Spellbook Black Order

73 entries found.

Rank 1

Aura of Order
DurationExtended
EL1
fatigue4
difficulty-3
This spell allows the Black Mage to call on the order and simplicity of the Dark Side and radiate it, calming and focussing the minds of all those around him. Anyone within 2+Level Legats of the Mage finds their minds ordered, unless they succeed in a Spirit roll resisted by the Mage's Int. An ordered person has +1 Intelligence, +1 Spirit and -1 Presence. The maximum number of people that the Aura can effect is 5 times the Mage's level. The Aura lasts for 3 minutes, Extending for 2 fatigue.
power+1 person per power level
Blacksnap
KeywordsFast
DurationInstant
EL1
fatigue5
difficulty-6
A Black Order Mage can cast Blacksnap at the instant that he, or another person, is targeted by another spell. The target gains +2 Magical Defence for an instant (long enough to affect the other spell if the Reaction succeeds). The Reaction roll gains a bonus equal to 1 + the Mage's Level.
power+1 Reaction per power level
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
Dark Power
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue4
difficulty-3
This spell creates a single black bolt, similar in appearance to a flint or obsidian arrowhead, which flies from the Black Cloak’s hand to unerringly strike a target within 10 strides for 2D4 points of damage. In motion the bolt is almost invisible, appearing as no more than a black blurr in the air.
power+1 stride range 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
Distance Telling
DurationMaintained
EL1
fatigue2
difficulty0
Under the red sun or the pale stars it is very hard to tell distance precisely. With this spell the Black Cloak can estimate the distance to a far off object that he can see to an accuracy of 100 strides.
powerFor +1 power level the accuracy is 50 strides
For +2 10 strides, for +3 1 stride, and for +4 1/10th of a stride
Eyes of the Master
KeywordsSense
DurationMaintained
EL1
fatigue2
difficulty-2
With this spell a Mage may link his vision to that of someone bonded to him if that person is willing and there for the Mage to touch when the spell is cast. While the spell remains in force the Mage cannot see what is around him, but sees what the bonded one sees instead. This spell has no adverse effect on the subject, other than the creation of a LInk. The Mage, however, must roll Agility resisted by 16 to move without falling over and cannot fight nor cast spells at all. While the spell is in force the Mage's eyes become black, and outlined by a faint radiance.
Joining of the Broken Stone
DurationInstant
EL1
fatigue4
difficulty-3
Placing two pieces of a broken rock together the Mage may restore them to their unbroken state. Note it is up to the GM whether this spell is capable of repairing magical objects.
powerAt +5 can merge pieces of two different rocks.
Lesser Ward
KeywordsAugment, Defend
DurationMaintained
EL2
fatigue3
difficulty-6
Invoking the power of the Lesser Ward draws a little of the empty night of the Dark side into the Mage, making all magic difficult. The Mage gains Magic Defence equal to 1 + Level / 4. The power that the Mage holds in the Ward affects himself as much as anyone else, the casting penalty for Maintaining this spell is increased by the Magic Defence gained.
power1 companion can share the power for every 2 Power Levels
Marking
DurationInstant
EL1
fatigue2
difficulty2
The Black Order uses this spell to make a permanent mark on an object recording its date and owner, usually for goods. This mark, while seeming to be no more than complex rune to most eyes, is instantly recognizable and readable by any Order Mage. By this means is trade regulated and transactions recorded, usually on clay tablets. It is suspected that many of the Red Cloaks have trained themselves to read the marks, but officially only the Black Order has the skill.

