Spellbook White Order

9 entries found.

Rank 3

Ill Sign
KeywordsCircle
DurationPermanent
EL1
cast2
learn5
The magic of this enchantment creates a dark sign upon any surface, usually a gate, chest or door, something which can be opened. The sign radiates a sense of foul corruption, so that a character must take a Fear 11 test each time he wants to approach it until he passes a test. The Sign also adds +10 Health to whatever surface it protects, and makes it firmly locked unless the Mage is there to open it, finally if the protected object is opened anyway the sign explodes, doing D4+4 damage to anyone within 6 strides of it.
Blood+5 Health, +2 damage, or +2 strides range per blood level.
Levitation
DurationFixed
EL2
cast3
learn6
This spell allows the Mage to cause an object or person to soar up into the air and then fly at the Mage’s command. The weight of the object is up to 1 Tirol per level, and it can be raised up to 1 stride per level. If the Mage holds the object in one place then he may keep it there for up to 8 minutes per level, otherwise he may arrange so that it will fly through the air at a speed of 20 klegs per hour for up to 4 minutes per level. Finally he can drop the object or dash it against the ground for normal falling damage.
Blood+1 stride height or +5 minutes duration per blood level
Manifestation
KeywordsSummon
DurationFixed
EL3
cast4
learn4
Using this spell the Dark Ones can use their link to the White Cloak to Manifest on Sun Keld for a brief moment. The nature of this manifestation varies wildly from entity to entity. Some may appear as no more than a voice, sensation or presence, unable to do more than communicate with their minions, while others can create a corporeal entity for themselves for the brief time they appear in the solid world (in this case use the stats from Calling the Deceiver. In either case the agenda of the summoned Outer God is it's own, and the White Cloak has no control over it whatever.

All corruption gained from casting this spell is permenant.
Phantasm
KeywordsArea, Attack, Control
DurationExtended
EL3
cast4
learn4
This spell conjures up a storm of phantasms and illusions that bring fear and confusion to all they effect. The spell must be targeted at a point no more than 100 + (Level * 100) Legats from the Mage, and affects an area 100 Legats in diamater. In the first few minutes after casting a wind begins to rise, followed by veils of dust, mist or snow (depending on where the spell is case). This rapidly grows into a blustery storm (Vision -4).

Anyone within the affected area is assaulted by fleeting images and illusions of things that they fear, inflicting a Fear attack of 14 + Caster Level. If the Caster is aware of a specific mental flaw suffered by someone within the area of effect then the flaw penalises the Fear check (as the images will target that flaw in particular).

After 10 minutes the storm lessens in intensity and fades away as quickly as it rose. The Mage may extend the spell by taking a further 3 Corruption, however each person in the area only suffers one Fear attack.
Blood+1 Fear per 2 Blood Levels
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.
The Blessing Touch
DurationFixed
EL1
cast1
learn5
When a White Order Mage wants to insinuate his way into some community he uses this spell. The next person that he touches, flesh to flesh, must roll Int resisted by the Mage's Presence or be entranced by the Mage. The entranced target will accept the Mage, in fact they will readily follow any reasonable suggestion that he makes, and invite him into their homes.
Blood+1 Presence per blood level.
Voices of Light
DurationFixed
EL1
cast2
learn5
This spell summons up air spirits to seek out any group or place the Mage knows the location of, there to produce whispered voices and cries, up to 20 at once, from behind doors, over walls, through trees, and so forth, imitation as they do so the voice of any creature that the Mage has heard The maddened spirits of the air are themselves maddening to hear and all who hear them must take a Fear 12 attack if the Mage so wishes it, though they cannot imitate anything else while doing so. The spirits dissipate after 10 minutes.
Blood+1 insanity or +5 minutes duration per blood level.
Wind Dragon Summoning
KeywordsSummon
DurationSummoned
EL2
cast4
learn7
This spell summons a monstrous wind spirit to serve the Mage, to bring which he must spill his own blood, sacrificing 1 point of Physical forever. It blows up, forming a huge coiling body 50 strides long that snakes around the Mage, never touching him. The Mage may also send the creature to attack other targets.

Since the Wind Dragon is immaterial its main attack is by its Phys, any target hit must roll Phys resisted by the Dragon's Phys or fall down for the Dragon’s Physical Bonus in damage. However its body picks up the world around it making it doubly deadly. The Wind Dragon remains to serve the Mage for 10 minutes.
Blood+4 minutes duration per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
92
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4