Spellbook Grey Order

6 entries found.

Rank 2

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

An Anchor can be created with a willing, or unwilling, subject. For a willing subject no roll is required. For an unwilling subject the Mage must win a Spirit vs. Spirit contest to establish the link, and must be able to firmly touch the target.
Liar's Link
KeywordsLink, Subtle
DurationMaintained
EL1
fatigue4
difficulty-4
This invidious spell can be cast only when the Mage has a Link of some sort active with a target, either through a Binding or through some other linking magic. The Liar's Link allows the Mage to exploit the link to weaken, deceive or persuade the target. While the original link remains active the target has a -4 penalty to Presence, Spirit or Intelligence when resisting the caster of the Liar's Link (such as resisting social skills, defending from social attacks, or resisting magical spells). The Liar's Link ends automatically when the link it relates to ends.

So long as the casting of the Liar's Link is subtle or unseen the target has little chance to realise what has been done. The Mage makes a roll of Presence + Subterfuge / Deception resisted by the target's Spirit. Only if they fail does the target sense that something about the link has changed.
Matrix Burst
DurationInstant
EL1
fatigue0
difficulty2
More a technique than a spell, Matrix Burst allows a Mage to grasp one of their own Matrices and release its energy in a burst to enhance other spellcasting. The Mage must have a Matrix (see Matrix Quality) and then make a Magic Save at +2. If they succeed they grasp the Matrix and release its energy. This reduces the difficulty and fatigue of the next spell they cast by 4 each (or 6 in the case of a Perfected Matrix). The Matrix is violently discharged. Any spell or fatigue in the Matrix is wiped, and the Matrix ceases to work for the next three turnings.
Matrix Charge
DurationInstant
EL2
fatigue8
difficulty-6
This spell must be cast from a Matrix. The Matrix is wiped and then charged with energy. The charged Matrix is able to hold 3 Energy Levels of spells instead of the normal 2. It retains this ability until the next time it is wiped.

If the Channel of the Matrix Charge fails then the Matrix is disabled as if Matrix Burst had been cast on it, and the margin of failure on the Channel roll is increased by 2. Should the Mage fail any Channel roll when casting the spell in the Charged Matrix then it is automatically wiped.
Serpent Call
KeywordsSummon
DurationInstant
EL2
fatigue5
difficulty-10
This spell is normally taught only as a gift from a Spirit Naga. When cast it will summon any nearby serpents and compel them to follow the Mage's commands for Level rounds. The number of serpents that respond to the call (and the time it takes them) varies widely based on location. In the Twilight Jungles a Snake : Swarm is usually summoned, while on the One-River a Snake : Constrictor is more normal. Rarer snakes will be summoned in 5D10 minutes. If the time to appear ends up greater than the Mage's Level + Presence then the serpent abandons the call. If you know that a specific snake exists then the Call always applies to it if possible.
Subtle Spell
KeywordsAugment, Subtle
DurationInstant
EL2
fatigue1
difficulty-5
This spell must be cast targeting a second spell stored in a Matrix, belonging to the caster. The second spell has its effective Energy Level (for determining cast time), and Difficulty, increased by 2. The second spell gains the Subtle keyword. These effects last until the second spell is cast.