Spellbook Black Order

17 entries found.

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
Blood Sorcery
KeywordsSustain
DurationInstant
EL3
fatigue10
difficulty-12
This powerful enchantment is used by the Mages of the Black Order to offset the disabling effects of some of their more powerful spells. By using the fresh blood of a living creature, animal or Keldian, cut with a bronze knife and poured into a bronze bowl, the spell enables a Mage to ignore the attribute reducing effects of spells such as Sword of Night or Lesser Binding, or the Lethal / Weakening damage inflicted by spells on their caster. It cannot offset attributes lost to bind Demons, since that sacrifice is part of the Demon's price.

The spell can prevent one point of attribute loss for each 10 Health's worth of blood sacrificed. The blood may come from multiple people but the total points of blood obtained from each person is reduced by the number of people. For example to get 30 points of blood from 3 people requires doing 13 damage to each of them! From 6 people it would require 11 points to each (5 + 6). This spell is cast just before the spell to be enhanced, which must be begun in at most 10 minutes after the Blood Sorcery. Note that the spell to be enhanced and the Sorcery need not be cast by the same person.

Blood Sorcery can also be used to offset the cost of a burden. In this case the burden is divided between each of the people who donated blood (10 points worth for each burden). Each of these people gains Flaw : Burdened but does not suffer an attribute loss.
Children of Shadow
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7

From the Dark Lands come many creatures that the Black Order Mages may draw upon. These creatures, Night Bats, Night Goblins, Giant Crabs and Crayfish and Iron Ravens, will answer the call of this spell and descend into the Twilight lands to do as the Mage bids, save that it threaten certain death. These creatures will not, however, venture into the Bright Lands, save during the Passing, and then only the Iron Ravens and Night Bats will go very far. Roll as follows to determine what answers the call.

D10 Creature
1-2 Soror
3-5 Night Bat
6 Cambarid (Red)
7-8 Cambarid (Yellow)
9-10 Iron Raven

The creatures serve the Mage for up to 10 minutes per level.

A Mage of at least 6th level may cast the spell at a higher power. This version has Difficulty -16 and Fatigue 12, and takes 10 hours to cast. When the summoned creature arrives the Mage may make an opposed Intelligence vs. Spirit roll with the creature. If the Mage wins then the creature is bound to the Mage, who must pay one permanent Health, if the Mage fails then the creature will attack them instead. A bound creature is like one tamed by a Beastmaster. It will accompany the Mage, even into the bright lands, and will obey his general orders at their normal Intelligence.

powerFor each extra two power levels, at 5 minutes per level, roll again
Crossing the Border
DurationPermanent
EL1
fatigue3
difficulty-5
This spell creates a sphere of darkness with a radius equal to the level of the Black Order Mage times 4 in strides. This darkness can be dispelled temporarily by any light spell, but normal sources of light entering it are reduced to the barest of glows. The sphere is permanent as long as some source of shadow, a rock, a pit, or the Twilight lands, exists to sustain it.

In the Darkness of the Night Lands the effect is reversed, and the sphere creates a phosphorescent sphere of light that can exist wherever starlight falls. The Black Cloak pays 1 Health forever to create the sphere wherever it is.
power+3 strides radius per power level
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 Spirit of the Dark
KeywordsSummon
DurationPermanent
EL2
fatigue10
difficulty-11
Like the lesser spell of a similar name this spell summons a Dark Side spirit and compels it to serve the Black Order Mage.

This spell, however, permanently binds the creature to the service of the Mage, after a sacrifice of 8 points from Health, Phys, Int, and Spirit (divided as the Mage pleases). After that the spirit will do exactly as the Mage pleases, for however long it takes, till the Mage is dead. All the Mage must do is roll a successful test of Intelligence resisted by 13 to control the creature, otherwise it attacks him. As with the Lesser Spirit the Demon called up by this spell cannot communicate with its caster except in the most simple of ways, for instance indicating pleasure or hatred. They cannot carry messages nor be used as sources of information.
power+1 Int to command the spirit per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
83
Claws
:
A19
D19
Init18
dam3D4+1
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
Misty Solidification
KeywordsArea, Wall
DurationFixed
EL1
fatigue6
difficulty-5
This spell allows the Black cloak to exert influence over mists, causing the water in them to form walls, steps or any other solid shape. A number of cubic Legats of solidified mist can be created equal to 5 + 2 x the Mage's Level, none of which can be more than 12 Legats from the Mage. The mist remains in the form imposed on it for up to 10 minutes.

