Spellbook

32 entries found.

Rank 1

Air Barrier
DurationMaintained
EL1
fatigue0
magic points3
This spell conjures a barrier of churning air up to 3x4 legats in dimension. Projectiles striking the barrier fall to the ground, and even people cannot push through it unless they can roll Phys resisted by 14. Should anyone attempting too push through fumble they are thrown back for D4 damage. Any projectile of wood, bone, shell or similar fragile materials striking the Barrier has a 50% chance of being snapped or shattered.
Boost+1 legat dimension per Boost
+1 resistance per Boost
Calling the Sun Inside
DurationMaintained
EL1
fatigue2
difficulty2
This spell conjures a glowing ball of light that hovers just above the Mage's raised hand, providing illumination similar to a candle. Although the spell glows like sunlight it is not hot, and does not set things on fire. Using power levels a brighter light can be conjured, which also creates a larger sphere (requiring 2 hands in the case of the brightest light). The Mage may choose whether the sphere fades in when created and out when dismissed, or appears and disappears instantly.
power+1 Power Level allows the light to be varied between candle and the maximum level
+3 Power Levels gives light like a torch
+6 Power Levels gives light like a bonfire
+9 Power Levels gives light like the passing
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.
Distance Telling
DurationMaintained
EL1
fatigue2
difficulty0
Under the red sun or the pale stars it is very hard to tell distance precisely. With this spell the Black Cloak can estimate the distance to a far off object that he can see to an accuracy of 100 strides.
powerFor +1 power level the accuracy is 50 strides
For +2 10 strides, for +3 1 stride, and for +4 1/10th of a stride
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.
Eyes of the Master
KeywordsSense
DurationMaintained
EL1
fatigue2
difficulty-2
With this spell a Mage may link his vision to that of someone bonded to him if that person is willing and there for the Mage to touch when the spell is cast. While the spell remains in force the Mage cannot see what is around him, but sees what the bonded one sees instead. This spell has no adverse effect on the subject, other than the creation of a LInk. The Mage, however, must roll Agility resisted by 16 to move without falling over and cannot fight nor cast spells at all. While the spell is in force the Mage's eyes become black, and outlined by a faint radiance.
Fire Within
DurationMaintained
EL1
fatigue8
difficulty-2
This spell allows the Red Order Mage to draw deeply on the power of the Sun, filling their body with flickering flame. Anyone looking at the Mage when they do this can clearly see that they are brimming with power. The Mage's fur stands on end, each hair flickering with sparks, while their eyes glow with solar power. Such a display of energy is deeply intimidating, and the Mage gains Oratory / Command +5 to demand compliance by use of this threat. The only downside is the unusually high fatigue cost associated with holding so much power.
power+1 Command per 3 Power Levels
Lesser Command
DurationMaintained
EL1
fatigue3
difficulty-2
This spell allows the Mage to command and control small fires. While the spell is active the Mage can control small existing sources of flame (around the size of a candle or taper), extinguishing them, alter the colour of light they emit, or slowly moving them. The last effect can move a flame at around 1/10th of a Legat a round through the air. The flame will set light to flammable surfaces that it is kept in contact with as a normal flame might, and will go out if left on a non-combustible surface. Only one flame may be commanded at once.

Using the Lesser Command is a very overt action, the Mage must gesture at the flames and speak the commands.
power+1 item affected per power level
Lesser Ward
KeywordsAugment, Defend
DurationMaintained
EL2
fatigue3
difficulty-6
Invoking the power of the Lesser Ward draws a little of the empty night of the Dark side into the Mage, making all magic difficult. The Mage gains Magic Defence equal to 1 + Level / 4. The power that the Mage holds in the Ward affects himself as much as anyone else, the casting penalty for Maintaining this spell is increased by the Magic Defence gained.
power1 companion can share the power for every 2 Power Levels
Nearsense
KeywordsSense, Subtle
DurationMaintained
EL1
fatigue4
difficulty-3
When a Black Order Mage invokes Nearsense they are able to sense the world around them even without light or sounds. Nearsense allows perception even if the Mage is blinded or deafened (or indeed even if they have no eyes or ears). Nearsense is in some ways better than normal perception, and in some ways worse. The Mage can sense things in all directions, does not suffer any Defense penalties for being attacked from the rear, and gains +5 Observation to resist surprise. Secret doors and trapdoors are also easy to perceive, the Mage has +4 Search for these purposes. On the other hand the Mage cannot sense colour or texture, and cannot resolve fine enough detail to tell one person from another (or to read a document, tell water from wine, and so forth). Nearsense extends for 10 + Level Legats around the Mage.
power+1 Legat range per power level
Sensing the Flow
DurationMaintained
EL1
fatigue2
difficulty2
With this spell a Mage can use his ability to draw power to determine if an object reacts to magical energies. In this way he can detect if an object has magical powers, or contains written copies of spells (which will react in a small way to channelled power). Similarly he can sense Magical barriers, wards, and links within a few Legats of himself, because they will resonate with the energy he channels.

