Spellbook

10 entries found.

Rank 1

Blessing of Water
DurationFixed
EL3
fatigue7
difficulty-8

This spell allows the Black Cloak to control the flow of life-giving waters to the plants around him, blessing or cursing them. The Mage stands in the center of an area of plants and summons power, before unleashing it for one of the following two effects:

Blessing
The plants around the Mage are blessed, their growth enhanced. The plants effected will grow well and strong over the following cycles, improving the quality of the next harvest. It has little immediate benefit however unless the Mage takes a burden in which case the plant growth is more rapid, with benefits appearing in days. A community dependent on blessed crops gain +3 Survival when the crops are used.
Curse
The plants around the Mage have the waters sucked from them, and wither and die. This effect starts immediately, but the consequences are unlikely to be felt for days, or cycles in the case of the largest plants such as trees. A community dependent on cursed crops gains a -3 Survival penalty.

The maximum area affected by the spell is an area of 10 Legats Square for each level of the casting Mage. The effects of Blessing of Water can be reversed by Crop Touch.

power+10 square Legats affected per Power Level
Crop Touch
DurationPermanent
EL3
fatigue7
difficulty-8

This spell allows the Red Cloak to bless or curse living plants using the Sun's power. The Mage stands in the center of an area of plants and summons power, before unleashing it for one of the following two effects:

Blessing
The plants around the Mage are blessed, filled with the live-giving energy of the Sun. The plants effected grow wildly, putting forth new shoots and fruit almost instantly. Once this brief burst of growth is over the plants will suffer, becoming sickly and slow growing, unless the Mage takes a burden in which case the growth-spurt is not detrimental. A community dependent on blessed crops gain +3 Survival while the crops last.
Curse
The plants around the Mage are blasted with the Sun's energy. Small plants instantly blacken and shrivel, becoming as fragile as ash, while larger plants wither and fall back. Trees and other plants of similar size do not die, but will grow stunted and fail to produce crops in the current growing season. A community dependent on cursed crops gains a -3 Survival penalty.

The maximum area affected by the spell is an area of 10 Legats Square for each level of the casting Mage. The effects of Crop Touch can be reversed by Blessing of Water.

power+10 square Legats affected per Power Level
White Gift
KeywordsCurse, Subtle
DurationInstant
EL1
cast1
learn3
To cast this spell the Mage must simply touch another Keldian, flesh to flesh, in an intimate moment (friendship, love, trust, and so forth are all intimate enough). When they do so the pass a number of corruption points equal to their Level +2 to the other person, but gain 1 permenant point as they do so. By use of this spell a White Mage may keep their corruption in check, while corrupting others.

If the person who receives the touch desires to join the White Order, and is aware that they have been offered and are accepting the Gift, then this spell also gives the target the White Order Mage Path and 1 permenant corruption. In this case the casting Mage does not gain 1 permenant corruption.
Blood+1 corruption given per Blood Level

Rank 3

Shedding
KeywordsCurse
DurationInstant
EL2
cast1
learn5
When the White Order Mage casts Shedding he shifts some of his own corruption into the world around him, tainting the soil, the plants, the animals, even the water. The Mage sheds 3+Level corruption into the environment, spreading it over an area of a few Kelgs in diameter, though the 1 corruption gained through the casting is permenant. If an area gains at least 5 corruption then everything in it starts to show stigmata. The soil becomes pale and lifeless, plants wilt and shed their leaves, animals turn sickly and scaled. The Black Order spells Blessing of Water and Life Giver can undo the stigmata on the land.
Stone Word
KeywordsCurse
DurationFixed
EL1
cast2
learn5
The sound of this dead word is a burden to mortal flesh. The Mage may direct it at a single target within 20 strides, who will be suddenly weighed down. For a period equal to the Mage’s level in combat turns the target is at -4 Agility, -4 Phys and -4D. The target may spend a turn doing nothing and then roll Spirit to escape the word.
Blood+1 effect or +1 turn duration per blood level.

