Spellbook

16 entries found.

Rank 1

Lesser Anchor
KeywordsLink
DurationInstant
EL1
fatigue3
difficulty3
With this spell a Mage can establish a link to another Keldian through which a portion of their magical energy flow can be directed. This link allows a little of the energy a Mage draws when Channelling a spell to be anchored in the other person, helping protect the Mage from failed castings. The Anchor must be cast the round before a second spell. If the second spell's Channelling roll fails then the effective margin of failure (for determining effects on the Mage) is reduced by 2, and the Anchor takes 1 Lethal damage. This cannot cause a failed Channelling roll to succeed.

To cast the spell the Mage must touch the target firmly. A Lesser Anchor can only be created with a willing subject. A Mage may only have one sort of Anchor (Lesser Anchor, Anchor, Master's Anchor) at once.
Strength Lending
KeywordsLink, Subtle
DurationFixed
EL1
fatigue4
difficulty1
With this magic a Black Order Mage may lend Fatigue to a comrade. Strength Lending is cast first to establish a link to the other Mage, which lasts until one or more points of fatigue are drawn. The linked Mage may choose to draw fatigue from the link when he casts a spell or otherwise deliberately loses fatigue (such as for exertion), and the link will remain in force until they do. As soon as fatigue is first drawn through the link the spell ends, and the casting Mage may choose to end the link before-hand if they wish, however they have no control over how much fatigue is drawn before that point.
powerAt +4 you can control the fatigue lent

Rank 2

Anchor
KeywordsLink
DurationFixed
EL1
fatigue3
difficulty3
As Lesser Anchor except that the margin of failure is reduced by 4, and the Anchor takes 3 Lethal damage, and the Anchor lasts until the next spell the Mage casts, or 1 day, whichever is sooner.

An Anchor can be created with a willing, or unwilling, subject. For a willing subject no roll is required. For an unwilling subject the Mage must win a Spirit vs. Spirit contest to establish the link, and must be able to firmly touch the target.
Drawing on the Earth
KeywordsLink
DurationInstant
EL1
fatigue4
difficulty-9
This spell allows the Cleric to draw on the strength of the earth to cast a spell. The Cleric casts this spell followed by another, or casts it on another person who then casts a spell. If both spells work then the Cleric only gains the fatigue for this spell, the fatigue from the second spell is absorbed into the earth. To perform this the Cleric must be in contact with the earth directly in some way, either through their feet or hands. It cannot be cast in a building above ground nor in a boat.

Whenever a Cleric Draws on the Earth they run the risk of absorbing some of the Earth into them. Roll a D20. If the roll is less than or equal to the Circle of the Spell whose energy was absorbed the Mage gains one fatigue permanently.
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
Inviolate Mind of the One
KeywordsLink, Social
DurationFixed
EL1
fatigue6
difficulty-4
With this spell the Black Order Mage may bind the wills of a number of people together so that they can resist fear and mind control. While bound every member of the group can resist fear or mind control using the best attributes of the group. The Difficulty of the spell is 2+The number of people in the link, i.e. always at least 4. The spell can be cast on any number of people that the Mage can see when casting the spell and who agree to the link, each of them also gaining 1 fatigue. The spell will then operate for as long as the group remains within 15 strides of each other. Should any member die, go unconscious, or pass beyond 15 strides the spell ends at once, and ends at the end of the next 2 hours in any case.
power+1 hour duration per 2 Power Levels
Lesser Binding (Black)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-6
Using this spell the Black Cloak may create a permenant magical bond with another Keldian that allows them to share their energies. This lesser bond is a mark of respect from a Mage to a trusted ally. The subject and Mage must both be willing to enter into the bond.

Once the Binding is complete the Mage and Companion are empowered by each other's mental fortitude. Each of them gains 1 Social Armour, and a +2 Spirit when making resistance rolls to coercion or mind control. The Companion feels a compulsion to work in the Mage's interests when executing plans and plots. An active link connects the two people. This link has no range limit.

A Mage may bind more than one person, but the difficulty of this spell increases by 3 for each subsequent binding. Each person in the Binding gets the same bonuses (i.e. the Mage does not get more armour from more people). When a Companion is bound they gain +1 Status Level.

The Mage takes 3 Weakening when the spell is cast.
Lesser Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-6
Using this spell the Red Cloak may create a permenant magical bond with another Keldian that allows them to share their energies. This lesser bond is a mark of respect from a Mage to a trusted ally. The subject and Mage must both be willing to enter into the bond.

Once the Binding is complete the Mage and Companion are empowered by each other's physical fortitude. Each of them gains 1 Physical Armour, and a +2 Spirit when making resistance rolls against fear or unconciouseness when fighting together or for each other. The Companion feels a compulsion to work in the Mage's interests when executing plans and plots. An active link connects the two people. This link has no range limit.

A Mage may bind more than one person, but the difficulty of this spell increases by 3 for each subsequent binding. Each person in the Binding gets the same bonuses (i.e. the Mage does not get more armour from more people). When a Companion is bound they gain +1 Status Level.

