Spellbook

27 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 Blessing
DurationInstant
EL4
fatigue5
difficulty-2
This spell allows the Cleric to infuse growing crops with the energy of the earth spirits, so that they better resist the difficult conditions of drought, sun and cold. It is in many ways a lesser version of the Red Order Sun's Blessing (though it affects only plants). To cast the spell the Cleric must walk the boundaries of the affected fields or plants, casting bonemeal (made from Keldian bones) onto the earth. Through this the attention of the Earth Spirits is drawn. The plants affected have a +2 bonus on Survival or Farming rolls made by those who tend them until the current crop is harvested, after which the ritual must be repeated. If the bone dust used is not drawn from the body of a Keldian who lived on the lands affected, raise the difficulty by 5.

Each use of the Crop Blessing can affect up to 1 field (100 paces square), of land.
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
Dark Sustenance
KeywordsSurvival
DurationFixed
EL1
fatigue6
difficulty-6
With this spell the Black Cloak can draw on water stored beneath the earth, gathering it for his use. Groundwater is drawn from the immediate area of the Mage, seeping out at the Mage's feet in drinkable form. This process takes 20 minutes in the parched Light Side or frozen Dark Side, but only 1 minute in the Twilight Lands.

The spell produces at least 2 Arins of water when cast. How many times it can be cast in one area depends on the availability of water. In the Twilight Jungles the Mage may continue to draw and purify water as many times as he likes, while in a Drylands Desert only 2 Arins a day might be available.

If the Mage chooses to take two burdens the seep of water becomes permanent. This has little effect in the Twilight Jungles, and likely only creates a little ice-fall in the Darklands, but can create a tiny spring in the Drylands, which may encourage a few plants to grow. Note that this use of the spell only concentrates water, however, and may make the surrounding area even drier as a consequence. A community with such a seep available gains +1 Survival.
power+1 Arin drawn per Power Level
Snow's Embrace
KeywordsSurvival
DurationInstant
EL1
fatigue4
difficulty1
This spell offers some protection from the bitter cold and snow of the Night Side. While it is in effect the Black Cloak, or the spell’s target, feels only moderate discomfort from the cold, and gains +6 Survival Nightlands.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.
Sun Warding
KeywordsSurvival
DurationExtended
EL1
fatigue4
difficulty1
This spell offers protection from the endless heat and dryness of the Light Side. While it is in effect the Red Cloak, or the spell’s target, feels only moderate discomfort from the heat, and gains +6 Survival Drylands. The spell gives a similar, though limited, protection from fire, causing the subject to gain +3 armour versus fire.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.
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 2

Flowing Waters
KeywordsSurvival
DurationFixed
EL2
fatigue8
difficulty-9
Using this spell a Black Order Mage can rejuvenate a faltering stream, restart a failing spring, or bring water back to a dry well. The spell must target a single natural water source, which the Mage must touch while casting the spell. Provided water has flown from the source at some point in the last week, the spell will restore the source to it's full natural flow for one week from the time of casting, after which it fails once more.

If the Black Mage is willing to take 2 burdens the restored spring does not fail after a week, but instead continues to flow for one Short Year before the magic lapses.
power+1 week into the past per power level
Water, Fire, Stone
KeywordsUr
DurationFixed
EL1
fatigue6
difficulty-5
This strange spell is a specialty of the Red Order of Ur. With it a Mage can use elemental forces to overcome other elements. With Water he can destroy fire, with fire stone and with stone water.

Water : By casting this spell with at least a flask of water the Mage can extinguish a non-magical fire within 10 strides if he rolls a 4+ on a D20 adding his Circle. If the fire is magical then a roll of 17+ (adding Circle) will still extinguish it unless it was created by a higher Circle spell.

Fire : Casting this spell while bearing a mass of flame equal to at least the flames of two torches will smash a stone up to 1 tirol in wight on a roll of 6+ (add Circle) or a block up to 2 x2 strides by up to 1/3 stride thick on a 12+.