When examining an object the Mage must make an Int + Sorcery roll to understand what he is sensing. The resistance for this roll is 10 for normal enchanted objects or links to active spells, 12 for barriers and wards, 16 for magical potions and 18 spells hidden in a text.

There is always a risk that this spell can inadvertently damage or trigger the item examined. If channelling the spell damages the Mage it also damages the item for half the amount (round down).
power+1 Sorcery for identification per 2 power levels
Sunspear
KeywordsAttack, Aimed, Ranged
DurationMaintained
EL1
fatigue3
difficulty-5
When the Mage casts this spell a glowing javelin of living flame forms in his grasp. This weapon can only be thrown (it is of no use as a melee weapon), but will remain in existence until he does so. The Sunspear may be given to another person to throw, otherwise no one but the Mage may touch it.

To throw the Sunspear make an attack using either Ranged / Dart or Ranged / Special (Magic). The Sunspear has a Base Range of 8+Level, Mighty 1, and Initiative 0, and inflicts 2D4 fire damage on a successful hit. Whether it hits or misses the Sunspear flashes out of existence when the attack is done.
power+1 Base Range per Power Level
+1 Damage per two Power Levels

Rank 2

Chant
KeywordsAttack, Control
DurationMaintained
EL1
fatigue4
difficulty-8
The Earth Cleric begins a chant, a slow deep song of the ancestors. Any who hear the song must make a Spirit roll resisted by the Cleric's Presence. If they fail they will nod off to sleep, only to awaken naturally a few minutes after the song ends. Most people affected will sleep only lightly, and will be awoken by loud noises (make unresisted Stealth rolls to pass them by). Anyone who rolls more than one failure falls into a deeper slumber, and can be awoken only by vigorous shaking (or being attacked). The Cleric can continue to chant beyond the time needed to send the targets to sleep, maintaining the sleep, but any new person entering the area will be similarly effected. Note that the Cleric's companions are similarly affected. Only the Cleric is immune.
Cloak of Resilience
KeywordsAugment
DurationMaintained
EL1
fatigue4
difficulty-5
This spell conjures a phantom cloak that swirls about the Red Mage for up to 5 minutes. This cloak helps shield the Mage from damage and adds +2 physical Armour to all parts of the Mage for its duration. The spell is maintained until it reaches it's maximum duration.
power+1 minute per Power Level
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
Fetish
KeywordsCreation
DurationMaintained
EL3
fatigue11
difficulty-8
This ritual allows the Earth Cleric to construct a Fetish from bones and sacred remains. A Fetish allows an Earth Cleric spell to be cast in advance and bound into the Fetish for later activation.

The Cleric must first construct the Fetish, using value 4 materials and a successful roll of Agility + Faith / Satvan resisted by 12. Once the Fetish is successfully constructed the Cleric may bind a spell to it. The Cleric need only successfully cast the spell once, and it is then contained in the Fetish ready for later activation. Until that time the Fetish counts as a maintained spell.

To activate the Fetish the Cleric must simply destroy it. This takes one action, and requires a successful casting roll with a +3 bonus, but no fatigue. If the casting roll fails the Fetish is not wasted and the Cleric may try again on another round.
Forge of Courage
KeywordsAugment, Link, Battle
DurationMaintained
EL2
fatigue4
difficulty-6
Using this spell the Red Order Mage becomes a focus for the courage and martial prowess of the warriors around him. The Forge of Courage can affect up to twice the Mage's Level in people. To include a person in the spell the Mage must touch them during the casting (this may require extending the channelling time to reach them all). If the Mage is Bonded to any of the targets then he does not need to touch them, and they do not count against the limit of people affected. An untouched target cannot be more than 20+Level Legats away.

