Spellbook White Order

8 entries found.

Rank 2

Calling the Dead
KeywordsSummon
DurationSummoned
EL1
cast4
learn5
This magic calls an unnatural creature to the Mage’s service, a creature of the Outer Gods. This fell creature has its price, because of the corruption it inflicts on the Mage when summoned, but otherwise it obeys his will in all things, for it is the will of the Dark Ones. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It remains for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
79
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
Corpse Effigy
DurationMaintained
EL3
cast3
learn6
With this spell the White Cloak can conjure a simulacrum of a Keldian from detritus such as dead grass, twigs, bones and the like. The items used must once have been living. The dead matter swirls together to form a figure which will pass casual inspection as a real Keldian, though the Effigy does not speak and moves and reacts as if listless, depressed or exhausted. The Mage may imitate a specific Keldian if they wish (including themselves), by making a successful Int + Culture / Art roll.

Anyone casually inspecting the Effigy has a chance to realize that something is wrong with it, by rolling Int resisted by the White Cloak's Presence. A close inspection (such as a body search) will always reveal the deception. When the deception is revealed the Effigy crumbles at once into dust. The same thing happens when the Mage ceases to maintain the spell. The Effigy otherwise is insensitive to damage or danger, except that it will readily catch fire.
Blood+1 Presence to resist detection per Blood Level
Dark One's Light
KeywordsAttack, Ranged
DurationInstant
EL1
cast2
learn4
When this spell is cast it causes a Dark Radiance to gather about the White Order Mage, who may then strike a single target up to 10+Level strides away with it. The target takes D10+2 damage, and will be knocked down by the force if he fails a roll of Phys resisted by 11.
Blood+2 strides range or +1 damage and +2 resistance per blood level.
Deceiving Light
KeywordsIllusion, Subtle
DurationFixed
EL2
cast2
learn5
With this spell the White Order Mage may weave illusions from the red air. The distorted images that the spell creates have no substance, but they can be seen and heard and smelt as if they were real. The spell can create a number of separate objects up to the Mage's level in number, each no larger than the Mage, and separted by no more than 5 legats. The illusions will stand still, or repeat some simple task, without supervision, but require concentration to do more. The Mage must be able to see the illusions to have them act convincingly. The illusions last for 10 minutes.

Any seeing the spell’s images must roll Int vs. the Mage's Presence or fall for them and act as if they were real. If they pass the roll they are aware that something is wrong with what they are. The Passing Gift, or the 3rd Circle Black Order spell of the same name, instantly reveal the illusions for what they are.
Blood+2 Presence or +4 minutes duration per blood level.
Sacrifice
DurationInstant
EL2
cast1
learn6
To cast this spell the Mage must take the life of a single Keldian in ritual sacrifice, plunging a ritual blade into their heart. As the sacrifice dies it takes some of the Mage's corruption with it, sloughing it away with the flowing blood. The Mage loses corruption equal to the Spirit of the sacrificed Keldian. The 1 point of corruption gained for casting the spell is permenant however.

In desperate times the spell can be used to sacrifice an animal instead of a Keldian. In this case the corruption lost is equal to the creature's Intelligence or the Mage's Level, whichever is lower. The casting corruption is still permenant.
Spying on the Wind
DurationFixed
EL1
cast1
learn4
This spell causes a slight wind to blow over an area 1 kleg in diameter for every 2 levels of the Mage. This wind blows towards the mage, bringing to her the sound of every conversation in the area. The babble of confusing voices only allows the Mage to pick out up to his level in individual conversations for the 10 minutes of the spell’s duration.
Blood+1 kleg diameter per blood level.
Thorn Barrier
DurationInstant
EL1
cast1
learn3
This spell causes the plants of the Poison Forest to weave a barrier at the Mage’s command, it does not function anywhere else. This barrier is 20 + Level strides long and 4 high. Its depths are a cunning and deadly arrangement of thorns and poisons that will do 2D4+4 damage to any creature trying to cross it, doubled if they fail an Agility roll. The wall is permanent.
Blood+5 strides length or +2 damage per blood level.
Windtalker
DurationMaintained
EL1
cast1
learn4
This spell causes a ghostly wind to carry the Mage’s voice to any other or group of others up to 1 kleg + 1/3kelg per level away. The Mage need not know where the target’s are, nor will he gain this knowledge from the spell, but must concentrate upon the people he wishes to communicate with. The distorted words carried by this spell cause a Fear 10 attack. If the chosen targets are not within the spell's range it fails without indicating such.
Blood+1/3 kleg distance or +1 Fear per blood level.