Spellbook

50 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.
Blacksnap
KeywordsFast
DurationInstant
EL1
fatigue5
difficulty-6
A Black Order Mage can cast Blacksnap at the instant that he, or another person, is targeted by another spell. The target gains +2 Magical Defence for an instant (long enough to affect the other spell if the Reaction succeeds). The Reaction roll gains a bonus equal to 1 + the Mage's Level.
power+1 Reaction per power level
Crop Blessing
DurationInstant
EL4
fatigue5
difficulty-2
This spell allows the Cleric to infuse growing crops with the energy of the earth spirits, so that they better resist the difficult conditions of drought, sun and cold. It is in many ways a lesser version of the Red Order Sun's Blessing (though it affects only plants). To cast the spell the Cleric must walk the boundaries of the affected fields or plants, casting bonemeal (made from Keldian bones) onto the earth. Through this the attention of the Earth Spirits is drawn. The plants affected have a +2 bonus on Survival or Farming rolls made by those who tend them until the current crop is harvested, after which the ritual must be repeated. If the bone dust used is not drawn from the body of a Keldian who lived on the lands affected, raise the difficulty by 5.

Each use of the Crop Blessing can affect up to 1 field (100 paces square), of land.
Curing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to call upon the Ancestors and earth spirits to attempt to cure a curse, disease, or poisoning suffered by another Keldian. Taking them to a Satvan they conduct a ritual to importune the spirits for aid. The Cleric may make a roll of Presence resisted by the difficulty of the affliction to attempt to remove it, and may spend any number of additional fatigue (or Lethal) above the casting cost to increase the roll. If they make the roll then the affliction is broken and will begin to slowly fade (a curse has it's effects lessened, a poison or disease causes no further damage). Additional successes speed the recovery time. A Curing cannot affect an affliction with a difficulty greater than 10 + Caster Level x 5.

For dramatic curings (such as an attempt to remove a mighty curse) you may make the curse breaking roll into an extended contest of Presence vs. Affliction, where the Cleric may spend fatigue and lethal on each roll. Accumulating 3 successes ends the curse. In this case the Cleric takes the margin of failure on his rolls as Fatigue.

The difficulty of a disease or poison is equal to the resistance of any Physical (or equivalent) roll required by the sufferer to avoid it. Curses caused by spells have a difficulty of 10 + Rank + EL.
Dark Power
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue4
difficulty-3
This spell creates a single black bolt, similar in appearance to a flint or obsidian arrowhead, which flies from the Black Cloak’s hand to unerringly strike a target within 10 strides for 2D4 points of damage. In motion the bolt is almost invisible, appearing as no more than a black blurr in the air.
power+1 stride range per power level
Dustflash
KeywordsAugment, Defend
DurationInstant
EL1
fatigue4
difficulty-3
At the instant of casting a dry and hot wind arises about the Red Cloak, blowing up the red dust of the Light Side into a blinding storm. The storm affects a radius of Level + 1 strides about the Red Cloak, blinding anyone for A-10 D-5 (Ag + Dance roll halves), except the Red Cloak, who can see through his own spell. If cast in the Twilight or Dark lands the Difficulty is increased. Duration is level +3 rounds.
power+1 stride radius per Power Level
+1 round duration per Power Level
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.
Joining of the Broken Stone
DurationInstant
EL1
fatigue4
difficulty-3
Placing two pieces of a broken rock together the Mage may restore them to their unbroken state. Note it is up to the GM whether this spell is capable of repairing magical objects.
powerAt +5 can merge pieces of two different rocks.
Kindle
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue3
difficulty-2
This spell may set on fire any single flammable and non-living object within 20+Level strides of the Mage, which is no bigger than the Mage. Suitable targets might include dry grass, oil soaked cloth, oil or wax, or even very dry wood. Live plants, animals, stone, metal and the like will not catch fire. The spell always affects a single item, even if it surrounded by other flammable items, such as one rag in a pile of rags.

Targeting an item requires an attack roll (Using Ranged / Thrown or Ranged / Special (magic)), but stationary targets are treated as having a Defence of 5. Small targets (such as a twig on a shelf) might have a higher defence. If a creature is holding the item then use the creature's Defence for the attack roll.