Each target becomes linked to the Mage and feels the heat and strength of the Sun flow into them. While the Mage continues to channel the targets gain a bonus to Attack and Bravery equal to the Mage's Level. The Mage must spend 1 fatigue per 5 people affected each round to maintain the spell.
power+1 person per power level
+1 base duration per 3 power levels
Liar's Link
KeywordsLink, Subtle
DurationMaintained
EL1
fatigue4
difficulty-4
This invidious spell can be cast only when the Mage has a Link of some sort active with a target, either through a Binding or through some other linking magic. The Liar's Link allows the Mage to exploit the link to weaken, deceive or persuade the target. While the original link remains active the target has a -4 penalty to Presence, Spirit or Intelligence when resisting the caster of the Liar's Link (such as resisting social skills, defending from social attacks, or resisting magical spells). The Liar's Link ends automatically when the link it relates to ends.

So long as the casting of the Liar's Link is subtle or unseen the target has little chance to realise what has been done. The Mage makes a roll of Presence + Subterfuge / Deception resisted by the target's Spirit. Only if they fail does the target sense that something about the link has changed.
Parting of the Flames
DurationMaintained
EL1
fatigue3
difficulty-5
This spell allows the Red Cloak to make a path, 1.5 strides wide and up to 27 long, through a fire. Anything that moves down this path will remain untouched by the flames, but may be affected by sparks, smoke and so forth. The path remains open as long as the Mage can retain concentration.
powerThe path remains open for 1 minute per Power Level after concentration ends
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

Dust Cloak
KeywordsAugment
DurationMaintained
EL1
fatigue6
difficulty-5
This spell is cast on the Red Cloak’s robe. The cloak takes on the hue, pattern, feel, and shape of the red soils and rocks of Sun-Keld, allowing the Mage a +5 stealth while out in the open. Even in the Twilight lands or in a city he gains +1. The cloak will work when carried by another, but the spell is still maintained by the Mage.
Master's Anchor
KeywordsLink
DurationMaintained
EL3
fatigue12
difficulty-14
This is a similar spell to Lesser Anchor, except that it allows a Mage to establish a link between themselves and someone to which they are Bonded. Unlike a Lesser Anchor this link is persistent. So long as the link remains the Mage has the margin of failure for all failed spells reduced by 4. In addition when a spell fails the Mage can share any damage or attribute loss caused by the failure between himself and the Bonded one as he wishes. The Link is only active as long as the Bonded One is near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). Any time the Mage transfers attribute loss to the subject (as opposed to damage) he must win a resisted Spirit roll with the Bonded One (even if they are willing) or the Anchor breaks after the transfer.

While the Master's Anchor is in force the Mage has a -1 Penalty to their Magic Save. The Mage may choose to end the link at any time. The Bonded One may attempt to end the link themselves by rolling Spirit vs. Spirit with the Mage.
power+1 Spirit for the Mage to maintain the Anchor per 2 power levels
Nine Eyes of Silence
KeywordsSense, Subtle, Ur
DurationMaintained
EL1
fatigue8
difficulty-9
This is a spell unique to the Black Order of Ur. This spell is used to spy silently on places where the Mage cannot go. It creates a magical ring of immaterial eyes which the Mage can see through by closing his own eyes. They have exactly the same range of vision as the Mage himself. To move the eyes the Mage must close his eyes and concentrate, when he does not the eyes stay still. Although immaterial the eyes cannot pass through solid materials, though they can fit through any gap no narrower than a finger’s width. The eyes can travel up to 300 strides from the Mage, moving at a normal walking pace.
power+50 strides maximum range per Power Level
Starlight Sending
DurationMaintained
EL1
fatigue6
difficulty-5
The Black Cloak spends 10 minutes reaching out to the strange skies of the Dark Side, and summons a curtain of aurora to sweep about and over him. While the shimmering streams of colour have little effect in the blazing sun of the Light Side they provide a phosphorescent glow good enough to read by in the Twilight lands, and a good light source in the Dark Side. While the sending is in force all Black Order powers receive the effect of 1 free Power Level. The Sending covers a radius of 1 Legat per Level around the Mage.
power+2 Legats radius per Power Level

Rank 4

Firewalk
KeywordsAugment
DurationMaintained
EL1
fatigue7
difficulty-6
This enables the Red Cloak to walk on fire as if it were earth, without taking any harm, and finding support on even such surfaces as solid flame, magma, burning rubble, blazing oil or anything else. As long as the Mage walks in this way, with bared feet, then they take no damage, though they are unprotected if they are actually pushed over into the flames. The spell also confers no protection versus fire magic, save that on which the Mage might be walking.
Life Bond
KeywordsSustain
DurationMaintained
EL3
fatigue15
difficulty-11
This spell is used to sustain a spell with the life force of a single person. The spell must be a single target spell that affects only one person, the target of the Life Bond, and has a Circle less than the Circle of the Life Bond. Once both spells are cast the target is subject to the effects of the other spell for as long as he lives unless the bond is broken. If the sustained spell normally places burdens on the caster, then they are placed on the target instead.

