Spellbook

27 entries found.

Rank 1

Crop Touch
DurationPermanent
EL3
fatigue7
difficulty-8

This spell allows the Red Cloak to bless or curse living plants using the Sun's power. The Mage stands in the center of an area of plants and summons power, before unleashing it for one of the following two effects:

Blessing
The plants around the Mage are blessed, filled with the live-giving energy of the Sun. The plants effected grow wildly, putting forth new shoots and fruit almost instantly. Once this brief burst of growth is over the plants will suffer, becoming sickly and slow growing, unless the Mage takes a burden in which case the growth-spurt is not detrimental. A community dependent on blessed crops gain +3 Survival while the crops last.
Curse
The plants around the Mage are blasted with the Sun's energy. Small plants instantly blacken and shrivel, becoming as fragile as ash, while larger plants wither and fall back. Trees and other plants of similar size do not die, but will grow stunted and fail to produce crops in the current growing season. A community dependent on cursed crops gains a -3 Survival penalty.

The maximum area affected by the spell is an area of 10 Legats Square for each level of the casting Mage. The effects of Crop Touch can be reversed by Blessing of Water.

power+10 square Legats affected per Power Level

Rank 2

Lesser Binding (Black)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-6
Using this spell the Black Cloak may create a permenant magical bond with another Keldian that allows them to share their energies. This lesser bond is a mark of respect from a Mage to a trusted ally. The subject and Mage must both be willing to enter into the bond.

Once the Binding is complete the Mage and Companion are empowered by each other's mental fortitude. Each of them gains 1 Social Armour, and a +2 Spirit when making resistance rolls to coercion or mind control. The Companion feels a compulsion to work in the Mage's interests when executing plans and plots. An active link connects the two people. This link has no range limit.

A Mage may bind more than one person, but the difficulty of this spell increases by 3 for each subsequent binding. Each person in the Binding gets the same bonuses (i.e. the Mage does not get more armour from more people). When a Companion is bound they gain +1 Status Level.

The Mage takes 3 Weakening when the spell is cast.
Lesser Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-6
Using this spell the Red Cloak may create a permenant magical bond with another Keldian that allows them to share their energies. This lesser bond is a mark of respect from a Mage to a trusted ally. The subject and Mage must both be willing to enter into the bond.

Once the Binding is complete the Mage and Companion are empowered by each other's physical fortitude. Each of them gains 1 Physical Armour, and a +2 Spirit when making resistance rolls against fear or unconciouseness when fighting together or for each other. The Companion feels a compulsion to work in the Mage's interests when executing plans and plots. An active link connects the two people. This link has no range limit.

A Mage may bind more than one person, but the difficulty of this spell increases by 3 for each subsequent binding. Each person in the Binding gets the same bonuses (i.e. the Mage does not get more armour from more people). When a Companion is bound they gain +1 Status Level.

The Mage takes 3 Weakening when the spell is cast.
Red Earth
KeywordsCreation
DurationPermanent
EL1
fatigue8
difficulty-4
The Red Cloak must take a handful of the Red Earth of the Light Side and spend an hour on this spell. The handful is then enchanted, If it is thrown at the ground it briefly flares into flame, capable of doing D6 damage in an area of up to 1 stride square. The Mage can throw the powder using Agility + Weaponry (ranged) / Thrown, with a base range of 1. Up to 6 handfuls may be created and carried at once, extra portions carried by the same Mage will spontaneously combust (and may do so unexpectedly when carried by the Mage's companions).
power+1 damage per Power Level

Rank 3

Crossing the Border
DurationPermanent
EL1
fatigue3
difficulty-5
This spell creates a sphere of darkness with a radius equal to the level of the Black Order Mage times 4 in strides. This darkness can be dispelled temporarily by any light spell, but normal sources of light entering it are reduced to the barest of glows. The sphere is permanent as long as some source of shadow, a rock, a pit, or the Twilight lands, exists to sustain it.

In the Darkness of the Night Lands the effect is reversed, and the sphere creates a phosphorescent sphere of light that can exist wherever starlight falls. The Black Cloak pays 1 Health forever to create the sphere wherever it is.
power+3 strides radius per power level
Flametrap
KeywordsCreation, Subtle
DurationPermanent
EL1
fatigue8
difficulty-7
This spell allows the Mage to create a trap, by inscribing a mystical design on a solid surface and storing energy channelled from the Sun in it's curves and angles. The inscription requires precious oils worth 6, and takes 1 hour (reduce time by the margin of success on an Agility + Art roll). From then on, the first creature to either touch or pass within 1 Legat of the trap (The Red Cloak chooses which activating condition applies when the trap is made) triggers a magical explosion of flame 6 strides across, which does 2D4 fire to everything in the area (armour counts for half, Agility vs. 17 for half damage). Once inscribed the trap lasts as long as the surface on which it was written.
power+1 damage per Power Level
+1 Legat triggering range per Power Level.
Greater Binding (Black)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-12
Requires Lesser Binding (Black).

This spell transforms the Black Order Lesser Binding into a Greater Binding, marking the target as a trusted scion of the Orders. This spell elevates the target into the ranks of the Bonded Ones, marking them as a proxy of the Magi. The target must make a Spirit roll resisted by the Mage's Spirit if he wishes to resist the binding. If he does so then the lesser binding is also broken.