Solidifed mist is partially opaque, and semi-solid. A full cube of mist has Health 10 and Armour 2, while a thin wall using half a cube has Health 5 and Armour 1. A wall with an opening provides partial cover to anyone fighting from behind it. Simple shapes (walls, half walls and cover) can be automatically created. Anything more complex requires a successful Int + Craft / Mason skill roll resisted by 10 + the number of complex features the Mage is trying to make that round. If the roll fails the complex items do not manifest and the Mage must roll again next round. A Mage may try and entangle a target in the solid mist by making a successful hit roll using Ranged / Special (magic) skill.
power+2 cubic legats of mist per power level
+2 max range per power level
+1 minute duration per power level
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
Passing Gift
KeywordsSense, Subtle
DurationExtended
EL2
fatigue9
difficulty-7
Some people have a gift known as passing sight, they claim to be able to detect a faint glow about a person that tells them of their moods and desires. This spell gives the Black Cloak a similar power, with it they may detect a person’s general emotional state and well-being (how much damage they have taken) from the dim colours playing about them. During the Passing the Mage can attempt to determine someone's Flaw by studying them for 5 minutes and making a successful Int roll resisted by the target's Spirit. Duration 5 minutes, Extends for 1 fatigue.
powerFor +3 power levels the spell functions as if during Passing at any time.
Ritual Bond
KeywordsSustain
DurationFixed
EL6
fatigue32
difficulty-14
A lesser version of the 5th Circle spell Mass Life Bond, Ritual Bond can tie the maintenance of a magic spell to a particular place, so long as complex rituals are regularly enacted. Should the rituals fail, the magic will start to do the same. This spell only affects area and protective Magics, such as Sun's Blessing or Sun's Shield.

To create the Ritual Bond the Mage must first cast the spell to be maintained, and then follow it with the Ritual Bond. The Ritual Bond takes a number of days equal to the Difficulty + Circle + Burdens of the spell to be bonded (the spell need only be in force at the end of this time, so it is possible to begin the bond before the spell it will maintain). The Mage needs to pick a focus for the Bond, usually a living object (such as a tree), or a stone (obelisks, standing stones and the like are popular), which must be connected to the earth and long living. At the end of the ritual the Mage casting the bond loses 1 Spirit.

Once the Bond is established the bonded spell can be maintained by the enacting of regular rituals centred on the focus. For example an obelisk might need to be washed with Crdlu milk ever day, followed by 2 hours of spoken rituals. By default the ritual requirements are :
  • frequency : daily
  • duration : 2 hours
  • materials : value 6
  • fatigue : 12
  • skill : academics / sorcery 5
Increasing the power level of the Ritual Bond can make for a less demanding set of rituals.

Should the rituals be missed the bonded spell will begin to suffer. Each time a Ritual is missed the spell takes one damage. Once the damage reaches 10 - the Circle of the spell, it fails entirely. At the point the bond is broken forever. Before this time it is possible to repair the damage. Restarting the rituals halts the accumulation of damage (but does not remove any of it). Points of damage may be removed by extra rituals. Each extra ritual requires people equal to the Circle of the spell with at least Sorcery 1 to enact (as well as materials equal to the circle times 3 in value). Each extra ritual removes one accumulated damage.
powermaterials : -1 per power level
duration : halve the duration of the ritual per 2 power levels
fatigue : -3 per power level
skill : -1 skill per power level
+4 power levels, rituals are twice a week
+7 power levels, rituals are weekly
+10 power levels, rituals are monthly
+15 power levels, rituals are annual
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.
Shadow Demon
KeywordsSummon
DurationSummoned
EL2
fatigue10
difficulty-9
With this spell the Black Cloak can summon a very powerful Demon of Shadow. In full sunlight it appears as no more than a wavering shadow of horrific shape, while in darkness it solidifies into terrible shapes that defy weapons to hit them. This creature will serve the Mage for but a moment or two, normally 5 minutes and no more.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by 15 to force the creature from him or suffer D10+2 damage. This does not apply if the demon killed at least 7 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
24
19
4
17
15
13
30
0
0
0
0
2
5
94
Claws
:
A22
D24
Init21
damD8+8
Shadow Sending
DurationExtended
EL1
fatigue6
difficulty-5
The Black Order Mage casting this spell stands in a source of light in such a way as to cast a shadow. They then transfer their mind into the shadow, leaving their body motionless. The shadow many fly across country to any other site within 20 klegs per level. Here a flickering and shadowy image of the Mage appears, through which he may see and speak, even move around. The spell lasts 2 minutes, extending for 2 fatigue.
power+20 klegs or +3 minutes base duration per power level
Shadow Steed
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7
This spell summons a shimmering patch of darkness, faintly shaped like some hideous insect beast, which will bear the Black Order Mage with great speed through the Night of the Black Side or the red fire of the Light Side. It speeds over the earth at 40 klegs an hour wherever the Black Cloak directs. When the summoning is over, however, the Steed inflicts 1 point of Agility, Phys, or Health damage (Mage’s choice). Duration 1 an hour, Extends for 6 fatigue.
power-1 fatigue per hour per power level, to a minimum of 1
Starlight Sending
DurationMaintained
EL1
fatigue6
difficulty-5
The Black Cloak spends 10 minutes reaching out to the strange skies of the Dark Side, and summons a curtain of aurora to sweep about and over him. While the shimmering streams of colour have little effect in the blazing sun of the Light Side they provide a phosphorescent glow good enough to read by in the Twilight lands, and a good light source in the Dark Side. While the sending is in force all Black Order powers receive the effect of 1 free Power Level. The Sending covers a radius of 1 Legat per Level around the Mage.
power+2 Legats radius per Power Level