Spellbook

37 entries found.

Rank 1

Ancestral Rage
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-7
This spell allows the Cleric to call on the ancestor spirits to feel his Rage and help him to strike his enemies. The Cleric gains +1A and +1 Phys per Level. This bonus lasts for the Cleric's Level times 2 in hours.
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
Dustflash
KeywordsAugment, Defend
DurationInstant
EL1
fatigue4
difficulty-3
At the instant of casting a dry and hot wind arises about the Red Cloak, blowing up the red dust of the Light Side into a blinding storm. The storm affects a radius of Level + 1 strides about the Red Cloak, blinding anyone for A-10 D-5 (Ag + Dance roll halves), except the Red Cloak, who can see through his own spell. If cast in the Twilight or Dark lands the Difficulty is increased. Duration is level +3 rounds.
power+1 stride radius per Power Level
+1 round duration per Power Level
Earth's Strength
KeywordsAugment
DurationFixed
EL1
fatigue2
difficulty-2
The Earth Cleric draws on the strength of the earth, toughening herself like stone. The Cleric gains +2 Armour. This protection lasts for the Cleric's Level times 2 in hours.
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
Insect Barrier
KeywordsAugment, Defend
DurationFixed
EL1
fatigue2
difficulty-3
With this spell the Mage calls up insects from the land about him to form a barrier of living bodies which makes him almost impossible to hit. On the first turn the spell does nothing, on the second insects start to swarm about the Mage in a living screen that provides +2 Defence. By the third turn there are enough creatures to give +4 Defence, and by the fourth +5. On the seventh to eighth turns the swarm provides +6 Defence, after that it disperses, the magic no longer holding it together. This spell functions anywhere between the Ice Hills and the Sunward edge of the Drylands.
power+1 Defence for all turns after the first per Power Level
Lesser Ward
KeywordsAugment, Defend
DurationMaintained
EL2
fatigue3
difficulty-6
Invoking the power of the Lesser Ward draws a little of the empty night of the Dark side into the Mage, making all magic difficult. The Mage gains Magic Defence equal to 1 + Level / 4. The power that the Mage holds in the Ward affects himself as much as anyone else, the casting penalty for Maintaining this spell is increased by the Magic Defence gained.
power1 companion can share the power for every 2 Power Levels
Ravage
KeywordsAugment, Subtle
DurationInstant
EL1
cast3
learn4
Using this spell the White Cloak buys success at the cost of their own self. Ravage is invoked just before the Mage makes any skill or attribute check; the Mage gains +2 on that roll. Each time the Mage uses this power they damage themselves within, gaining corruption at a rapid rate. Sigmata caused by this corruption take the form of wracking coughs, internal pain, leaking pus, and black bile. A Mage who over-uses this spell cracks open like a rotten fruit, spilling corruption into the soil.
Shade Dance
KeywordsAugment, Defend
DurationFixed
EL1
fatigue4
difficulty-3
Casting this spell summons up smoke-like shadows to dance about the Black Cloak, obscuring him from sight like a dream. The gains +4 defence for a number of rounds equal to his Level + 2.
power+1 turn duration per Power Level
Strength of the Sun
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-3
Touching an ally, the Red Mage increases the target's Physical attribute by 4 for a number of combat rounds equal to the Mage’s Level. This may increase their damage bonus. This spell is not cumulative with itself or any other Physical increasing spell.
power+1 Physical per 2 Power Levels
+1 round duration per Power Level
Sunfist
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-3
The Red Cloak’s hands become covered in a flickering red flame. Any blow the Mage strikes with his bare hand does an additional D6 points of fire damage. In addition the Mage may set alight flammable objects just by holding them. The power lasts for 1 minute per level.
power+2 damage per Power Level
Tabulate
KeywordsAugment
DurationFixed
EL2
fatigue3
difficulty-8
With the use of the Tabulate spell complex problems can be simplified, and difficult tasks enhanced. Castings of Tabulate are commonly used to help the Black Order manage the logistics of feeding cities, provisioning armies, and building roads, but it also has uses in the field.