When the spell hits the item begins to smoulder and then catches fire. Anyone in contact with the burning object will take damage as normal, depending on the nature of the burning item as described in the rules for fire damage.
power+2 Attack per Power Level
+5 strides range per Power Level
+1 multiple of target size per 3 Power Levels
Lesser Anchor
KeywordsLink
DurationInstant
EL1
fatigue3
difficulty3
With this spell a Mage can establish a link to another Keldian through which a portion of their magical energy flow can be directed. This link allows a little of the energy a Mage draws when Channelling a spell to be anchored in the other person, helping protect the Mage from failed castings. The Anchor must be cast the round before a second spell. If the second spell's Channelling roll fails then the effective margin of failure (for determining effects on the Mage) is reduced by 2, and the Anchor takes 1 Lethal damage. This cannot cause a failed Channelling roll to succeed.

To cast the spell the Mage must touch the target firmly. A Lesser Anchor can only be created with a willing subject. A Mage may only have one sort of Anchor (Lesser Anchor, Anchor, Master's Anchor) at once.
Lightning Burst
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue0
magic points4
With this spell a Halfman can strike a target within 10 strides with a bolt of blue lightning that inflicts D6+5 damage that ignores all non-magical armour. Those in metal armour, magical or not, take +2 Damage. No to-hit roll is required.
Boost+1 damage per Boost
Marking
DurationInstant
EL1
fatigue2
difficulty2
The Black Order uses this spell to make a permanent mark on an object recording its date and owner, usually for goods. This mark, while seeming to be no more than complex rune to most eyes, is instantly recognizable and readable by any Order Mage. By this means is trade regulated and transactions recorded, usually on clay tablets. It is suspected that many of the Red Cloaks have trained themselves to read the marks, but officially only the Black Order has the skill.

The mark done by each Mage casting this spell is a unique sigil that identifies that Mage. A Mage may also learn one or more special Marks, such as that of his order or that of his city, however when casting such a Mark the spell takes a full 2 minutes to complete. It is possible for a Mage to try and copy the marking of a sigil he does not know. Increase difficulty by 2 to emulate another Generic Mark and 9 to imitate another Mage’s personal Mark. A Mark can only be copied if the Mage has it in front of them to study.
powerFor +1 power level wood or bone may be marked
For +2 metal may be marked
For +3 stone can be marked
For +4 Star Iron can be marked
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.
Snow's Embrace
KeywordsSurvival
DurationInstant
EL1
fatigue4
difficulty1
This spell offers some protection from the bitter cold and snow of the Night Side. While it is in effect the Black Cloak, or the spell’s target, feels only moderate discomfort from the cold, and gains +6 Survival Nightlands.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.
Sun's Wrath
KeywordsAttack
DurationInstant
EL1
fatigue4
difficulty-3
The Red Cloak directs the raw power of the burning Sun to blast and burn a nearby target. The Mage has only to channel and gesture, and dull red fire explodes around the target, dealing 2D4+2 damage (ignoring one half armour). There is no need to roll to hit, but the spell can only affect a single target up to 7+Level Legats away. Sun's Wrath is an excellent defensive spell, but a poor offensive one, since it puts the Mage in range of any return attack. Unlike most damage spells, which can easily have their power altered by the Mage, Sun's Wrath is easily overloaded, exploding with power.
power+1 damage per two Power Levels
+10 damage per 10 Power Levels
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

Rank 2

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.
Drawing on the Earth
KeywordsLink
DurationInstant
EL1
fatigue4
difficulty-9
This spell allows the Cleric to draw on the strength of the earth to cast a spell. The Cleric casts this spell followed by another, or casts it on another person who then casts a spell. If both spells work then the Cleric only gains the fatigue for this spell, the fatigue from the second spell is absorbed into the earth. To perform this the Cleric must be in contact with the earth directly in some way, either through their feet or hands. It cannot be cast in a building above ground nor in a boat.

Whenever a Cleric Draws on the Earth they run the risk of absorbing some of the Earth into them. Roll a D20. If the roll is less than or equal to the Circle of the Spell whose energy was absorbed the Mage gains one fatigue permanently.
Flame of Deadly Healing
KeywordsHealing
DurationInstant
EL1
fatigue7
difficulty-5
When this spell is cast a burst of red flame leaps from the Mage’s hand to strike another person within touching range. Roll a D20. On an 11 or more this spell will heal D4 damage sustained by the target, on a 10 or less it will cause a further D4 damage. This spell only works on a willing or unconscious target.
power+1 on the healing/damage roll per Power Level
Healing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to attempt to heal a wounded Keldian with the help of an Ancestor. The Cleric must have some of the Ancestor's remains at hand, and the Ancestor must be willing. The Cleric touches the remains with one hand and the Keldian with the other and attempts to move damage from one to the other. If the spell succeeds the Cleric heals up to the capacity of the remains in Lethal damage, and the remains crumble to ash and blow away. Whether the spell fails or succeeds the Cleric takes 1 Lethal damage.

