Spellbook

19 entries found.

Rank 2

Corpse Effigy
DurationMaintained
EL3
cast3
learn6
With this spell the White Cloak can conjure a simulacrum of a Keldian from detritus such as dead grass, twigs, bones and the like. The items used must once have been living. The dead matter swirls together to form a figure which will pass casual inspection as a real Keldian, though the Effigy does not speak and moves and reacts as if listless, depressed or exhausted. The Mage may imitate a specific Keldian if they wish (including themselves), by making a successful Int + Culture / Art roll.

Anyone casually inspecting the Effigy has a chance to realize that something is wrong with it, by rolling Int resisted by the White Cloak's Presence. A close inspection (such as a body search) will always reveal the deception. When the deception is revealed the Effigy crumbles at once into dust. The same thing happens when the Mage ceases to maintain the spell. The Effigy otherwise is insensitive to damage or danger, except that it will readily catch fire.
Blood+1 Presence to resist detection per Blood Level
Fetish
KeywordsCreation
DurationMaintained
EL3
fatigue11
difficulty-8
This ritual allows the Earth Cleric to construct a Fetish from bones and sacred remains. A Fetish allows an Earth Cleric spell to be cast in advance and bound into the Fetish for later activation.

The Cleric must first construct the Fetish, using value 4 materials and a successful roll of Agility + Faith / Satvan resisted by 12. Once the Fetish is successfully constructed the Cleric may bind a spell to it. The Cleric need only successfully cast the spell once, and it is then contained in the Fetish ready for later activation. Until that time the Fetish counts as a maintained spell.

To activate the Fetish the Cleric must simply destroy it. This takes one action, and requires a successful casting roll with a +3 bonus, but no fatigue. If the casting roll fails the Fetish is not wasted and the Cleric may try again on another round.
Red Earth
KeywordsCreation
DurationPermanent
EL1
fatigue8
difficulty-4
The Red Cloak must take a handful of the Red Earth of the Light Side and spend an hour on this spell. The handful is then enchanted, If it is thrown at the ground it briefly flares into flame, capable of doing D6 damage in an area of up to 1 stride square. The Mage can throw the powder using Agility + Weaponry (ranged) / Thrown, with a base range of 1. Up to 6 handfuls may be created and carried at once, extra portions carried by the same Mage will spontaneously combust (and may do so unexpectedly when carried by the Mage's companions).
power+1 damage per Power Level
Sword of Night
KeywordsCreation
DurationFixed
EL1
fatigue5
difficulty-4
This spell conjures up a black sword of solid shadow, A+2, D+4, Dam:2D6 and counting as Sacred. The sword appears in the Mage's hand as the spell is cast, and is considered ready. The sword remains in existence for 1 hour.

A Mage of at least Level 5 can cast an enhanced version of this spell. The Mage must first craft (or have crafted) a blade of Obsidian of Value 8. He must then cast the Sword of Night spell three times, on three consecutive days at Difficulty -14. Each successful casting requires the Mage to sacrifice a point of Health or Spirit. When the third successful spell is cast the sword manifests in a permanent form. A blade created in this way lasts for 7 years before vanishing into nothing.
power+1 hour’s duration per power level.

Rank 3

Explosive Arrow
KeywordsCreation, Chald
DurationFixed
EL3
fatigue12
difficulty-12
Requires Flame Arrow.

This crafting spell is a secret of the Mages of Chald, and expands on the Flame Arrow spell to create enchanted projectiles. A Mage of at least Level 8 can permanently enchant an arrow so that, when it hits, it explodes in a ball of flame that inflicts 2D8 fire damage on anything within 2 strides of the point of impact. Such an arrow costs Wealth 10’s worth of materials to make, and can only be shot from a Bow of Blood. Enchanting a Flame Arrow in this manner requires the Mage to cast the spell once on each of three successive days.
power+1 damage per 4 Power Levels, can only be used once
Fire Sphere
DurationInstant
EL1
fatigue12
difficulty-5
To cast this spell the Mage must first prepare an enchanted sphere of red copper on which mystical designs are etched. This sphere is value 8 and has a Crafting (Mining / Smithing) Difficulty of 14. As part of the crafting process the Mage must cast the spell 3 times on 3 consecutive days, using 11 Fatigue and -10 Difficulty for each casting.