To cast Tabulate the Mage must prepare a large clay tablet, sand table, or papyrus scroll, filling in details of the problem at hand. The Mage must have at least 1 level of the Ancient Runes skill to do this, and due to the time consuming nature of the tabulation the spell cannot be cast from a Matrix. The better the Mage understands the problem, the more detail they can enter into their tabulation. When the spell is cast additional details are magically filled in, allowing the Mage to predict the best way to tackle a task. The Tabulation might suggest the best place to hit a locked door, the ideal search pattern to find a hidden foe, the prefect shipping schedule to move an army, and so forth. The spell does not provide unknown information, but it helps the Mage deduce and calculate.

A number of people equal to 1 + the Mage's level gain a bonus to the task described in the tabulation equal to their Administration Skill, or the Mage's Administration Bonus, whichever is higher.

Tabulate cannot be enhanced with Power Levels, but additional Black Order Magi can co-operate in one Tabulation. Each additional Mage adds their level to the number of people who can gain a bonus from the spell. All the Mages must know the spell and have Ancient Runes 1 or more. The Casting Difficulty increases by 1 for each additional Mage.
Weapon of Flame
KeywordsAugment
DurationFixed
EL1
fatigue5
difficulty-2
Whatever weapon the Red Cloak is holding when this spell is cast, will become wreathed in a dull and potent flame, which it will keep for the next three combat rounds. Any creature struck by this weapon takes +6 fire damage. Note that creatures immune to Non-Magical Weapons can be damaged by this flame but that Magic Defence counts in full against it. Armour counts as normal.
power+1 round duration per Power Level

Rank 2

Aura of Flame
KeywordsAttack, Augment
DurationFixed
EL1
fatigue5
difficulty-4
Throwing a handful of the Red Earth of the Light Side above his head the Red Cloak conjures up an aura of flame that burns about him for 6 + Level combat rounds. It does D6 fire damage to any that touches it except the Mage. If the Mage attacks you, you can roll Agility resisted by the Mage's Agility to try and avoid the aura.
power+3 damage or +1 turn duration per Power Level
Cloak of Resilience
KeywordsAugment
DurationMaintained
EL1
fatigue4
difficulty-5
This spell conjures a phantom cloak that swirls about the Red Mage for up to 5 minutes. This cloak helps shield the Mage from damage and adds +2 physical Armour to all parts of the Mage for its duration. The spell is maintained until it reaches it's maximum duration.
power+1 minute per Power Level
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.
Forge of Courage
KeywordsAugment, Link, Battle
DurationMaintained
EL2
fatigue4
difficulty-6
Using this spell the Red Order Mage becomes a focus for the courage and martial prowess of the warriors around him. The Forge of Courage can affect up to twice the Mage's Level in people. To include a person in the spell the Mage must touch them during the casting (this may require extending the channelling time to reach them all). If the Mage is Bonded to any of the targets then he does not need to touch them, and they do not count against the limit of people affected. An untouched target cannot be more than 20+Level Legats away.