Different sizes of remains can absorb different amounts of damage. A small bone (finger or toe) will heal up to 4 Lethal, a larger bone (rib, forearm) will heal 6, while the largest bones (skull, upper limbs, spine) will heal 10. Obviously the stock of remains held by a given Cleric may be very limited.
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.
Power of the Black Order
KeywordsLink
DurationInstant
EL1
fatigue10
difficulty-6
Using this power spell a Mage may lend his ability to draw on a source of power to another Mage of either Order. The casting of the spell allows the Mage to add 1 Power Level to the spell of a compatriot.
powerFor every 2 further Power Levels the Mage may lend 1 Power Level more.
Power of the Red Order
KeywordsLink, Subtle
DurationInstant
EL1
fatigue10
difficulty-6
Using this power spell a Mage may lend his ability to draw on a source of power to another Mage of either Order. The casting of the spell allows the Mage to add 1 Power Level to the spell of a compatriot. Power of the Red Order is cast just before the spell to be enhanced, and applies to the next spell cast by the target.
powerFor every 2 further Power Levels the Mage may lend 1 Power Level more.
Red Path
DurationInstant
EL2
fatigue6
difficulty-5

This spell allows a Red Mage to find his way to distant places, things or people. The Red Sun sees all things on which it shines, and can guide the Mage to them. To cast this spell the Mage must name a place, object or person, using it's proper name (the spell cannot guide to a place merely by description), or point to a place, thing or person which he can see. After spending 10 minutes communing with the sun the Mage releases the energy towards the named target. The magic draws a line in the red soil for up to 30 Klegs, in the direction of the target. While following this trail the Mage gains a tracking bonus equal to 2 plus his Tracking Skill to find the target.

The spell has a number of restrictions :

  • It cannot find a target on which the sun does not shine. Specifically this means it cannot seek a target in the Darklands, nor one underground, or inside any structure.
  • It can indicate a path only in terrain through which the line can be marked, such as sand or earth.
  • It cannot find a target whose proper name the Mage does not know.
power+5 Klegs range per Power Level
Riving of the Dead Stone
DurationInstant
EL1
fatigue5
difficulty-4
With this spell the Black Order Mage may rive or split a slab of worked stone in half. This is the opposite of the 1st Circle joining spell. The spell only works on dead stone, i.e. not mountains, bedrocks and so forth, only worked stone, and on no stone more than a hand’s breath thick (i.e. not city or castle walls but certainly doors and similar). With a sharp crack the stone simply shatters under the Mage’s hand. The maximum area affected is 2 strides on a side.
power+1 finger of thickness per power level, or +1 stride area per power 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.
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.
The Unseen Forge
DurationInstant
EL1
fatigue3
difficulty-3
With this spell a Red Order Mage may join together any two pieces of metal that they hold in their hands if they make a Phys + Smithing roll resisted by a 10 for normal metal or a 15 for Star Iron. The spell performs no other repair.
power+2 Smithing per Power 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.

Rank 3

Blood Sorcery
KeywordsSustain
DurationInstant
EL3
fatigue10
difficulty-12
This powerful enchantment is used by the Mages of the Black Order to offset the disabling effects of some of their more powerful spells. By using the fresh blood of a living creature, animal or Keldian, cut with a bronze knife and poured into a bronze bowl, the spell enables a Mage to ignore the attribute reducing effects of spells such as Sword of Night or Lesser Binding, or the Lethal / Weakening damage inflicted by spells on their caster. It cannot offset attributes lost to bind Demons, since that sacrifice is part of the Demon's price.

The spell can prevent one point of attribute loss for each 10 Health's worth of blood sacrificed. The blood may come from multiple people but the total points of blood obtained from each person is reduced by the number of people. For example to get 30 points of blood from 3 people requires doing 13 damage to each of them! From 6 people it would require 11 points to each (5 + 6). This spell is cast just before the spell to be enhanced, which must be begun in at most 10 minutes after the Blood Sorcery. Note that the spell to be enhanced and the Sorcery need not be cast by the same person.

Blood Sorcery can also be used to offset the cost of a burden. In this case the burden is divided between each of the people who donated blood (10 points worth for each burden). Each of these people gains Flaw : Burdened but does not suffer an attribute loss.
End Enchantment
DurationInstant
EL2
fatigue11
difficulty-10
This spell allows a Mage to attempt to overcome an enchantment cast by another Mage, such as a ward, barrier, summoning and so forth. If the Mage succeeds fully then the other spell is nullified, otherwise it may be simply temporally suppressed or even unaffected. When this spell is cast work out by how much the spell roll succeeded. If this beats twice the level of the target enchantment +1 it is dispelled, otherwise if it beats the level +1 the target spell is suppressed for 5 minutes. If the roll fails to succeed by the level of the target spell +1 then nothing happens.
power+1 effective power per Power Level
Fire Sphere
DurationInstant
EL1
fatigue12
difficulty-5
To cast this spell the Mage must first prepare an enchanted sphere of red copper on which mystical designs are etched. This sphere is value 8 and has a Crafting (Mining / Smithing) Difficulty of 14. As part of the crafting process the Mage must cast the spell 3 times on 3 consecutive days, using 11 Fatigue and -10 Difficulty for each casting.

