that joins end to end. A combined Brushfire gains +1 Move, +1 Damage and +1 Initiative for each additional wall, as well as the bonus of length, and has free duration equal to the best wall involved. If any Magi involved ceases to Extend their segment the Brushfire breaks up into multiple parts.
power+1 free rounds of duration per 2 Power Levels
Flamestrike
KeywordsAttack, Area, Ranged
DurationExtended
EL2
fatigue9
difficulty-7
With this attack the Red Order Mage can unleash a torrent of energy from the Sun against a nominated point, striking everything nearby with magical fire. When the Mage begins the casting of the spell he nominates a point within 20 x Level Legats. On the round that the spell is cast a fiery glow coruscates about the Mage as the energy charges. The following round the spell strikes at the nominated point in a huge cylinder of fire, blasting anything within 10 Legats of the striking point for 2D8 fire damage (ignoring half of Physical Armour). Anyone in the target area may attempt to leap out of the way by making an Agility + Movement / Acrobatics roll resisted by an 18. On a successful roll they take only half damage. The Mage may extend the spell, continuing to strike the same area, by taking 1 Lethal damage each round.

Although Flamestrike may be cast from a Matrix the flood of power will instantly wipe the spell from the Matrix when cast.
power+1 Legat range per Power Level
+1 Legat radius per 2 Power Levels
Great Spirit's Blessing
KeywordsSurvival, Augment
DurationExtended
EL3
fatigue8
difficulty-6

This is actually three spells : Day-spirit's Blessing, Dusk-spirit's Blessing, Night-spirit's Blessing. The Cleric must learn each separately.

Using this ritual the Cleric makes contact with a Great Spirit of a region, allowing the Spirit to use him as a conduit. The Blessing extends to those around the Cleric, protecting them from the hardships of the Great Spirit's chosen environment. The Cleric, and a number of other people up to the Cleric's Level, gain +5 Survival for 1 day. The Day-Spirit's Blessing gives Survival / Drylands, the Dusk-Spirit gives Survival / Twilight and the Night-Spirit gives Survival / Nightlands. The effect of allowing such a mighty Spirit into his body affects the Cleric badly. At the end of the day he takes a Spirit Wound (Ridden).

It is possible to dilute the Spirit's Blessing amongst a larger number of people. The Cleric can give Survival as follows :

  • 1 x Level people get +5 Survival
  • 2 x Level people get +3 Survival
  • 4 x Level people get +1 Survival
Passing Gift
KeywordsSense, Subtle
DurationExtended
EL2
fatigue9
difficulty-7
Some people have a gift known as passing sight, they claim to be able to detect a faint glow about a person that tells them of their moods and desires. This spell gives the Black Cloak a similar power, with it they may detect a person’s general emotional state and well-being (how much damage they have taken) from the dim colours playing about them. During the Passing the Mage can attempt to determine someone's Flaw by studying them for 5 minutes and making a successful Int roll resisted by the target's Spirit. Duration 5 minutes, Extends for 1 fatigue.
powerFor +3 power levels the spell functions as if during Passing at any time.
Phantasm
KeywordsArea, Attack, Control
DurationExtended
EL3
cast4
learn4
This spell conjures up a storm of phantasms and illusions that bring fear and confusion to all they effect. The spell must be targeted at a point no more than 100 + (Level * 100) Legats from the Mage, and affects an area 100 Legats in diamater. In the first few minutes after casting a wind begins to rise, followed by veils of dust, mist or snow (depending on where the spell is case). This rapidly grows into a blustery storm (Vision -4).

Anyone within the affected area is assaulted by fleeting images and illusions of things that they fear, inflicting a Fear attack of 14 + Caster Level. If the Caster is aware of a specific mental flaw suffered by someone within the area of effect then the flaw penalises the Fear check (as the images will target that flaw in particular).

After 10 minutes the storm lessens in intensity and fades away as quickly as it rose. The Mage may extend the spell by taking a further 3 Corruption, however each person in the area only suffers one Fear attack.
Blood+1 Fear per 2 Blood Levels
Shadow Sending
DurationExtended
EL1
fatigue6
difficulty-5
The Black Order Mage casting this spell stands in a source of light in such a way as to cast a shadow. They then transfer their mind into the shadow, leaving their body motionless. The shadow many fly across country to any other site within 20 klegs per level. Here a flickering and shadowy image of the Mage appears, through which he may see and speak, even move around. The spell lasts 2 minutes, extending for 2 fatigue.
power+20 klegs or +3 minutes base duration per power level