To achieve the bond the subject must consent, and make a simple Spirit roll, followed by a simple Phys roll. A failure on either roll causes both spells to fail and the subject loses 5 Phys forever. The Life Bond counts as a maintained spell for the target and the caster.
power+1 Phys, or +1 Spirit on the rolls to accept per Power Level
Power of Command
KeywordsAttack, Control, Ur
DurationMaintained
EL2
fatigue9
difficulty-8
This is a spell used by the Warder's of Ur. With a single word the Warder may freeze someone in their tracks, paralyzing their muscles. The target cannot escape the Power, indeed will not even want too, unless they make a roll of Spirit resisted by the Presence + Level, until the Mage who cast the spell allows them to do so. The spell can target anyone that can clearly hear the Mage's firmly pronounced word. For normal speech this is up to 8 Legats, while a shout may carry as much as 20 Legats.
power+1 Presence per Power Level
Sun's Shield
DurationMaintained
EL1
fatigue9
difficulty-8
With this spell the Red Cloak may protect a group of people or an area from the worst effects of the sun on the Light Side, their Survival / Drylands and Survival / Deadlands rolls gain a bonus equal to the Mage's Level if maintained over the course of a day. The spell continues for as long as the Mage concentrates (1 fatigue per hour). In the Twilight lands the spell can protect an area up to 40 strides square from the choking red dust storms that blow in from the sun side during the Passing, again while the Mage concentrates. Massive Sun shields made by many Red Cloak’s commonly protect the great cities.
power+20 strides square per Power Level
The Sun in Battle
DurationMaintained
EL3
fatigue12
difficulty-12
This spell conjures a huge sphere of burning light that hurtles through the air. Anything it hits takes 3D6+1 fire damage until it impacts the ground, where it explodes doing 3D8+4 damage in a hemisphere with a diameter equal to the Level of the Caster. The Mage controlling the spell may try to keep the sphere in the air each combat turn by rolling Int resisted by 15 each round. If he fails the sphere impacts. If he succeeds the sphere may move up to 15 legats, striking tagets as it goes. If the Mage wants to hit anyone with that movement he must make a To-Hit roll (using Ranged / Special (magic) skill) at -4. The sphere may hit multiple targets per round by splitting Attack as normal.

It is possible for the spell to be cast by more than one Mage at the same time. This adds +1 damage and +1 diameter per Mage involved. More importantly it allows each Mage in the spell to make a roll to control the sphere each turn, so should the first Mage fail there are still more chances. All Mages involved in the spell gain 1 fatigue each combat turn that the sphere is maintained.
power+1 damage per Power Level
+2 legats movement per Power Level
+1 Int for control per Power Level
+1 Attack per Power Level
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

Creature of Dust
KeywordsAugment
DurationMaintained
EL2
fatigue11
difficulty-9
The Red Cloak must sacrifice 5 health worth of blood to cast this spell, when he has done so he will dissolve into a cloud of animated red dust. This cloud is inert, and can neither affect the physical world, nor harm people, either by spells or otherwise. However the smoke may move at a rate of 7 strides a turn through any gap, and enter any non-airtight space, though it cannot pass through solid ice. The Mage may re-materialize at will, taking 2 minutes to do so, and the spell is then over.
power+2 strides per turn per Power Level
Darkseeing
KeywordsSense
DurationMaintained
EL2
fatigue11
difficulty-9
This spell of divination enables the Mage to move their consciousness to a shadow in a location that they know well. They may then observe and hear what happens in that place as if they stood in the shadow, though in fact there is nothing there at all to see. The area chosen must be within 40klegs If there is no shadow where the Mage expected it then his consciousness is cast back into his body and he takes D6+6 damage. The Darkseeing will be prevented by a Circle of Protection.
power+40 klegs per power level, at 1 hour per level