To activate the sphere the Mage casts it into an open fire (use Ranged / Thrown skill against a Defence of 10 - Size as given below), and makes a quick Channelling roll. If the throw and the casting are successful all the flame instantly rises up into a ball of fire which then explodes, doing D10+X damage where X depends on the size of the fire, 3 for a cook fire, 6 for a campfire, 9 for a large grate and 12 for a bonfire, to all in a 7 Legats radius. Each target may roll Agility resisted by 13 to take only 1/2 damage. After the explosion there is a chance equal to 7 or less on a D20 that the sphere is damaged and cannot be used to cast the spell again.
power+2 damage per Power Level
+1 chance of sphere being intact per Power Level
Flow Disruption
DurationInstant
EL1
fatigue7
difficulty-2
By using this tricky spell a Mage may attempt to interrupt the flow of energy another Mage is using to cast a spell before they can finish casting it. Flow Disruption must be cast faster than the other spell to have a chance to disrupt it, but 1 round spells can still be interrupted if Flow Disruption is used at the same speed.

To interrupt the spell the Mage must be able to see the caster as they are casting. They must then cast the Flow Disruption with the base difficulty increased by the difficulty of the spell they are trying to disrupt (do not count power levels). If their roll succeeds, and has a better margin of success than the casting roll of the other Mage, then the spell is disrupted.

For example a Red Order Mage is casting Dustflash (difficulty -3), and has a base Magic Save of 15. He rolls to cast against a 12, and rolls a 7 (margin of success 5). Another Mage using Flow Disruption tries to prevent him. She has a base Magic Save of 14. She must cast Flow Disruption at -5 (base of -2 increased by the difficulty of the Dustflash), and roll less than 4 (margin of success 6 or more), to interrupt the spell.
Life Flame
KeywordsHealing
DurationInstant
EL2
fatigue10
difficulty-9
Requires Flame of Deadly Healing

This spell allows the Mage to channel his own life-force into another, with the intention of healing his wounds. Unfortunately the magic achieves this by draining the Mage’s own Health. The Mage must touch the subject, who is briefly outlined in flame. The spell then restores D6 Health to the target while doing D6 damage to the Mage. No device nor spell will prevent this loss of life. This spell is not taught by all schools of Mages but is instead held only in the hands of the most significant locations of the orders, such as the Great Cities and the principal towns.
powerEach Power Level adds +1 to the amount of Health healed. For each extra point added in this way roll a D6. On a roll of a 6 the Mage takes a further D6 damage, in addition to the one caused by the spell.
Matrix Strike
KeywordsAttack, Aimed
DurationInstant
EL1
fatigue6
difficulty-6
This spell allows a Mage to target an opponent's Matrix, disabling it with a burst of magical energy. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack hits home the target's Matrix is disrupted, visibly crackling with random sparks of energy. A disrupted Matrix cannot be used, either to cast a spell or to provide fatigue, until the disruption ends, in a number of rounds equal to the attacking Mage's Level + 2.
power+1 range per Power Level
+2 rounds disabled per Power Level
+8 power levels to also wipe any spells in the Matrix
Night Flowering Blossoms
KeywordsSurvival
DurationInstant
EL1
fatigue10
difficulty-6
This spell is also called Night Opening Fruits for it causes the flowers of the Twilight lands to open, and the Kail Trees to put forth fruit. Since these flowers and fruit are the chief source of food in the wilds of the Twilight lands this is a valuable spell. The only danger is that the spell also opens the poisonous flowers of other plants, so the eater must be cautious (requires a successful Int + Survival / Twilight to collect the food). A single casting of this spell in the Poison Forest produces enough food to feed the Mage's Level in people for a day. Feeding larger numbers of people requires more plants, so the Mage may have to move around to find more.
power+1 person fed per power level.
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.
Storm Dust
KeywordsAttack, Creation
DurationInstant
EL2
fatigue14
difficulty-9
With this magic the Red Cloak may enchant a handful of Drylands dust so that it absorbs the fierce winds of the Light Side. The spell must be cast three times on three consecutive days.