The mark done by each Mage casting this spell is a unique sigil that identifies that Mage. A Mage may also learn one or more special Marks, such as that of his order or that of his city, however when casting such a Mark the spell takes a full 2 minutes to complete. It is possible for a Mage to try and copy the marking of a sigil he does not know. Increase difficulty by 2 to emulate another Generic Mark and 9 to imitate another Mage’s personal Mark. A Mark can only be copied if the Mage has it in front of them to study.
powerFor +1 power level wood or bone may be marked
For +2 metal may be marked
For +3 stone can be marked
For +4 Star Iron can be marked
Nearsense
KeywordsSense, Subtle
DurationMaintained
EL1
fatigue4
difficulty-3
When a Black Order Mage invokes Nearsense they are able to sense the world around them even without light or sounds. Nearsense allows perception even if the Mage is blinded or deafened (or indeed even if they have no eyes or ears). Nearsense is in some ways better than normal perception, and in some ways worse. The Mage can sense things in all directions, does not suffer any Defense penalties for being attacked from the rear, and gains +5 Observation to resist surprise. Secret doors and trapdoors are also easy to perceive, the Mage has +4 Search for these purposes. On the other hand the Mage cannot sense colour or texture, and cannot resolve fine enough detail to tell one person from another (or to read a document, tell water from wine, and so forth). Nearsense extends for 10 + Level Legats around the Mage.
power+1 Legat range per power level
Shade Dance
KeywordsAugment, Defend
DurationFixed
EL1
fatigue4
difficulty-3
Casting this spell summons up smoke-like shadows to dance about the Black Cloak, obscuring him from sight like a dream. The gains +4 defence for a number of rounds equal to his Level + 2.
power+1 turn duration per Power Level
Shadow Bonds
KeywordsAttack, Aimed
DurationExtended
EL1
fatigue3
difficulty-5
The Black Mage points finger at his target and, if he makes a To-Hit roll (using either Wrestling or Ranged / Special (magic) skill), they are bound by black shadow bonds at wrist and (at a higher power level) ankles. These have a Phys of 15 in the Bright Lands, 18 in the Twilight lands, and 22 on the Dark side and remain as long as the Mage pays 1 fatigue per minute.
power+1 to-hit per Power Level
For +2 bind a second set of limbs
For +5 the bindings renew each hour instead of each minute
Shadows Talking
KeywordsSense
DurationFixed
EL1
fatigue4
difficulty-3
The Black Cloak can look at the ground in the Daylands and Drylands and, from the marks that shadows leave in the soil, tell if people passed recently, how many, and how long ago, up to 20 minutes in the past. If he sees the shadow of a person directly then he learns whatever name that person is currently using. If used to follow a trail the Mage gains 2+Level Tracking, even if no trail is visible.

In the Twilight Jungles and Nightlands the spell's only effect is to give a tracking bonus equal to the Mage's Level.
power+10 minutes into the past 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.
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
Tabulate
KeywordsAugment
DurationFixed
EL2
fatigue3
difficulty-8
With the use of the Tabulate spell complex problems can be simplified, and difficult tasks enhanced. Castings of Tabulate are commonly used to help the Black Order manage the logistics of feeding cities, provisioning armies, and building roads, but it also has uses in the field.

To cast Tabulate the Mage must prepare a large clay tablet, sand table, or papyrus scroll, filling in details of the problem at hand. The Mage must have at least 1 level of the Ancient Runes skill to do this, and due to the time consuming nature of the tabulation the spell cannot be cast from a Matrix. The better the Mage understands the problem, the more detail they can enter into their tabulation. When the spell is cast additional details are magically filled in, allowing the Mage to predict the best way to tackle a task. The Tabulation might suggest the best place to hit a locked door, the ideal search pattern to find a hidden foe, the prefect shipping schedule to move an army, and so forth. The spell does not provide unknown information, but it helps the Mage deduce and calculate.

A number of people equal to 1 + the Mage's level gain a bonus to the task described in the tabulation equal to their Administration Skill, or the Mage's Administration Bonus, whichever is higher.

Tabulate cannot be enhanced with Power Levels, but additional Black Order Magi can co-operate in one Tabulation. Each additional Mage adds their level to the number of people who can gain a bonus from the spell. All the Mages must know the spell and have Ancient Runes 1 or more. The Casting Difficulty increases by 1 for each additional Mage.
Ward of Thorns
KeywordsWall
DurationFixed
EL2
fatigue6
difficulty-7
When Casting Ward of Thorns the Mage scratches a line in the ground. This can be as long as 10 Legats per Level, but the Mage must draw the entire line while casting. When the line is complete a wall of twisting grey thorns, bare of leaves, bursts from the ground along the line, rising to a height of 2 Legats. The thorns inflict D6 Lethal on anyone trying to push through them. If you try and do so roll Physical vs. 15. On a failure you take the damage but do not force your way through. Cutting a gap sufficient for a Keldian requires 14 damage with a cutting or chopping weapon against Defence 10. The wall lasts 10 minutes in the Light or Dark side or 30 minutes in the Twilight Lands.
power+4 minutes duration per Power Level
Wasp Service
KeywordsSummon
DurationSummoned
EL2
fatigue7
difficulty-5
This spell allows the Mage to call upon the wasp spirits of the Poison forests. The wasp spirits may be summoned anywhere in the Twilight lands, but not beyond them. Once called the swarm attacks a number of times equal to the Level of the summoning Mage +1, and then dissipates once more.

