Spellbook White Order

44 entries found.

Rank 1

Agitate
DurationInstant
EL1
cast1
learn4
Using this spell the White Cloak can target another Keldian and bring out the worst in them, encouraging their petty flaws, hatreds and prejudices. The Mage must roll Presence resisted by the target's Spirit +4. If he succeeds the target becomes agitated, angry, vengeful, lazy or similar, the negative emotion chosen being based on their existing disposition (e.g. an angry man will become more angered, while a nervous one becomes fearful). The White Cloak's roll has a bonus equal to the Corruption of the target. In addition the target's Spirit is penalised by any Flaw which applies to their worsening mood. The Mage does not get to choose the new behaviour of the target.
Blood+1 Presence per Blood Level
Balefire
KeywordsAttack, Aimed, Ranged
DurationInstant
EL1
cast2
learn3
This spell allows the Mage to summon an eldritch blue glow which can be directed to strike at any target within twice the Mage’s Level + 4 strides, after a normal To-Hit roll (using Attack + Ranged / Special (Magic). If it strikes the victim takes 2D4 damage which ignores all armour.
BloodPlus 2 strides range and either +1 To-Hit or +2 damage per blood Level.
Denial
KeywordsDefence, Fast
DurationExtended
EL1
cast1
learn3
Using this spell the White Order Mage focuses their will on denying whatever might threaten them. Flinging up a warding hand (or making some other obvious gesture of denial, such as shouting No!) the Mage conjures a defensive barrier or shroud that endures for 2 rounds, extended for 1 Fatigue. The barrier provides the Mage with an armour and Magic Defence bonus equal to 2+Level applying to all attacks. When an attack penetrates the shield the Mage may reduce any damage taken on a one for one basis by gaining additional corruption.
Blood+1 round base duration per Blood Level.
Desire
DurationMaintained
EL2
cast2
learn5
Requires a Flaw related to controlling or hurting others

Using this spell the White Order Mage unleashes the dark desires within another, forcing them to follow their most base instincts. By looking a target in the eyes and speaking, the Mage forces the target to succumb to their flaws. The target may roll Spirit, penalised by -2 for each Flaw that they have. If they fail they must act in accordance with their Flaws (all of them) as if they had triggered them normally. The Mage has no control over how the target then acts, only a certainty that they give way to their basest desires.

The target gets 1 Determination.
Dustworm
DurationMaintained
EL1
cast1
learn3
This spell conjures up a vast cloud of dust and earth from the Light Side, it has no function elsewhere. This cloud surrounds the Mage, hiding him from view for the time he will need to escape. The cloud covers an area of 10+Level strides square. All those within the cloud have their vision reduced by -6.
Blood+8 strides square and +4 vision reduction per blood level.
Fade
DurationExtended
EL1
cast2
learn4
Requires a Flaw related to social anxiety or avoidance.

When the White Cloak casts this spell they fade from view. Although the Mage does not become invisible, they are easily overlooked. Even someone making a casual search for them will tend to overlook them if they can. This is a mental effect, and can be blocked by a successful Spirit vs. Presence roll if the searcher has a reason to believe that they are affected.

While the spell is in effect the White Cloak gains 2+Level Stealth, and can use Stealth to hide even in places where it would otherwise be impossible, such as in the middle of an open room, a brightly lit area, or near to someone searching for them. This effect lasts 5 minutes, Extending for 1 Lethal. The spell will end immediately if the Mage touches another person, or attempts to take anything which belongs to someone else.
BloodFor 7 Blood, the Mage can take items while still Faded
Hand of Dust
KeywordsAttack
DurationInstant
EL1
cast2
learn3
This spell empowers the Mage’s hands with deadly energies for a number of combat rounds equal to her level. any creature she may touch in that time takes a magical attack of D6+3 points. The White Order Mage must use her naked touch, neither gloves nor weapons must intervene. Any successful Attack + Warfare hit will deliver the touch.
Blood+1 damage per blood level.
Pressure
DurationFixed
EL1
cast1
learn5
This spell can be used to increase the White Order Mage’s persuasiveness, allowing him to lie his way into the hearts of an unaware community. If the Mage is trying to persuade someone to do something then the spell applies a temporary +1 Presence. This bonus lasts for one conversation.
BloodA further +1 Presence per blood level.
Ravage
KeywordsAugment, Subtle
DurationInstant
EL1
cast3
learn4
Using this spell the White Cloak buys success at the cost of their own self. Ravage is invoked just before the Mage makes any skill or attribute check; the Mage gains +2 on that roll. Each time the Mage uses this power they damage themselves within, gaining corruption at a rapid rate. Sigmata caused by this corruption take the form of wracking coughs, internal pain, leaking pus, and black bile. A Mage who over-uses this spell cracks open like a rotten fruit, spilling corruption into the soil.
White Gift
KeywordsCurse, Subtle
DurationInstant
EL1
cast1
learn3
To cast this spell the Mage must simply touch another Keldian, flesh to flesh, in an intimate moment (friendship, love, trust, and so forth are all intimate enough). When they do so the pass a number of corruption points equal to their Level +2 to the other person, but gain 1 permenant point as they do so. By use of this spell a White Mage may keep their corruption in check, while corrupting others.