The Mage takes 3 Weakening when the spell is cast.
Liar's Link
KeywordsLink, Subtle
DurationMaintained
EL1
fatigue4
difficulty-4
This invidious spell can be cast only when the Mage has a Link of some sort active with a target, either through a Binding or through some other linking magic. The Liar's Link allows the Mage to exploit the link to weaken, deceive or persuade the target. While the original link remains active the target has a -4 penalty to Presence, Spirit or Intelligence when resisting the caster of the Liar's Link (such as resisting social skills, defending from social attacks, or resisting magical spells). The Liar's Link ends automatically when the link it relates to ends.

So long as the casting of the Liar's Link is subtle or unseen the target has little chance to realise what has been done. The Mage makes a roll of Presence + Subterfuge / Deception resisted by the target's Spirit. Only if they fail does the target sense that something about the link has changed.
Power of the Black Order
KeywordsLink
DurationInstant
EL1
fatigue10
difficulty-6
Using this power spell a Mage may lend his ability to draw on a source of power to another Mage of either Order. The casting of the spell allows the Mage to add 1 Power Level to the spell of a compatriot.
powerFor every 2 further Power Levels the Mage may lend 1 Power Level more.
Power of the Red Order
KeywordsLink, Subtle
DurationInstant
EL1
fatigue10
difficulty-6
Using this power spell a Mage may lend his ability to draw on a source of power to another Mage of either Order. The casting of the spell allows the Mage to add 1 Power Level to the spell of a compatriot. Power of the Red Order is cast just before the spell to be enhanced, and applies to the next spell cast by the target.
powerFor every 2 further Power Levels the Mage may lend 1 Power Level more.
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

Greater Binding (Black)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-12
Requires Lesser Binding (Black).

This spell transforms the Black Order Lesser Binding into a Greater Binding, marking the target as a trusted scion of the Orders. This spell elevates the target into the ranks of the Bonded Ones, marking them as a proxy of the Magi. The target must make a Spirit roll resisted by the Mage's Spirit if he wishes to resist the binding. If he does so then the lesser binding is also broken.

If the Binding is completed the target is empowered by an aura of status, perceptible even to non-Magi as a feeling of weight or majesty. A Mage can see this link even without a means of magical sight. If the character does not already have the Bonded-One path they gain it for free. Otherwise they gain +1 Status. The Binding compels the Bonded-One to tell the truth to their Master. They must succeed in a contested Spirit + Subterfuge vs. Presence roll to tell a direct lie to their Master, in which the Master gains a Presence bonus equal to their Level. Although they can tell indirect lies they will still feel a compulsion not to do so, and must spend a Determination to initiate any plot against their Master.

The Mage also gains a benefit from the Binding. In Social Combat they may avoid taking Social Damage by transferring the damage to the Bonded One instead. The Bonded One must have at least as much Status as the Mage wishes to transfer, and must be near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). The Mage may transfer up to their Level in damage in one round. If they have multiple Bonded Ones they may split the damage between them.

The casting Mage reduces their Health by one when the spell is cast. This loss cannot be avoided.
Greater Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-12
Requires Lesser Binding (Red).

This spell transforms the Red Order Lesser Binding into a Greater Binding, marking the target as a trusted scion of the Orders. This spell elevates the target into the ranks of the Bonded Ones, marking them as a proxy of the Magi. The target must make a Spirit roll resisted by the Mage's Spirit if he wishes to resist the binding. If he does so then the lesser binding is also broken.

If the Binding is completed the target is empowered by an aura of status, perceptible even to non-Magi as a feeling of weight or majesty. A Mage can see this link even without a means of magical sight. If the character does not already have the Bonded-One path they gain it for free. Otherwise they gain +1 Status. The Binding prevents the Bonded-One from attacking their Master. They must succeed in a contested Spirit vs. Presence roll to attack their Master, in which the Master gains a Presence bonus equal to their Level. Although they can initiate indirect harm to their master (e.g. by asking others to do so) they will still feel a compulsion not to do so, and must spend a Determination to initiate any plot against their Master.

The Mage also gains a benefit from the Binding. In Physical Combat they may avoid taking Lethal, Stun or Weakening Damage by transferring the damage to the Bonded One instead. The Bonded One must have at least as much Health as the Mage wishes to transfer, and must be near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). The Mage may transfer up to their Level in damage in one round. If they have multiple Bonded Ones they may split the damage between them.

The casting Mage reduces their Health by one when the spell is cast. This loss cannot be avoided.
Master's Anchor
KeywordsLink
DurationMaintained
EL3
fatigue12
difficulty-14
This is a similar spell to Lesser Anchor, except that it allows a Mage to establish a link between themselves and someone to which they are Bonded. Unlike a Lesser Anchor this link is persistent. So long as the link remains the Mage has the margin of failure for all failed spells reduced by 4. In addition when a spell fails the Mage can share any damage or attribute loss caused by the failure between himself and the Bonded one as he wishes. The Link is only active as long as the Bonded One is near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). Any time the Mage transfers attribute loss to the subject (as opposed to damage) he must win a resisted Spirit roll with the Bonded One (even if they are willing) or the Anchor breaks after the transfer.

While the Master's Anchor is in force the Mage has a -1 Penalty to their Magic Save. The Mage may choose to end the link at any time. The Bonded One may attempt to end the link themselves by rolling Spirit vs. Spirit with the Mage.
power+1 Spirit for the Mage to maintain the Anchor per 2 power levels
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