Rank 4

Life Giver
DurationExtended
EL3
fatigue13
difficulty-10
The Life Giver, along with the Red Order’s Sun’s Shield and Sun’s Blessing, keeps the city states alive. Though the Twilight lands are fertile by the great river, crops are hard to grow in competition with the virulent life of the Jungle. The Life Giver spell makes the poisonous blooms of the river die back, brings moisture to the dry soil, and helps crops to grow. The affected crops have a +10 to Survival and Farming rolls made by those who tend them, and produce twice the yield. The spell will bring life to a single field (a maximum of 250 thousand square legats) for 1 cycle, with a sacrifice of 1 life a cycle continuing the spell. Usually an Obsidian Sphere will maintain the magic instead of the constant sacrifice. The casting Mage nevertheless loses 1 Health forever.
power+1 field per power level
Plague on the Land
KeywordsCurse
DurationExtended
EL3
fatigue13
difficulty-11
With this spell the Red Order can call down the blight of the dead lands upon crops and fields, stripping them bare. As the ritual reaches the height of its power the sky is darkened with swarms of locusts which descend from all points of the compass to consume every living things. Even animals and Keldians who stray too deep into the swarm may be devoured by these sorcerous insects! The spell summons enough insects to devastate an area of up to 3 square klegs, while inflicting 5 damage on the Mage summoning it. The swarm will feast for an hour and then disperse. The Mage, however, may pay a further 1 Health or D6 fatigue per hour to force the swarm to devastate a further area equal to its initial size, and can keep doing this for as long as he retains consciousness. This spell, when it is used, is usually cast by a circle of Mages combining their power.
power+1 initial square Kleg per 2 Power Levels for +1 damage, or plus 1 free hour of effect.
Ride
DurationExtended
EL2
fatigue10
difficulty-8
This spell allows the power of darkness to reach from the Black Cloak’s mind into the mind of another, gaining control over it as if it were a puppet. Anyone the Black Order Mage touches must roll Spirit resisted by the Mage's Presence or be under the Mage’s domination, he may see through their eyes, hear through their ears, speak with their mouth, though haltingly, move their limbs and feel what they touch. Duration 5 minutes, Extends for 10 fatigue.
power+1 to the Mage's Presence per power level.
Sun's Blessing
DurationExtended
EL2
fatigue9
difficulty-8
This spell mollifies the wrath of the Red Sun, making its rays beneficial so that crops will grow and water will run beneath them. In the liveable parts of the Light Side this spell allows crops to grow and animals to live. Even in the Twilight zone this spell will ward off the cold winds of the Dark Side and make yields better. Anything living under the protection of the spell has a +5 Survival and Farming bonus, and is twice as productive. Failed Survival rolls inflict 1 less Lethal damage when affected by the blessing. Generally the spell takes about a week to cast, but since the casting Mage would have to sacrifice 3 permenant Health a day to maintain it, it is usually bound to a Fire Pit or similar. A normal casting blesses up to 80 strides square.
power+40 strides square per Power Level
Water Turning
KeywordsSurvival
DurationExtended
EL3
fatigue13
difficulty-10
The rivers of the Twilight lands are all tributaries of the One River, which is fed from the ice of the Dark Side, thus the Black Order’s magic can control them, altering their courses to flow where they will. With this spell a river can be bent up to 50 strides away from its course. Alternatively its sources can be made dry, reducing its flow by a third, or enhanced, increasing flow by a third. Either effect lasts only so long as the Mage sacrifices one man and one woman a day, or the spell is bound to an Obsidian Sphere.
power+15 strides deviation or an additional 1/3 alteration per power level.

Rank 5

Bloodfire
KeywordsCircle
DurationExtended
EL2
fatigue11
difficulty-9
This spell creates a fire similar to the Fire Pit, which must be fueled from at least 25 strength worth of blood. It will then burn for an hour, further hours requiring another 20 strength of blood to function, other than this it needs no fuel. A Red Cloak standing within 10 strides of the Bloodfire can reduce the Fatigue of a spell by D4 and the difficulty cost by 2. Doubling the blood used doubles these benefits.
power+10 strides radius of effect per Power Level
+1 fatigue reduction per 2 Power Levels
Cessation of Air
KeywordsAttack, Subtle
DurationExtended
EL2
cast2
learn8
This spell allows the Mage to try and strangle another creature to death merely by a whispered word. The target, who can be up to 15 strides away, must roll Spirit resisted by the Mage's Presence each combat round or take 5 Stun damage. Every subsequent turn increases the resistance by 1 and causes another Corruption point on the Mage.
Blood+1 resistance per blood level.
Obsidian Sphere
KeywordsSustain
DurationExtended
EL3
fatigue25
difficulty-14
The Black Order equivalent of the Red Order’s Fire Pit, the Obsidian Sphere is a large black ball (Value 14) mined from the Dark Side obsidian hills, and enchanted over the course of 3 weeks. The magic trapped within the sphere can then be used to sustain up to 4 energy levels of magic, whose areas of effect are doubled. Unfortunately the sphere must be covered in the blood of three Keldian sacrifices each year to continue working, otherwise it needs no tending, though Star Iron Imprisoned minds are sometimes set to watch them (if the bound magic requires some choice or guidance). The Mage’s involved in making the sphere must all sacrifice 1 Health forever.

Occasionally Obsidian Spheres are discovered in the ruins of the Ancients. These spheres are often dead, but sometimes appear to be maintaining effects millennia after their construction, with no sacrifices required. These spheres generally cease to work if moved from their original location. Many Black Order Sages have quested for the means to making such spheres. So far none have succeeded.
power+1 level of magic or +1 year of free functioning per power level, at +1 week per level. Free years are deferred until sacrifices stop.
Star of Protection
KeywordsCircle, Defend
DurationExtended
EL1
fatigue8
difficulty-7
This spell conjures about the Mage a glowing five pointed star. The Star radiates a shimmering white light from its 4 strides long rays, which centre about the Mage’s upraised hands. For as long as the Mage concentrates the star gives him, and any who shelter behind it, an armour of +7. Duration 1 round, extends for 1 fatigue.
power+1 armour per power level.