If cast by a Mage of at least the 5th level this spell can be used to bind a swarm of Wasp Spirits to the Mage permanently. To perform such a binding the spell must be cast three times on three consecutive days. On the third casting the Mage sacrifices a point of Physical and makes a Presence roll against the Swarm's Spirit. If the roll succeeds then the Swarm is bound to them.

The Mage may call a bound swarm forth at any time (in any part of the world). Once battle is over the Swarm vanishes again and cannot be called for another hour. A bound swarm does not naturally heal, but the Mage may take Lethal damage at will to heal the swarm whenever it is called.
powerFor +8 Power Levels a bound swarm heals 1 point per day
For +6 Power Levels the bound swarm can be called again in 3/4 of an hour and for +10 in 1/2 an hour
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
62
Sting
:
A15
D13
Init19
dam2D4

Rank 2

Closing of the Eye
DurationExtended
EL2
fatigue5
difficulty-3
On the burning sands of the Light Side this spell creates a hemisphere of blackness like the Passing 10 strides in radius. In the Twilight lands the spell brings the blackness of the Dark Side, save that even the stars are unseen, nothing at all is visible, even if it emits light, save a Fire Bone. Duration is 5 minutes, Extending for 1 fatigue.
power+4 strides radius per power level. +5 levels will bring utter darkness even in the Light Side
Darkness Shielding
KeywordsDefence
DurationFixed
EL1
fatigue5
difficulty-4
The Black Mage can conjure up before him a shield of blackness, usually a small round shield. This shield will interpose itself between any attack and the Mage on a simple roll of the Mage's Int. The shield blocks all damage until it's own Health is dissipated, and then vanishes. The shield is Health 20 in the Bright Side, 25 in the Twilight lands and 30 on the Dark Side. The shield lasts for 3 hours if not destroyed first.
power+3 Health per power level
Death Blessing
KeywordsSustain
DurationFixed
EL2
fatigue10
difficulty-8
Using this spell it is possible to enhance the duration of another spell using sacrifice. The other spell is cast first, then a willing sacrifice is led to a specially prepared spot and slain. The energy of their death flows into the spell and lengthens it's duration significantly, turning a spell that lasts hours into one that lasts days, days to weeks, weeks to months, months to years, and years to Long Years. Death blessing can only be cast to enhance a spell with a duration of at least 1 hour, and only one that targets a place and not a person.

Alternatively the Black Mage may use this spell to ignore one burden incurred by casting some other spell. The burden is instead attached to the spirit of the sacrifice, which is held as a Tornrait or Ghost until the burden is released.
Demon of Agility
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell summons an immaterial spirit which resembles some sort of long legged insect, blurred almost into invisibility. This creature has no characteristics other than an Agility of 22. The creature grasps onto the Mage who summoned it and guides her limbs, increasing her own agility by 1/2 the difference between the agility of the Mage and that of the Demon. For all intensive purposes the Mage acts as if she had the higher Agility. The Demon has defence equal to the Mage's +3, and a single hit from a Sacred weapon will instantly banish it. The Demon lends it's agility bonus for 1 combat round, Extending for 1 Lethal.
Demon of Strength
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell summons an immaterial spirit which resembles some sort of long legged insect, blurred almost into invisibility. This creature has no characteristics other than a Physical of 22. The creature grasps onto the Mage who summoned it and guides her limbs, increasing her own physical by 1/2 the difference between the physical of the Mage and that of the Demon. For all intensive purposes the Mage acts as if she had the higher Physical. The Demon has defence equal to the Mage's +3, and a single hit from a Sacred weapon will instantly banish it. The Demon lends it's physical bonus for 1 combat round, Extending for 1 Lethal.
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
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 Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL2
fatigue8
difficulty-6
To cast this spell the Mage must draw a circle in the ground on which he is standing, up to 1 stride across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +4. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.
power+1 stride diameter per power level
Lesser Spirit of the Dark
KeywordsSummon
DurationSummoned
EL1
fatigue7
difficulty-6
This spell enables the Black Order Mage to draw a spirit of the Dark Side into his service for as long as he continues to pay 1 fatigue per 2 minutes. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.

