Spellbook White Order

8 entries found.

Rank 4

Calling the Deceiver
KeywordsSummon
DurationSummoned
EL1
cast5
learn6
This magic calls an unnatural creature to the Mage’s service, a creature more powerful than the Calling of the Dead. This fell creature is content to serve the Mage for the price of its summoning upon the Mage’s body. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It is immune to non-sacred weapons. In addition those it attacks suffer a Fear 14 attack. It remains on this plane for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
103
Claws
:
A23
D20
Init20
damD12+3
Curse of Corruption
KeywordsCurse
DurationPermanent
EL2
cast3
learn8
This spell has powerful effects for the White Order Mages, for it allows them to pass much of their corruption to another creature. The target must be captured and subjected to a lengthy 6 hour ritual, at the end of which he or she makes an opposed Spirit test. If the roll fails then 3/4 of the Mage’s temporary Corruption is passed to the target. The rest of the Mage’s Corruption then becomes permanent, nothing can ever get rid of it.

Should the Corruption be less than the Phys of the target there are no immediate effects, but the target will quickly die of an incurable illness. If is exceeds the Phys, however, then the target becomes a Ghebbeth under the Mage’s command. This creature is short lived, but powerful, and is usually sent far from the Mage to conceal his location. It gains the following modifications to its characteristics:
A:+3, Phys:+2, Agility:+2, Health:+5, Spirit:-2, Ar:+4
The Ghebbeth loses the power of thought and speech, and cannot be affected by mind control or reading, illusions or mental effects, nor can it use any magic it may have had. It will obey the orders of the Mage as best it can, though it may sometimes rebel in minor ways when faced with things or people it once loved.
Blood+2 Spirit per Blood Level
Curse of the Dark One
KeywordsCurse
DurationPermanent
EL1
cast4
learn6
This magic brings a blight upon the Village or Tribe that the Mage casts it upon, affecting a community up to 4 times his level in number. All of its members must roll Phys resisted by 15 or be sick for weeks, a fumble meaning death if nothing else is done. Crdlu sicken and die, water sources dry up, and crops wither. The Curse will remove any survival blessing in force on the same area. Once made even the White Order Mage cannot lift the curse, but the Black Order Life Giver spell negates it. Note that the Corruption gained from casting this spell is permanent.
Blood+1 person per blood level, blood level Corruption is not permanent
Night's Wings
KeywordsAugment
DurationFixed
EL1
cast1
learn6
For up to 10 minutes the Mage may fly through the air like a bird, at up to 20 klegs per hour, provided that they have on their possession a feather from a Night Raven. Their Agility in flight is however reduced by 12. If the spell’s effects wear off while the Mage is in flight then they drift safely to the ground.
Blood+3 klegs per hour or +4 Agility up to normal maximum, per blood level.
Poison Sending
DurationInstant
EL1
cast1
learn6
Calling on the Poison Forest the Mage takes any small object, living or dead, and coats it with a potent contact poison. Any creature touching it with bare flesh must roll Health resisted by 16 or take 2D12 damage. This poison remains active for up to a month after the spell is cast. This spell functions reliably only in the Twilight lands. Up to 500 klegs from there it has an 80% chance of working, up to 1000 a 70%. chance, up to 1500 a 60% chance, and only a 40%. chance up to 2000 klegs.
Blood+10% chance of function or +2 damage per blood level.
Reversal
DurationFixed
EL1
cast2
learn6
This spell reverses the effects of attacks aimed at the White Order Mage, be they physical or magical. The Mage rolls a D12 for each attack that strikes him. If he scores less than or equal to his level then the attack is reversed and affects the attacker instead. This works for a number of attacks equal to the Mage’s Level. Note that the Corruption caused by casting this spell is permanent.
Blood-1 on the dice roll per blood level.
Servant Walking
KeywordsCurse, Summon
DurationPermanent
EL2
cast5
learn8
This spell allows the Mage to take a Keldian on the point of death and turn them into a Ghebbeth servant. The newly dead servant appears to be for all purposes alive, with the same stats as they previously had, though they have no memory of their previous life beyond skills and all magical abilities of any sort are lost. The Servant also gains the following modifications to stats (unlike Curse of Corruption there is no Spirit penalty).
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4
The servant has two interesting features. Firstly some part of their body will always give away their true nature. Often they carry a white lock of fur, a misshapen foot, or their mouths are full of white ash. Similarly though they feel warm their hearts do not beat. Secondly a Servant can appear dead at any time they wish, and often look so fragile that a single blow will fell them. Only a Stonetalker with Healing Trait of 4+ who makes a roll of Int + Healing can detect otherwise. Often an apparently dead servant will rise and continue their Master’s mission as soon as the body is alone.

The servants only have one flaw, they accumulate 5 full points of Corruption every 5 days. If their Corruption exceeds the lowest of their Int, Phys or Ag then the Servant collapses into white ash instantly.
Wind Mount
KeywordsSummon
DurationMaintained
EL1
cast1
learn8
This spell enables the Mage to summon up a cloud of churning air which can be used as a mount. The wind Mount will carry the Mage into the air and speed him to his destination, covering 30 klegs every hour. The wind mount remains under the Mage's control until he chooses to land.