Stone : Finally casting the spell with a polished stone the size of the Mage’s fist will explode a volume of water up to 4x4x4 strides on a 3+ or save someone from drowning for up to 10 minutes on a 10+. In all cases the object used is destroyed.
power+1 on any roll per Power Level

Rank 3

Great Spirit's Blessing
KeywordsSurvival, Augment
DurationExtended
EL3
fatigue8
difficulty-6

This is actually three spells : Day-spirit's Blessing, Dusk-spirit's Blessing, Night-spirit's Blessing. The Cleric must learn each separately.

Using this ritual the Cleric makes contact with a Great Spirit of a region, allowing the Spirit to use him as a conduit. The Blessing extends to those around the Cleric, protecting them from the hardships of the Great Spirit's chosen environment. The Cleric, and a number of other people up to the Cleric's Level, gain +5 Survival for 1 day. The Day-Spirit's Blessing gives Survival / Drylands, the Dusk-Spirit gives Survival / Twilight and the Night-Spirit gives Survival / Nightlands. The effect of allowing such a mighty Spirit into his body affects the Cleric badly. At the end of the day he takes a Spirit Wound (Ridden).

It is possible to dilute the Spirit's Blessing amongst a larger number of people. The Cleric can give Survival as follows :

  • 1 x Level people get +5 Survival
  • 2 x Level people get +3 Survival
  • 4 x Level people get +1 Survival
Harvest of One Cycle
KeywordsSurvival
DurationFixed
EL4
fatigue10
difficulty-10
This spell allows the Earth Cleric to bring a single field of crops from planting to harvest in the space of one cycle. The Cleric must perform all the work involved, from planting to harvesting, and must succeed on a Phys + Farming / Drylands or Farming / Poison Forest roll on each of the 6 days, starting on the Brilliance and working non-stop until the Passing. The Ritual must be cast on each day, using Keldian Bone Meal each time, and the Cleric will take 1 Weakening Damage for each day. Any failure, of a spell casting roll or a Farming roll, will break the ritual and waste all the effort. Any crop planted will wither and die at once.

If the Ritual succeeds then a single field is taken from planting through to Harvest in the space of one cycle, producing enough food to feed a family for a season, or a small village for a few cycles. The ritual cannot be repeated on the same field within one Short Year, indeed nothing will grow on that soil till the year has passed, it is simply too exhausted.
Night Flowering Blossoms
KeywordsSurvival
DurationInstant
EL1
fatigue10
difficulty-6
This spell is also called Night Opening Fruits for it causes the flowers of the Twilight lands to open, and the Kail Trees to put forth fruit. Since these flowers and fruit are the chief source of food in the wilds of the Twilight lands this is a valuable spell. The only danger is that the spell also opens the poisonous flowers of other plants, so the eater must be cautious (requires a successful Int + Survival / Twilight to collect the food). A single casting of this spell in the Poison Forest produces enough food to feed the Mage's Level in people for a day. Feeding larger numbers of people requires more plants, so the Mage may have to move around to find more.
power+1 person fed per power level.
Nine Eyes of Silence
KeywordsSense, Subtle, Ur
DurationMaintained
EL1
fatigue8
difficulty-9
This is a spell unique to the Black Order of Ur. This spell is used to spy silently on places where the Mage cannot go. It creates a magical ring of immaterial eyes which the Mage can see through by closing his own eyes. They have exactly the same range of vision as the Mage himself. To move the eyes the Mage must close his eyes and concentrate, when he does not the eyes stay still. Although immaterial the eyes cannot pass through solid materials, though they can fit through any gap no narrower than a finger’s width. The eyes can travel up to 300 strides from the Mage, moving at a normal walking pace.
power+50 strides maximum range per Power Level
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
Life Giver
DurationExtended
EL3
fatigue13
difficulty-10
The Life Giver, along with the Red Order’s Sun’s Shield and Sun’s Blessing, keeps the city states alive. Though the Twilight lands are fertile by the great river, crops are hard to grow in competition with the virulent life of the Jungle. The Life Giver spell makes the poisonous blooms of the river die back, brings moisture to the dry soil, and helps crops to grow. The affected crops have a +10 to Survival and Farming rolls made by those who tend them, and produce twice the yield. The spell will bring life to a single field (a maximum of 250 thousand square legats) for 1 cycle, with a sacrifice of 1 life a cycle continuing the spell. Usually an Obsidian Sphere will maintain the magic instead of the constant sacrifice. The casting Mage nevertheless loses 1 Health forever.
power+1 field per power level
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.
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
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.
Sun's Blessing
DurationExtended
EL2
fatigue9
difficulty-8
This spell mollifies the wrath of the Red Sun, making its rays beneficial so that crops will grow and water will run beneath them. In the liveable parts of the Light Side this spell allows crops to grow and animals to live. Even in the Twilight zone this spell will ward off the cold winds of the Dark Side and make yields better. Anything living under the protection of the spell has a +5 Survival and Farming bonus, and is twice as productive. Failed Survival rolls inflict 1 less Lethal damage when affected by the blessing. Generally the spell takes about a week to cast, but since the casting Mage would have to sacrifice 3 permenant Health a day to maintain it, it is usually bound to a Fire Pit or similar. A normal casting blesses up to 80 strides square.
power+40 strides square per Power Level
Sun's Shield
DurationMaintained
EL1
fatigue9
difficulty-8
With this spell the Red Cloak may protect a group of people or an area from the worst effects of the sun on the Light Side, their Survival / Drylands and Survival / Deadlands rolls gain a bonus equal to the Mage's Level if maintained over the course of a day. The spell continues for as long as the Mage concentrates (1 fatigue per hour). In the Twilight lands the spell can protect an area up to 40 strides square from the choking red dust storms that blow in from the sun side during the Passing, again while the Mage concentrates. Massive Sun shields made by many Red Cloak’s commonly protect the great cities.
power+20 strides square per Power Level
Water Turning
KeywordsSurvival
DurationExtended
EL3
fatigue13
difficulty-10
The rivers of the Twilight lands are all tributaries of the One River, which is fed from the ice of the Dark Side, thus the Black Order’s magic can control them, altering their courses to flow where they will. With this spell a river can be bent up to 50 strides away from its course. Alternatively its sources can be made dry, reducing its flow by a third, or enhanced, increasing flow by a third. Either effect lasts only so long as the Mage sacrifices one man and one woman a day, or the spell is bound to an Obsidian Sphere.
power+15 strides deviation or an additional 1/3 alteration per power level.