The creature will attack whoever the Black Cloak commands it too, but it would really rather attack its summoner. In the Dark Lands it will freely depart, in the Twilight Lands the Mage must roll Int to force it from him, and in the Bright Lands he must roll Int resisted by 15, otherwise it attacks him. Note that this Demon’s Int score counts only for the purposes of observation and spell resistance, it cannot speak or communicate in any way.
power+1 int to command it to leave per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
9
12
14
10
14
0
0
2
0
4
4
72
Claws
:
A17
D18
Init20
dam3D4+1
Night Walking
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
The Black Cloak becomes as silent as the lifeless wastes of the Dark Side, whether he walks in the jungle of the Twilight hills or the blasted plains of the Light Side, he cannot be heard. A Fire Spirit Warding, however, will still hear him. Duration 1/2 an hour, Extends for 5 fatigue.
power-1 fatigue to maintain per power level.
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.
Riving of the Dead Stone
DurationInstant
EL1
fatigue5
difficulty-4
With this spell the Black Order Mage may rive or split a slab of worked stone in half. This is the opposite of the 1st Circle joining spell. The spell only works on dead stone, i.e. not mountains, bedrocks and so forth, only worked stone, and on no stone more than a hand’s breath thick (i.e. not city or castle walls but certainly doors and similar). With a sharp crack the stone simply shatters under the Mage’s hand. The maximum area affected is 2 strides on a side.
power+1 finger of thickness per power level, or +1 stride area per power level
Shadow Aurora
KeywordsArea, Control
DurationExtended
EL2
fatigue8
difficulty-6
When the Mage casts this spell a shimmering curtain of dark radiance descends from the sky (it always emanates from the direction of the Dark Side) to cover an area centred on the Mage and 5+Level strides in radius. Within this area the light becomes dusky, and suffused with the glow of the Dark Side auroras (this actually provides dim light in the Dark Side).

The Mage may nominate up to twice his level in people when the spell is cast. Any creature of at least Int 2 in the area, who is not one of the nominated people, suffers disorientation and confusion from the shifting curtains of light and dark. An affected creature suffers a penalty to Defence and Spirit equal to half the Mage's Level (round up). All creatures, including the nominated ones, suffer -1A.

Duration Level in minutes. Extends for 4 Fatigue.
power+1 stride radius per power level
Shadow Cloak
KeywordsAugment
DurationExtended
EL1
fatigue5
difficulty-4
This spell draws a black cloak of shadows around the Mage, which take 5 minutes to draw from the crevasses of the rocks and the undersides of stones. With these shadows the Mage vanishes into the heat haze of the Light Side, or the darkness of the rest of the world, gaining +5 stealth and +5 defence. Duration 1 hour, Extends for 5 fatigue.
power+1 defence per power level
Shadow's Sight
KeywordsSense, Augment
DurationFixed
EL1
fatigue5
difficulty-4
With this spell the Black Cloak, or whoever he casts it on, can see perfectly in darkness, be it the Passing, the Dark Side, the Twilight lands, or a Closing of the Eye, as if it were full light on the Light Side, beneath the burning sun. The effect lasts for 10 minutes + the Mage’s Level.
power+D6 minutes per power level
Swarm Possession
KeywordsSense
DurationSummoned
EL1
fatigue7
difficulty-7
With this spell the Mage may transfer her mind into the bodies of a swarm of insects that she can see when the spell begins. She loses all control over her own body and instead controls the swarm, sending them where she wills and seeing what they see. This spell only works on normal insects not those summoned by a spell or other magic. The strangeness of the link causes the Mage to gain 2 fatigue per 10 minutes of use of the spell and falling unconscious ends the spell.
power+2 minutes free use before fatigue starts
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

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

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
Demon of Potence
KeywordsSummon
DurationSummoned
EL3
fatigue13
difficulty-12
With this spell the Black Cloak can summon a very powerful Demon of the most utter blackness. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air. This creature will serve the Mage for 1 minute per Level.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by the Demon's Spirit to force the creature from him or suffer 2D10+2 damage as the demon attempts to drain his soul. Should the Demon kill the Mage then it may possess his body and remain on Sun Keld till slain. This does not apply if the demon killed at least 12 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
16
20
15
20
10
15
50
0
0
6
0
3
5
123
Claws
:
A23
D16
Init23
dam3D6+1
Greater Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL3
fatigue10
difficulty-11
Requires Lesser Circle of Protection

To cast this spell the Mage must draw a circle in the ground on which he is standing, up to his level in strides across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +8. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.