If the person who receives the touch desires to join the White Order, and is aware that they have been offered and are accepting the Gift, then this spell also gives the target the White Order Mage Path and 1 permenant corruption. In this case the casting Mage does not gain 1 permenant corruption.
Blood+1 corruption given per Blood Level
Wind's Service
DurationInstant
EL1
cast1
learn3
This spell summons a gale of wind that strikes against the target of the Mage’s choice. The wind has a Physical score of 10+Level. At higher levels the spell can throw people from their feet, stave in doors, and so forth. The wind blows for a number of rounds equal to the Mage's Level, either directly away from the Mage in all directions, or in a cone 10+Level Legats long.
Blood+2 force per blood level.
Windstep
KeywordsSubtle, Passion
DurationInstant
EL1
cast1
learn4
Requires a Flaw related to fear or panic

This spell allows the White Cloak to escape from danger. By stepping into the wind they are instantly transported a little distance away from danger. The Mage teleports to a spot up to 10 Legats away in any direction; they need not have been able to see the spot before moving. At the same time the Mage gains +7 Stealth for 1 round as they slip away, flitting through air and shadow at the spell's whim.
Blood+1 round per Blood Level
Windwall
KeywordsWall
DurationFixed
EL1
cast1
learn3
The White Order Mage throws a handful of sand into the air and a wall of iron-like wind materializes, strong enough to rebuff any force up to Phys 32 and resist any projectile. The wall is up to 2 strides high, 4+Level long, and 1/2 stride thick. The wall remains where it has been commanded for up to 10 minutes. Windwalls placed in the way of oncoming gales will cut the force of the wind, and resist blown rain, but do nothing to prevent magical forces or lightning.
Blood+2 strides square for each blood level.

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.

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

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.

Rank 5

Cessation of Air
KeywordsAttack, Subtle
DurationExtended
EL2
cast2
learn8
This spell allows the Mage to try and strangle another creature to death merely by a whispered word. The target, who can be up to 15 strides away, must roll Spirit resisted by the Mage's Presence each combat round or take 5 Stun damage. Every subsequent turn increases the resistance by 1 and causes another Corruption point on the Mage.
Blood+1 resistance per blood level.
Dark Sign
KeywordsCircle, Creation
DurationPermanent
EL1
cast5
learn8
This spell allows the White Order Mage to create an evil symbol that draws on the power of the Outer Gods. The Dark Sign takes 3 days to make, and occupies at least 3 square strides of ground. To draw it the Mage needs the blood of a Crdlu, powdered obsidian, and a pinch of Star Iron ore. When it is done the Dark Sign intensifies the Outer God’s power. If the White Order Mage casts a spell while within level x 3 strides than the amount of Corruption he gains from the spell is reduced by one. The points of Corruption gained from casting the Sign are permanent.
Blood+2 strides per blood level. Corruption gained in this way is permanent.
Desecrating Summoning of the Hunter
KeywordsSummon
DurationSummoned
EL2
cast3
learn8
The White Order Mage must mount to the highest place within a kleg and light there a fire before casting this spell. He then makes a Level + Corruption roll. If he succeeds his spell calls D4 Hunters to his service. These foul creatures serve the Mage until they have each slain seven Keldians, until they are slain, or until a day has past. If they have not slain their fill by then then they will attempt to slay the Mage instead, and they will usually succeed.
Blood+1 on the summoning roll to summon per blood level
Hollow One
KeywordsAugment
DurationFixed
EL1
cast2
learn7
With this magic the White Order Mage can make himself like a Ghebbeth, gaining similar power to that bestowed on a corpse by the Servant Walking spell. While in this state they have the following bonuses:
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4, Barehanded attacks do d6 base damage
In addition, since the Mage is simply a hollow vessel filled with the Dark Power he takes half damage from piercing weapons. Unlike a normal Ghebbeth the Mage retains all his powers and will, he is simply more dangerous and more powerful. The state lasts for 10 minutes.
Blood+10 minutes or +1 armour per blood level.
Making of the Dark Amulet
KeywordsCreation
DurationPermanent
EL3
cast5
learn8
The Dark Amulet created by this spell is a piece of purest Obsidian about a hand across, strung on a leather thong and hung around the neck. It takes more than a week to carve the surface of the amulet into the runes of the Outer Gods. If hung about the neck of a follower of the Mage it inspires them to a state of insane devotion equivalent to Frenzy, and in which they must roll Int resisted by the Mage's Presence, or be willing to die as the Mage orders. They will always die to save his life if they can. If the amulet is hung about the Mage’s own neck then it increases his Magic Armour by 3. In both cases the amulet has no effect as soon as it is removed.
BloodFor +4 blood levels the amulet confers +1 Armour to its wearer
For +6 blood levels the amulet confers +5 Health to its wearer

Rank 6

Ritual of Destruction
KeywordsCurse
DurationPermanent
EL3
cast5
learn9
This spell allows the White Order Mage to devastate a vast area with the Corrupting touch of the Dark Ones. The Mage must embark upon a long ritual, many hours in length, whose cruelty causes the Mage to lose 4 Health and 5 Phys for the next day. As the ritual progresses the area around the Mage becomes tainted with a dark power. If the ritual reaches its conclusion all plants in the area die, and all animals flee or perish. The ground becomes red and blasted, shot through with bitter black ash, and incapable of supporting life for a hundred years afterwards. Any source of water becomes filled with salts that make it tainted and undrinkable, while deposits of ore are broken and made impure. Any Survival Blessing spell is destroyed. The area of effect of this terrible magic is 10 strides radius per level of Mage casting the spell.

On complete the spell creates a blasted area in which the power of the White Order is enhanced. White Order magic used in this area causes no corruption.

The corruption gained from casting the spell is permenant.
Blood+1 strides radius per level per blood level