To activate the sphere the Mage casts it into an open fire (use Ranged / Thrown skill against a Defence of 10 - Size as given below), and makes a quick Channelling roll. If the throw and the casting are successful all the flame instantly rises up into a ball of fire which then explodes, doing D10+X damage where X depends on the size of the fire, 3 for a cook fire, 6 for a campfire, 9 for a large grate and 12 for a bonfire, to all in a 7 Legats radius. Each target may roll Agility resisted by 13 to take only 1/2 damage. After the explosion there is a chance equal to 7 or less on a D20 that the sphere is damaged and cannot be used to cast the spell again.
power+2 damage per Power Level
+1 chance of sphere being intact per Power Level
Flametrap
KeywordsCreation, Subtle
DurationPermanent
EL1
fatigue8
difficulty-7
This spell allows the Mage to create a trap, by inscribing a mystical design on a solid surface and storing energy channelled from the Sun in it's curves and angles. The inscription requires precious oils worth 6, and takes 1 hour (reduce time by the margin of success on an Agility + Art roll). From then on, the first creature to either touch or pass within 1 Legat of the trap (The Red Cloak chooses which activating condition applies when the trap is made) triggers a magical explosion of flame 6 strides across, which does 2D4 fire to everything in the area (armour counts for half, Agility vs. 17 for half damage). Once inscribed the trap lasts as long as the surface on which it was written.
power+1 damage per Power Level
+1 Legat triggering range per Power Level.
Imprinting
KeywordsSustain, Creation
DurationPermanent
EL2
fatigue9
difficulty-7
With this power the Black Order can imprint magical power into an object, so that the portion of his mind trapped within will provide it with energy. A Mage must (willingly or otherwise) sacrifice a point of Spirit, which is bound into an Obsidian item, this portion of their soul can then provide a power source for another Black Order Mage, who uses 1 less fatigue per spell and has their power level increased by 2 while holding the item. Each time used the item must roll a 12 or less on a D20 or be shattered. It is possible to use your own Imprinted object, but the save to avoid shattering must be made against at -5, since the energy within is eager to return to the Mage's soul. If your own Imprinted object shatters in use gain 2CP in Spirit.

It is also possible to use Imprinting to place a burden into an existing imprinted object. This reduces it's shattering resistance by 4, and then requires a shattering test. If an imprinted object carrying a burden shatters then all the burdens are shed. An imprinted object cannot carry more than one burden.
power+1 save vs. shattering per 6 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.
Storm Dust
KeywordsAttack, Creation
DurationInstant
EL2
fatigue14
difficulty-9
With this magic the Red Cloak may enchant a handful of Drylands dust so that it absorbs the fierce winds of the Light Side. The spell must be cast three times on three consecutive days.

When this dust is cast to the ground a Duststorm springs into life. The storm inflicts 2D4 damage per round to anyone caught within it (a Survival / Drylands or Deadlands roll halving the damage) and gives -5A. The spell’s storm only covers a 20 stride radius area and lasts for only 5 minutes. It is possible to enchant more than one handful at once, but each additional handful reduces the Mage's Spirit by 1 as long as it exists.
power+20 strides radius or +5 minutes duration per Power 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
Star Iron Imprisonment
KeywordsSustain, Creation
DurationPermanent
EL3
fatigue13
difficulty-10
With this spell Black Order Mages can imprison someone’s soul within a Star Iron weapon. The target must remain still and in contact with the weapon for the entire duration of the casting. At the end of the spell the target must fail a simple Spirit roll (assuming they choose to resist). If they do their soul is sucked into the weapon, otherwise the spell fails. Either way the casting Mage loses a point of Health permanently.

One bound the soul is only dimly conscious and aware of the outside world. It can sense the presence and orders of its wielder, and struggles to resist them. Unless it can beat the wielder in an opposed Spirit test it must obey any orders. In some cases sentries are made from warriors placed in such weapons, but more normally it is some unfortunate Gifted or Mage who is imprisoned. Such a soul can then be commanded to use their powers, and they will be trapped forever unless the weapon is destroyed.

Once trapped the spirit has little in the way of conciousness, but can still use its powers if commanded to do so by one who wields the weapon. A Gifted soul uses its Gift on command, while a Mage casts its spells. A Mage soul retains all but its highest Circle of spells, but is reduced to a pool of only 15 fatigue, which it regenerates at the rate of 1 a day. Spells cast by a bound soul require no channelling roll, but always use the maximum fatigue, and must affect the blade or its wielder (spells which summon creatures, act at range, or require a targeting roll cannot be used). If the bound soul bears any burdens they are shed when it becomes trapped.

Although being bound into a blade is seen as a great honour for an aged Mage, most Black Order Mages are unwilling to become Star Iron creatures, and there are always stories that Red Order Mages have been forcibly imprisoned. The Red Order takes a dim view of this, and anyone wielding a Star Iron weapon that displays Red Order powers will find themselves under attack.
power+1 Spirit for the wielder's control per power level

Rank 5

Anneal
KeywordsCreation
DurationPermanent
EL2
fatigue20
difficulty-11
Requires The Unseen Forge