Each target becomes linked to the Mage and feels the heat and strength of the Sun flow into them. While the Mage continues to channel the targets gain a bonus to Attack and Bravery equal to the Mage's Level. The Mage must spend 1 fatigue per 5 people affected each round to maintain the spell.
power+1 person per power level
+1 base duration per 3 power levels
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 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
Shadow's Sight
KeywordsSense, Augment
DurationFixed
EL1
fatigue5
difficulty-4
With this spell the Black Cloak, or whoever he casts it on, can see perfectly in darkness, be it the Passing, the Dark Side, the Twilight lands, or a Closing of the Eye, as if it were full light on the Light Side, beneath the burning sun. The effect lasts for 10 minutes + the Mage’s Level.
power+D6 minutes per power level
Speed of the Brilliance
KeywordsAugment, Fast
DurationFixed
EL1
fatigue3
difficulty-5
This spell lends the Red Cloak, or a touched target the speed of flame itself. For a period of 1 combat round per level the subject gains +3 attack and +5 initiative.
power+1 round duration per Power Level
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.
Three Hands a Warrior
KeywordsAugment, Link
DurationFixed
EL1
fatigue7
difficulty-6
This spell can be used to mystically unite the power of three warriors so that together they fight better. Only one of the three need be a Mage for the spell to work, but the caster of the spell must take part. The three link left hands for a moment, binding their powers together. As they fight after this point each gains the following benefits +2 Attack, +2 Defence, +2 Armour and +2 Damage for each blow inflicted. The effects of the spell last indefinitely, but each of the three gains one fatigue each and every combat turn and if any dies or goes unconscious the spell ends.
power+1 point on any one effect per Power Level

Rank 3

Crimson Eye Focus
KeywordsAugment, Chald
DurationFixed
EL1
fatigue7
difficulty-6
This spell is unique to the Crimson Slayers of Chald. By invoking the Crimson Eye Focus the Slayer allows the magic to boost his body. For the 10 minute duration of the spell the Mage gains +5 Physical +5 Agility and +5 Observation. To make the invocation the Slayer touches the thumbs and forefingers of each hand together in a triangle before their face, looking through the gap between them.
power+5 minutes duration per Power Level.
Dust Cloak
KeywordsAugment
DurationMaintained
EL1
fatigue6
difficulty-5
This spell is cast on the Red Cloak’s robe. The cloak takes on the hue, pattern, feel, and shape of the red soils and rocks of Sun-Keld, allowing the Mage a +5 stealth while out in the open. Even in the Twilight lands or in a city he gains +1. The cloak will work when carried by another, but the spell is still maintained by the Mage.
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
Halo of Fire
KeywordsAugment, Defend
DurationFixed
EL1
fatigue6
difficulty-5
This spell conjures about the head of its target, whom the Mage must touch, a ring of small glowing balls of fire, of a number equal to the level of the Casting Mage. These spheres remain in existence for up to 30 minutes. Any further casting of the spell on a target removes the old spell and replaces it with the new one. In combat the subject of the spell may expend a sphere to attempt to nullify any blow that would otherwise hit them. They must do this before determining damage for the hit. Roll a D20. On a roll of 10 or less the damage is nullified entirely. An area of effect attack (something that engulfs the target) is nullified on a 5 or less.

Only one sphere can be expended per blow, but the subject may block any number of blows in a single combat turn as long as he is aware of the attack being made upon him. A spell cast by an unseen Mage or a sudden stab in the back alike cannot be deflected with this spell.
power+1 chance of deflection per +2 Power Levels
Rune of Summoning
KeywordsCreation, Augment
DurationPermanent
EL3
fatigue16
difficulty-11
This spell allows the Black Order Mage to craft a Rune of Summoning, a magical item that makes it easier to summon and control creatures called up with magic. The Mage must first craft (or have crafted) a small clay tablet into which certain symbols are placed using the Marking spell. Once the tablet is ready this spell is cast three times, on three successive days, using value 7 worth of materials in total.

The finished tablet, if carried by a spell caster, enhances any spell with the Summon keyword. The difficulty of the spell is reduced by 4, and any roll needed to control the summoned creature has a +1 Bonus. If a creature summoned with the use of a tablet breaks free, or turns on the summoner, then the tablet is destroyed.

