Spellbook

8 entries found.

Rank 2

Lesser Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL2
fatigue8
difficulty-6
To cast this spell the Mage must draw a circle in the ground on which he is standing, up to 1 stride across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +4. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.
power+1 stride diameter per power level

Rank 3

Ill Sign
KeywordsCircle
DurationPermanent
EL1
cast2
learn5
The magic of this enchantment creates a dark sign upon any surface, usually a gate, chest or door, something which can be opened. The sign radiates a sense of foul corruption, so that a character must take a Fear 11 test each time he wants to approach it until he passes a test. The Sign also adds +10 Health to whatever surface it protects, and makes it firmly locked unless the Mage is there to open it, finally if the protected object is opened anyway the sign explodes, doing D4+4 damage to anyone within 6 strides of it.
Blood+5 Health, +2 damage, or +2 strides range per blood level.

Rank 4

Demon Binding Circle
DurationPermanent
EL2
fatigue9
difficulty-8
This spell allows the Mage to bind a Demon or spirit to him permanently by trapping it in a pattern tattooed into his own skin. Any Demon can be imprisoned in this way, from any order. All it requires is a roll of a D12 which must beat the level of the spell which summoned the creature. If the target creature was summoned by another Mage then add 2 to the target number and a further 1 if the creature’s summoner is there to resist.

If the roll is made the Demon is sucked into the circle and must abide with and serve the Mage in much the same way as a Greater Spirit of the Dark. Should the attempt fail then the Mage takes a number of points of damage equal to the target number and the Demon, if free, will attack him at once. Only one creature may ever be in the circle at once, till it is released or slain another cannot be captured.

The preparation of this spell requires that the Mage spend a week having the pattern tattooed by a master artist, casting the spell at 10 fatigue / -11 difficulty to seal the magic. To capture a Demon the circle must be visible, either on a naturally bare area of skin (usually the palm of the hand) or on an area kept shaven.
powerWhen checking to trap a creature +1 on the roll per Power Level
Greater Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL3
fatigue10
difficulty-11
Requires Lesser Circle of Protection

To cast this spell the Mage must draw a circle in the ground on which he is standing, up to his level in strides across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +8. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.

This spell may be used in conjunction with Shadow Geomancy to make a Geomantic Circle.
power+1 stride diameter per power level
Shadow Geomancy
KeywordsCircle
DurationFixed
EL3
fatigue13
difficulty-10

The Shadow Geomancy creates a complex rip in the fabric of space that ties a location in the Twilight Lands or the Light Side into the Dark Side. While within the Geomancy’s indistinct bounds a Black Order Mage casts magic as if they were on the Dark Side, and in addition gains D3 less fatigue for every spell they cast.

A Shadow Geomancy can only exist where darkness reigns. Even a sliver of unfiltered sunlight will dispel it. While it may be maintained inside a sealed and windowless chamber, it is more common to use spells such as Closing of the Eye or Crossing the Border both of which allow the Geomancy to be created. Regardless of the size of the shadow, the Geomancy only covers 10 strides square. Once cast the Geomancy slowly poisons the land around it, sucking the vitality from the soil. If the shadow that contains it has not failed first the Geomancy will break apart after a number of days equal to the Mage's Level.

Geomantic Circle

The Shadow Geomancy spell also has an alternative use. Cast in combination with Greater Circle of Protection it can create an area of permenant magical protection known as a Geomantic Circle. This version of the spell requires both spells to be cast in succession, and causes the casting Mage to lose 2 points of Physical. The area created is a dead zone. Anything within it has MD +8 and also -15 to all channelling attempts. In addition spirit creatures are unable or unwilling to enter the Geomantic Circle. The presence of a Geomantic Circle is easily perceived by anyone with magical skills. Unlike a Geomancy the Geomantic Circle is permenant, although physically destroying the marked circle ends the spell.

power+5 strides square per power level
+1 day per 4 power levels

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
Dark Sign
KeywordsCircle, Creation
DurationPermanent
EL1
cast5
learn8
This spell allows the White Order Mage to create an evil symbol that draws on the power of the Outer Gods. The Dark Sign takes 3 days to make, and occupies at least 3 square strides of ground. To draw it the Mage needs the blood of a Crdlu, powdered obsidian, and a pinch of Star Iron ore. When it is done the Dark Sign intensifies the Outer God’s power. If the White Order Mage casts a spell while within level x 3 strides than the amount of Corruption he gains from the spell is reduced by one. The points of Corruption gained from casting the Sign are permanent.
Blood+2 strides per blood level. Corruption gained in this way is permanent.
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.