This spell may be used in conjunction with Shadow Geomancy to make a Geomantic Circle.
power+1 stride diameter per power level
Life Bond
KeywordsSustain
DurationMaintained
EL3
fatigue15
difficulty-11
This spell is used to sustain a spell with the life force of a single person. The spell must be a single target spell that affects only one person, the target of the Life Bond, and has a Circle less than the Circle of the Life Bond. Once both spells are cast the target is subject to the effects of the other spell for as long as he lives unless the bond is broken. If the sustained spell normally places burdens on the caster, then they are placed on the target instead.

To achieve the bond the subject must consent, and make a simple Spirit roll, followed by a simple Phys roll. A failure on either roll causes both spells to fail and the subject loses 5 Phys forever. The Life Bond counts as a maintained spell for the target and the caster.
power+1 Phys, or +1 Spirit on the rolls to accept per Power Level
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
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
Ride
DurationExtended
EL2
fatigue10
difficulty-8
This spell allows the power of darkness to reach from the Black Cloak’s mind into the mind of another, gaining control over it as if it were a puppet. Anyone the Black Order Mage touches must roll Spirit resisted by the Mage's Presence or be under the Mage’s domination, he may see through their eyes, hear through their ears, speak with their mouth, though haltingly, move their limbs and feel what they touch. Duration 5 minutes, Extends for 10 fatigue.
power+1 to the Mage's Presence per power level.
Shadow Geomancy
KeywordsCircle
DurationFixed
EL3
fatigue13
difficulty-10

The Shadow Geomancy creates a complex rip in the fabric of space that ties a location in the Twilight Lands or the Light Side into the Dark Side. While within the Geomancy’s indistinct bounds a Black Order Mage casts magic as if they were on the Dark Side, and in addition gains D3 less fatigue for every spell they cast.

A Shadow Geomancy can only exist where darkness reigns. Even a sliver of unfiltered sunlight will dispel it. While it may be maintained inside a sealed and windowless chamber, it is more common to use spells such as Closing of the Eye or Crossing the Border both of which allow the Geomancy to be created. Regardless of the size of the shadow, the Geomancy only covers 10 strides square. Once cast the Geomancy slowly poisons the land around it, sucking the vitality from the soil. If the shadow that contains it has not failed first the Geomancy will break apart after a number of days equal to the Mage's Level.

Geomantic Circle

The Shadow Geomancy spell also has an alternative use. Cast in combination with Greater Circle of Protection it can create an area of permenant magical protection known as a Geomantic Circle. This version of the spell requires both spells to be cast in succession, and causes the casting Mage to lose 2 points of Physical. The area created is a dead zone. Anything within it has MD +8 and also -15 to all channelling attempts. In addition spirit creatures are unable or unwilling to enter the Geomantic Circle. The presence of a Geomantic Circle is easily perceived by anyone with magical skills. Unlike a Geomancy the Geomantic Circle is permenant, although physically destroying the marked circle ends the spell.

power+5 strides square per power level
+1 day per 4 power levels
Shadow Nightmares
KeywordsAttack
DurationInstant
EL1
fatigue7
difficulty-6
This insidious spell can be used by the Black Order Mage to unsettle and frighten a group of people, up to 2 per level of the Mage. To cast the spell the Mage takes up a blow tube and blows a puff of grass pollen at a group of people within 10 strides of each other and no more than 2+Level strides away. These people are then beset by images out of nightmare, unexplained sights behind them, itching skin, shapes moving out of the corners of their eyes. Each member of the group must resist a Fear 18 attack.
power+1 Fear for every 2 power levels.
+4 Legats range 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
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