It is also possible to use this spell to enhance the Mage's own summonings, without making a tablet. To do this the Mage marks the Rune of Summoning on the ground, and then casts the summoning spell afterwards while standing on the Rune. This gives the same bonus as a created tablet would give to another Mage, but for one use only.
Warrior's Strength
KeywordsAugment, Link, Subtle
DurationFixed
EL1
fatigue6
difficulty-5
Using this spell a Mage may draw on the power of a warrior that has been Bonded to them. When the spell is cast the Mage may draw Health from the Bonded One, up to twice their level. The Bonded One takes one half this amount as damage while the Mage may add this amount to her current Health, even if this makes it exceed its normal maximum. This extra Health will remain for up to 10 minutes, allowing the Mage to fight in the thick of battle without dying. After the spell expires the Mage loses Health equal to the amount gained, which might kill the Mage if they are not healed first.
power+2 minutes duration or +1 Strength gained per Power Level

Rank 4

Body of Flame
KeywordsAugment
DurationFixed
EL1
fatigue7
difficulty-6
When this spell is cast the Mage’s body becomes living flame immune to anything other than water (a splash does D4 damage, a barrel-full D8, and full immersion D12), or Sacred weapons. Wooden weapons striking him will be destroyed unless enchanted, and any so foolish as to strike him with bare hands suffers D8+6 damage. The Mage gains +4 attack, and his blows do an additional D8+6 fire damage. The Mage does not set fire to his surroundings merely by his presence, but can do so if he wishes, burning through doors, furniture, and even walls in an inferno of flame. The Red Cloak takes 9 damage when the spell is cast. Duration 6 minutes.
power+4 minutes per Power Level
Firewalk
KeywordsAugment
DurationMaintained
EL1
fatigue7
difficulty-6
This enables the Red Cloak to walk on fire as if it were earth, without taking any harm, and finding support on even such surfaces as solid flame, magma, burning rubble, blazing oil or anything else. As long as the Mage walks in this way, with bared feet, then they take no damage, though they are unprotected if they are actually pushed over into the flames. The spell also confers no protection versus fire magic, save that on which the Mage might be walking.
Night's Wings
KeywordsAugment
DurationFixed
EL1
cast1
learn6
For up to 10 minutes the Mage may fly through the air like a bird, at up to 20 klegs per hour, provided that they have on their possession a feather from a Night Raven. Their Agility in flight is however reduced by 12. If the spell’s effects wear off while the Mage is in flight then they drift safely to the ground.
Blood+3 klegs per hour or +4 Agility up to normal maximum, per blood level.
Sun's Shield
DurationMaintained
EL1
fatigue9
difficulty-8
With this spell the Red Cloak may protect a group of people or an area from the worst effects of the sun on the Light Side, their Survival / Drylands and Survival / Deadlands rolls gain a bonus equal to the Mage's Level if maintained over the course of a day. The spell continues for as long as the Mage concentrates (1 fatigue per hour). In the Twilight lands the spell can protect an area up to 40 strides square from the choking red dust storms that blow in from the sun side during the Passing, again while the Mage concentrates. Massive Sun shields made by many Red Cloak’s commonly protect the great cities.
power+20 strides square per Power Level

Rank 5

Creature of Dust
KeywordsAugment
DurationMaintained
EL2
fatigue11
difficulty-9
The Red Cloak must sacrifice 5 health worth of blood to cast this spell, when he has done so he will dissolve into a cloud of animated red dust. This cloud is inert, and can neither affect the physical world, nor harm people, either by spells or otherwise. However the smoke may move at a rate of 7 strides a turn through any gap, and enter any non-airtight space, though it cannot pass through solid ice. The Mage may re-materialize at will, taking 2 minutes to do so, and the spell is then over.
power+2 strides per turn per Power Level
Hollow One
KeywordsAugment
DurationFixed
EL1
cast2
learn7
With this magic the White Order Mage can make himself like a Ghebbeth, gaining similar power to that bestowed on a corpse by the Servant Walking spell. While in this state they have the following bonuses:
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4, Barehanded attacks do d6 base damage
In addition, since the Mage is simply a hollow vessel filled with the Dark Power he takes half damage from piercing weapons. Unlike a normal Ghebbeth the Mage retains all his powers and will, he is simply more dangerous and more powerful. The state lasts for 10 minutes.
Blood+10 minutes or +1 armour per blood level.