Spellbook

14 entries found.

Rank 1

Agitate
DurationInstant
EL1
cast1
learn4
Using this spell the White Cloak can target another Keldian and bring out the worst in them, encouraging their petty flaws, hatreds and prejudices. The Mage must roll Presence resisted by the target's Spirit +4. If he succeeds the target becomes agitated, angry, vengeful, lazy or similar, the negative emotion chosen being based on their existing disposition (e.g. an angry man will become more angered, while a nervous one becomes fearful). The White Cloak's roll has a bonus equal to the Corruption of the target. In addition the target's Spirit is penalised by any Flaw which applies to their worsening mood. The Mage does not get to choose the new behaviour of the target.
Blood+1 Presence per Blood Level
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
Desire
DurationMaintained
EL2
cast2
learn5
Requires a Flaw related to controlling or hurting others

Using this spell the White Order Mage unleashes the dark desires within another, forcing them to follow their most base instincts. By looking a target in the eyes and speaking, the Mage forces the target to succumb to their flaws. The target may roll Spirit, penalised by -2 for each Flaw that they have. If they fail they must act in accordance with their Flaws (all of them) as if they had triggered them normally. The Mage has no control over how the target then acts, only a certainty that they give way to their basest desires.

The target gets 1 Determination.
Fire Within
DurationMaintained
EL1
fatigue8
difficulty-2
This spell allows the Red Order Mage to draw deeply on the power of the Sun, filling their body with flickering flame. Anyone looking at the Mage when they do this can clearly see that they are brimming with power. The Mage's fur stands on end, each hair flickering with sparks, while their eyes glow with solar power. Such a display of energy is deeply intimidating, and the Mage gains Oratory / Command +5 to demand compliance by use of this threat. The only downside is the unusually high fatigue cost associated with holding so much power.
power+1 Command per 3 Power Levels
Pressure
DurationFixed
EL1
cast1
learn5
This spell can be used to increase the White Order Mage’s persuasiveness, allowing him to lie his way into the hearts of an unaware community. If the Mage is trying to persuade someone to do something then the spell applies a temporary +1 Presence. This bonus lasts for one conversation.
BloodA further +1 Presence per blood level.

Rank 2

Chant
KeywordsAttack, Control
DurationMaintained
EL1
fatigue4
difficulty-8
The Earth Cleric begins a chant, a slow deep song of the ancestors. Any who hear the song must make a Spirit roll resisted by the Cleric's Presence. If they fail they will nod off to sleep, only to awaken naturally a few minutes after the song ends. Most people affected will sleep only lightly, and will be awoken by loud noises (make unresisted Stealth rolls to pass them by). Anyone who rolls more than one failure falls into a deeper slumber, and can be awoken only by vigorous shaking (or being attacked). The Cleric can continue to chant beyond the time needed to send the targets to sleep, maintaining the sleep, but any new person entering the area will be similarly effected. Note that the Cleric's companions are similarly affected. Only the Cleric is immune.
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

Rank 3

Aura of Glacial Calm
DurationFixed
EL1
fatigue6
difficulty-5
With this spell the Mage can exert an influence of calm on a group of people up to his level in number. Angry people become annoyed, annoyed people become calm. This calming effect lasts 10 minutes. A character may roll Spirit resisted by the Mage's Int to attempt to resist.
power+1 person or +5 minutes 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.
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
The Blessing Touch
DurationFixed
EL1
cast1
learn5
When a White Order Mage wants to insinuate his way into some community he uses this spell. The next person that he touches, flesh to flesh, must roll Int resisted by the Mage's Presence or be entranced by the Mage. The entranced target will accept the Mage, in fact they will readily follow any reasonable suggestion that he makes, and invite him into their homes.
Blood+1 Presence per blood level.

Rank 4

Power of Command
KeywordsAttack, Control, Ur
DurationMaintained
EL2
fatigue9
difficulty-8
This is a spell used by the Warder's of Ur. With a single word the Warder may freeze someone in their tracks, paralyzing their muscles. The target cannot escape the Power, indeed will not even want too, unless they make a roll of Spirit resisted by the Presence + Level, until the Mage who cast the spell allows them to do so. The spell can target anyone that can clearly hear the Mage's firmly pronounced word. For normal speech this is up to 8 Legats, while a shout may carry as much as 20 Legats.
power+1 Presence per Power Level
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.

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.