Rank 4

Curse of Corruption
KeywordsCurse
DurationPermanent
EL2
cast3
learn8
This spell has powerful effects for the White Order Mages, for it allows them to pass much of their corruption to another creature. The target must be captured and subjected to a lengthy 6 hour ritual, at the end of which he or she makes an opposed Spirit test. If the roll fails then 3/4 of the Mage’s temporary Corruption is passed to the target. The rest of the Mage’s Corruption then becomes permanent, nothing can ever get rid of it.

Should the Corruption be less than the Phys of the target there are no immediate effects, but the target will quickly die of an incurable illness. If is exceeds the Phys, however, then the target becomes a Ghebbeth under the Mage’s command. This creature is short lived, but powerful, and is usually sent far from the Mage to conceal his location. It gains the following modifications to its characteristics:
A:+3, Phys:+2, Agility:+2, Health:+5, Spirit:-2, Ar:+4
The Ghebbeth loses the power of thought and speech, and cannot be affected by mind control or reading, illusions or mental effects, nor can it use any magic it may have had. It will obey the orders of the Mage as best it can, though it may sometimes rebel in minor ways when faced with things or people it once loved.
Blood+2 Spirit per Blood Level
Curse of the Dark One
KeywordsCurse
DurationPermanent
EL1
cast4
learn6
This magic brings a blight upon the Village or Tribe that the Mage casts it upon, affecting a community up to 4 times his level in number. All of its members must roll Phys resisted by 15 or be sick for weeks, a fumble meaning death if nothing else is done. Crdlu sicken and die, water sources dry up, and crops wither. The Curse will remove any survival blessing in force on the same area. Once made even the White Order Mage cannot lift the curse, but the Black Order Life Giver spell negates it. Note that the Corruption gained from casting this spell is permanent.
Blood+1 person per blood level, blood level Corruption is not permanent
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.
Servant Walking
KeywordsCurse, Summon
DurationPermanent
EL2
cast5
learn8
This spell allows the Mage to take a Keldian on the point of death and turn them into a Ghebbeth servant. The newly dead servant appears to be for all purposes alive, with the same stats as they previously had, though they have no memory of their previous life beyond skills and all magical abilities of any sort are lost. The Servant also gains the following modifications to stats (unlike Curse of Corruption there is no Spirit penalty).
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4
The servant has two interesting features. Firstly some part of their body will always give away their true nature. Often they carry a white lock of fur, a misshapen foot, or their mouths are full of white ash. Similarly though they feel warm their hearts do not beat. Secondly a Servant can appear dead at any time they wish, and often look so fragile that a single blow will fell them. Only a Stonetalker with Healing Trait of 4+ who makes a roll of Int + Healing can detect otherwise. Often an apparently dead servant will rise and continue their Master’s mission as soon as the body is alone.

The servants only have one flaw, they accumulate 5 full points of Corruption every 5 days. If their Corruption exceeds the lowest of their Int, Phys or Ag then the Servant collapses into white ash instantly.

Rank 6

Ritual of Destruction
KeywordsCurse
DurationPermanent
EL3
cast5
learn9
This spell allows the White Order Mage to devastate a vast area with the Corrupting touch of the Dark Ones. The Mage must embark upon a long ritual, many hours in length, whose cruelty causes the Mage to lose 4 Health and 5 Phys for the next day. As the ritual progresses the area around the Mage becomes tainted with a dark power. If the ritual reaches its conclusion all plants in the area die, and all animals flee or perish. The ground becomes red and blasted, shot through with bitter black ash, and incapable of supporting life for a hundred years afterwards. Any source of water becomes filled with salts that make it tainted and undrinkable, while deposits of ore are broken and made impure. Any Survival Blessing spell is destroyed. The area of effect of this terrible magic is 10 strides radius per level of Mage casting the spell.

On complete the spell creates a blasted area in which the power of the White Order is enhanced. White Order magic used in this area causes no corruption.

The corruption gained from casting the spell is permenant.
Blood+1 strides radius per level per blood level