When this dust is cast to the ground a Duststorm springs into life. The storm inflicts 2D4 damage per round to anyone caught within it (a Survival / Drylands or Deadlands roll halving the damage) and gives -5A. The spell’s storm only covers a 20 stride radius area and lasts for only 5 minutes. It is possible to enchant more than one handful at once, but each additional handful reduces the Mage's Spirit by 1 as long as it exists.
power+20 strides radius or +5 minutes duration per Power Level.
Sunbolt
KeywordsAttack, Aimed, Ranged
DurationInstant
EL1
fatigue6
difficulty-5
With a flick of the wrist and a shriek of superheated air the Mage unleashes a bolt of brilliant fire at a target. The Sunbolt requires a normal attack roll (using Ranged / Special (Magic) skill) to hit, has a base range of 12+Level, and inflicts 2D6 fire damage on a successful hit, igniting anything flammable that it strikes. Unlike most aimed attacks the Sunbolt is not blocked by intervening targets, it will simply go around them. It similarly ignores cover modifiers to the Mage's attack roll.
power+1 damage per Power Level

Rank 4

Consume
KeywordsAttack, Ranged
DurationInstant
EL2
fatigue10
difficulty-8
Requires Ignite

With this spell the Red Mage can unleash the essential fire of the Sun on any object, consuming it in brilliant flame. The spell acts like the Rank 1 spell Kindle except that it can target any solid unliving substance. Even stone, metal, glass or ice may be set alight using Consume. Like Kindle and Ignite the spell requires an attack roll, with stationary objects having a Defence of 5, while carried objects use the Defence of their bearer (or wearer).

On the round the spell is cast a bright glow begins to suffuse the object, inflicting 2 Lethal damage on anything in contact with it. On the following round the object bursts into supernatural flame, inflicting 2D6 damage to the object and anything in contact with it. The object's own armour is ignored.

The flames conjured by a consumed object are almost impossible to extinguish. Even immersion in water or sand will not put them out, only magical effects, or dispelling the Consume, will suffice. Otherwise the object will continue to burn until it is reduced to ash.
power+2 Attack per Power Level
+1 Multiple of the Mage's size per 3 Power Levels
Dislocate
KeywordsAttack
DurationInstant
EL2
fatigue9
difficulty-18
This spell allows a Mage to target an opponent's Matrix, destroying it by severing the connection between the Matrix and it's owner. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack succeeds then the Matrix is Dislocated, and its owner can no longer access it, losing the Quality (no CP are refunded for this). A Dislocated Matrix will flare with power and then slowly drift apart.
power+1 Legat range per Power 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.
Shadow Nightmares
KeywordsAttack
DurationInstant
EL1
fatigue7
difficulty-6
This insidious spell can be used by the Black Order Mage to unsettle and frighten a group of people, up to 2 per level of the Mage. To cast the spell the Mage takes up a blow tube and blows a puff of grass pollen at a group of people within 10 strides of each other and no more than 2+Level strides away. These people are then beset by images out of nightmare, unexplained sights behind them, itching skin, shapes moving out of the corners of their eyes. Each member of the group must resist a Fear 18 attack.
power+1 Fear for every 2 power levels.
+4 Legats range per power level

Rank 5

Sightblinder
KeywordsAttack
DurationInstant
EL2
fatigue11
difficulty-9
As its name suggests any Mage touching a subject and casting this spell may instantly strike them blind if they fail a roll of Physical resisted by a 15. If they make the roll then they are still temporarily blinded for a number of combat rounds equal to the level of the Mage. Casting the spell cause the Mage to lose 1 point of Health or Physical (caster's choice).
power+1 resistance per power level

Rank 6

Stilling
KeywordsAttack, Control
DurationInstant
EL6
fatigue20
difficulty-30
This spell is the ultimate punishment of the Orders upon their peers, and is considered a worse fate than mere execution. The target of the spell, who must be present throughout the casting, is permanently cut off from the magical energies of nature. Once Stilled they can no longer channel power from the Sun, Dark Side or any other source, the energy simply will not flow. Stilling entirely removes the magical abilities of any Mage, Wizard or Cleric, and will also remove any Gift Quality from it's target.

Since the Spell is of rank 6 it requires a caster of Level 9 or 10 to lead the casting and other Mages to assist, therefore Stilling cannot be done except by a group of Mages in conjunction. The Orders make sure to guard copies of this spell with great security, and it is cast only as a punishment ordered by a Mage's Court. Each Mage involved in the casting also suffers part of the backlash, losing 1 Spirit.

Stilling has no effect on the powers of the White Order.