Darkseeing
KeywordsSense
DurationMaintained
EL2
fatigue11
difficulty-9
This spell of divination enables the Mage to move their consciousness to a shadow in a location that they know well. They may then observe and hear what happens in that place as if they stood in the shadow, though in fact there is nothing there at all to see. The area chosen must be within 40klegs If there is no shadow where the Mage expected it then his consciousness is cast back into his body and he takes D6+6 damage. The Darkseeing will be prevented by a Circle of Protection.
power+40 klegs per power level, at 1 hour per level
Icestorm
KeywordsAttack, Area
DurationFixed
EL2
fatigue10
difficulty-11
This spell summons the chill winds of the Darklands to batter and pelt an area targeted by the Mage. The first round after the spell is cast the winds rise and wrap around the Mage, filled with flecks of snow and ice. The following round, and each subsequent round until the spell ends, the area is blasted by wind and ice. Small animals and plants are frozen and killed automatically, and everyone in the area (the Mage included) takes 2 Fatigue a round, while larger creatures are subject to attack.

Each round the Mage may direct the storm at up to their level / 2 targets, although doing so uses their action. A target is automatically blasted by wind and ice and takes 2D8 cold damage. Normal armour counts half against this but cold weather gear subtracts its survival bonus from the damage. The target may make roll of Agility + Movement / Acrobatics vs. 15 to halve the damage by jumping out of the way of the blast. The Icestorm lasts until the Mage ceases to concentrate on it, or until 5 rounds have passed, and covers an area of 1 Legat per level around the Mage.
power+1 round max duration per 3 Power Levels
+1 Legat area per Power Level
Mass Life Bond
KeywordsSustain
DurationPermanent
EL6
fatigue32
difficulty-16
As with the 4th Circle Life Bond, but this spell binds a magic to the entire population of a place. This spell only affects area and protective Magics, such as Sun's Blessing or Sun's Shield. The spell is a ritual requiring 5 weeks to cast and a number of sacrificed Crdlu equal to the Difficulty + Circle + Burdens of the target spell. Once the Spell is cast the Mass Life Bond follows and forever maintains that spell so long as the people it was bonded to, or their descendants, remain in the protected place. Should the place be destroyed or the people leave the Life Bond ends. The Life Bond accepts a certain turnover of population. Up to 1/4 of the population may leave per year, as long as overall population remains at the minimum level required for the maintained spell. Mass Life Bonds are used in the founding of new towns and villages, providing protection and ensuring that the population remains where the Order desires.

The spell requires a population of at least 10 people per Energy Level + Circle + Power Level of the target spell. For example Sun’s Blessing requires at least 60 people to maintain.
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
Obsidian Sphere
KeywordsSustain
DurationExtended
EL3
fatigue25
difficulty-14
The Black Order equivalent of the Red Order’s Fire Pit, the Obsidian Sphere is a large black ball (Value 14) mined from the Dark Side obsidian hills, and enchanted over the course of 3 weeks. The magic trapped within the sphere can then be used to sustain up to 4 energy levels of magic, whose areas of effect are doubled. Unfortunately the sphere must be covered in the blood of three Keldian sacrifices each year to continue working, otherwise it needs no tending, though Star Iron Imprisoned minds are sometimes set to watch them (if the bound magic requires some choice or guidance). The Mage’s involved in making the sphere must all sacrifice 1 Health forever.

Occasionally Obsidian Spheres are discovered in the ruins of the Ancients. These spheres are often dead, but sometimes appear to be maintaining effects millennia after their construction, with no sacrifices required. These spheres generally cease to work if moved from their original location. Many Black Order Sages have quested for the means to making such spheres. So far none have succeeded.
power+1 level of magic or +1 year of free functioning per power level, at +1 week per level. Free years are deferred until sacrifices stop.
Sightblinder
KeywordsAttack
DurationInstant
EL2
fatigue11
difficulty-9
As its name suggests any Mage touching a subject and casting this spell may instantly strike them blind if they fail a roll of Physical resisted by a 15. If they make the roll then they are still temporarily blinded for a number of combat rounds equal to the level of the Mage. Casting the spell cause the Mage to lose 1 point of Health or Physical (caster's choice).
power+1 resistance per power level
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
Star of Protection
KeywordsCircle, Defend
DurationExtended
EL1
fatigue8
difficulty-7
This spell conjures about the Mage a glowing five pointed star. The Star radiates a shimmering white light from its 4 strides long rays, which centre about the Mage’s upraised hands. For as long as the Mage concentrates the star gives him, and any who shelter behind it, an armour of +7. Duration 1 round, extends for 1 fatigue.
power+1 armour per power level.