Rank 5

Cleansing Flame of Ashes
KeywordsSurvival
DurationFixed
EL5
fatigue20
difficulty-15

This is one of the most powerful spells known to the Red Order, for it can extend the natural life of a Keldian far beyond its usual span. The Cleansing Flame is reserved only for the most powerful Magi, and is hardly ever cast on someone with a Status less than 18.

Each of four Mages must cast the spell together. Should any of them fail the casting then all the Mages fail and a new ritual cannot be attempted on the same individual in that month. Should the spell be cast it is still not certain of success. The subject must make a Physical roll resisted by 15. Failure means that they lose 2 Physical permanently and the spell is done. Should it succeed then the subjects age is frozen at its current point for 10 years time, after which point the Keldian ages again as normal.

Though the spell may be used on a person of any age it is usually reserved only for the most powerful Mages because of its complexity and requirements. It is also an important factor in the balance of power between the Black and Red Orders. Though the Black Order has quested for generations for their own version of this spell they have been singularly unsuccessful to date. Thus the Red Order is the only means of longevity for the Black Order's chosen. The spell requires the following.

  • The sacrifice of 10 Bull Crdlu
  • The burning of sacred herbs worth 10
  • The destruction of gemstones and minerals worth 11
  • 4 days of continuous casting by the 4 Mages involved
  • 5 days of fasting and sacrifice by the target of the spell
power+1 on the Physical test per 2 power levels used by each Mage casting the spell
Staff of Rashin
KeywordsSurvival, Nagash
DurationFixed
EL2
fatigue11
difficulty-9
This spell is exclusive to the Black Order of Nagash. It emulates the power of the legendary Rashin when he created the spring of Nagash. With a specially prepared staff worth 9 a Mage may strike any rock and cause a rift to appear. From this rift will pour fresh clean water, good to drink and wash. This marvelous water will flow fast and pure for a number of days equal to the level of the casting Mage (though he may choose to set it for less), and then vanish as quickly as it came, leaving only the rift behind.

If the Mage takes 4 burdens the flow of water becomes permanent instead of fading away when it is done.
power+2 days for every 3 Power Levels

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