Using a forge and a hammer of the finest quality the Red Cloak can work over a piece of metal armour, using precious oils and dusts worth 12, for a period of three days, casting the spell three times over the period. Each day's casting also requires a successful Agility + Armoury roll. At the end of the time the armour gains +1 armour.
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.
Fire Bone
KeywordsCreation
DurationPermanent
EL1
fatigue16
difficulty-7
This spell requires something which can draw on the power of the sun, something that has once lived, hence the bone of a Keldian must be used. The Red Cloak enchants the bone over three days, casting the spell once on each day, and it becomes wreathed in undying fire which casts a glow like the Red Sun over an area 6 strides across. Should a Red Cloak grasp the bone and destroy its magic he can cast spells as if during the Brilliance on the Light Side, regardless of where he is.
power+10 strides are lit per Power Level
Golem of Fire
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a form cast from Wealth 15's of bronze or copper with a heart made from a single Treasure 6 crystal. This statue takes three smiths 100 days to complete. Each extra worker reduces this total by 4 , to a minimum of 30 days.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. Each casting of the Spell Inflicts a Magic Scar on the caster as the power burns through them. Each casting need not come from the same Mage. When the final enchantment is cast a life force must be forced into the Golem's shell. Any summoned Red Order creature (such as a Spirit from the Sun) bound to the casting Mage can provide the force, as can one of the Mage's own Greater Bonded Ones. Add the Circle of the sacrificed Demon (or Level of the sacrificed Bonded One) to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The finished Golem of Fire is a cunning artifice in the shape of a Keldian warrior, armed with a fire-wreathed weapon and powered by a constantly burning magical fire trapped within its gemstone heart. This fire makes them warriors of prodigious speed and ability. Such golems, when they have been made, are either set to guard a treasure of great worth or set as the lead warrior of a city’s armies. Such a Golem is usually Keldian in size and shape, but may be made in any shape without altering its attributes.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
14
20
6
20
7
12
100
3
0
5
0
3
7
175
Burning Weapon
:
A20
D17
Init23
dam2D8+9
Making of the Dark Amulet
KeywordsCreation
DurationPermanent
EL3
cast5
learn8
The Dark Amulet created by this spell is a piece of purest Obsidian about a hand across, strung on a leather thong and hung around the neck. It takes more than a week to carve the surface of the amulet into the runes of the Outer Gods. If hung about the neck of a follower of the Mage it inspires them to a state of insane devotion equivalent to Frenzy, and in which they must roll Int resisted by the Mage's Presence, or be willing to die as the Mage orders. They will always die to save his life if they can. If the amulet is hung about the Mage’s own neck then it increases his Magic Armour by 3. In both cases the amulet has no effect as soon as it is removed.
BloodFor +4 blood levels the amulet confers +1 Armour to its wearer
For +6 blood levels the amulet confers +5 Health to its wearer
Obsidian Golem
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a huge form carved from Wealth 16's worth of obsidian with a heart made from Wealth 15's worth of iron. This statue takes a smith with at least skill 5 and two obsidian carvers with at least skill 5 100 days to complete. Each extra worker reduces the total time by 5 days, to a minimum of 20 days. Normally the statue is carved in a Keldian's form, but it may be made in any shape, without altering its stats.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. When the final enchantment is cast a life force must be forced into the Golem's shell. Any other summoned Black Order creature (such as a Greater spirit of the Dark) can provide the force, but it must already be bound to the Mage that casts the final spell. Add the Circle of the sacrificed Demon to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The Golem is slow and can only comprehend the simplest of orders but it is almost impossible to destroy and horrendously strong. The Golem’s armour counts equally against magic and physical attack, and it is also mostly immune to the passage of time, thus it makes the perfect guardian for a site of great importance. Alternatively it may be employed as a siege weapon. The anger of the Demon bound within makes the Golem nearly incapable of constructive acts. It is far better suited to tear down a wall than to build one.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
3
8
6
40
12
6
100
3
0
8
0
0
0
159
Crushing Fists
:
A20
D3
Init8
damD12+8

Rank 6

Solar Gate
KeywordsCreation
DurationPermanent
EL5
fatigue20
difficulty-16
This spell is used to enchant a gate or doorway, usually a massive stone arch that must be carved with the images of winged fire demons and the sun before the spell will function. The spell is then cast 5 times on 5 days, not necessarily consecutive. Each casting imposes 1 burden, and costs Wealth 14's worth of burning woods over the 5 castings.

Once the enchantment is complete the gate will be so enchanted that anyone who knows its commanding invocation, and speaks with the authority of whoever commanded the spell to be cast, can activate the gate's defences. This causes the gateway to be filled with a field of burning light that does 4D10+5 damage to any object that attempts to break it. In addition it surrounds the outer face of the gate with a lesser field of burning light whose heat is enough to slowly melt bronze (this does not affect the gate or anything behind it) and which inflicts 2 damage per round on any who come within 20 strides of it.

Solar Gates defend each of the major entries of Ur, and the landwards gates of Derzak. Few other places bear such enchantments.
power+1 damage or +1 stride of outer effect per Power Level