If the Binding is completed the target is empowered by an aura of status, perceptible even to non-Magi as a feeling of weight or majesty. A Mage can see this link even without a means of magical sight. If the character does not already have the Bonded-One path they gain it for free. Otherwise they gain +1 Status. The Binding compels the Bonded-One to tell the truth to their Master. They must succeed in a contested Spirit + Subterfuge vs. Presence roll to tell a direct lie to their Master, in which the Master gains a Presence bonus equal to their Level. Although they can tell indirect lies they will still feel a compulsion not to do so, and must spend a Determination to initiate any plot against their Master.

The Mage also gains a benefit from the Binding. In Social Combat they may avoid taking Social Damage by transferring the damage to the Bonded One instead. The Bonded One must have at least as much Status as the Mage wishes to transfer, and must be near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). The Mage may transfer up to their Level in damage in one round. If they have multiple Bonded Ones they may split the damage between them.

The casting Mage reduces their Health by one when the spell is cast. This loss cannot be avoided.
Greater Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-12
Requires Lesser Binding (Red).

This spell transforms the Red Order Lesser Binding into a Greater Binding, marking the target as a trusted scion of the Orders. This spell elevates the target into the ranks of the Bonded Ones, marking them as a proxy of the Magi. The target must make a Spirit roll resisted by the Mage's Spirit if he wishes to resist the binding. If he does so then the lesser binding is also broken.

If the Binding is completed the target is empowered by an aura of status, perceptible even to non-Magi as a feeling of weight or majesty. A Mage can see this link even without a means of magical sight. If the character does not already have the Bonded-One path they gain it for free. Otherwise they gain +1 Status. The Binding prevents the Bonded-One from attacking their Master. They must succeed in a contested Spirit vs. Presence roll to attack their Master, in which the Master gains a Presence bonus equal to their Level. Although they can initiate indirect harm to their master (e.g. by asking others to do so) they will still feel a compulsion not to do so, and must spend a Determination to initiate any plot against their Master.

The Mage also gains a benefit from the Binding. In Physical Combat they may avoid taking Lethal, Stun or Weakening Damage by transferring the damage to the Bonded One instead. The Bonded One must have at least as much Health as the Mage wishes to transfer, and must be near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). The Mage may transfer up to their Level in damage in one round. If they have multiple Bonded Ones they may split the damage between them.

The casting Mage reduces their Health by one when the spell is cast. This loss cannot be avoided.
Greater Spirit of the Dark
KeywordsSummon
DurationPermanent
EL2
fatigue10
difficulty-11
Like the lesser spell of a similar name this spell summons a Dark Side spirit and compels it to serve the Black Order Mage.

This spell, however, permanently binds the creature to the service of the Mage, after a sacrifice of 8 points from Health, Phys, Int, and Spirit (divided as the Mage pleases). After that the spirit will do exactly as the Mage pleases, for however long it takes, till the Mage is dead. All the Mage must do is roll a successful test of Intelligence resisted by 13 to control the creature, otherwise it attacks him. As with the Lesser Spirit the Demon called up by this spell cannot communicate with its caster except in the most simple of ways, for instance indicating pleasure or hatred. They cannot carry messages nor be used as sources of information.
power+1 Int to command the spirit per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
83
Claws
:
A19
D19
Init18
dam3D4+1
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.
Imprinting
KeywordsSustain, Creation
DurationPermanent
EL2
fatigue9
difficulty-7
With this power the Black Order can imprint magical power into an object, so that the portion of his mind trapped within will provide it with energy. A Mage must (willingly or otherwise) sacrifice a point of Spirit, which is bound into an Obsidian item, this portion of their soul can then provide a power source for another Black Order Mage, who uses 1 less fatigue per spell and has their power level increased by 2 while holding the item. Each time used the item must roll a 12 or less on a D20 or be shattered. It is possible to use your own Imprinted object, but the save to avoid shattering must be made against at -5, since the energy within is eager to return to the Mage's soul. If your own Imprinted object shatters in use gain 2CP in Spirit.

It is also possible to use Imprinting to place a burden into an existing imprinted object. This reduces it's shattering resistance by 4, and then requires a shattering test. If an imprinted object carrying a burden shatters then all the burdens are shed. An imprinted object cannot carry more than one burden.
power+1 save vs. shattering per 6 power levels
Rune of Summoning
KeywordsCreation, Augment
DurationPermanent
EL3
fatigue16
difficulty-11
This spell allows the Black Order Mage to craft a Rune of Summoning, a magical item that makes it easier to summon and control creatures called up with magic. The Mage must first craft (or have crafted) a small clay tablet into which certain symbols are placed using the Marking spell. Once the tablet is ready this spell is cast three times, on three successive days, using value 7 worth of materials in total.

The finished tablet, if carried by a spell caster, enhances any spell with the Summon keyword. The difficulty of the spell is reduced by 4, and any roll needed to control the summoned creature has a +1 Bonus. If a creature summoned with the use of a tablet breaks free, or turns on the summoner, then the tablet is destroyed.

It is also possible to use this spell to enhance the Mage's own summonings, without making a tablet. To do this the Mage marks the Rune of Summoning on the ground, and then casts the summoning spell afterwards while standing on the Rune. This gives the same bonus as a created tablet would give to another Mage, but for one use only.

Rank 4

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
Demon Binding Circle
DurationPermanent
EL2
fatigue9
difficulty-8
This spell allows the Mage to bind a Demon or spirit to him permanently by trapping it in a pattern tattooed into his own skin. Any Demon can be imprisoned in this way, from any order. All it requires is a roll of a D12 which must beat the level of the spell which summoned the creature. If the target creature was summoned by another Mage then add 2 to the target number and a further 1 if the creature’s summoner is there to resist.

If the roll is made the Demon is sucked into the circle and must abide with and serve the Mage in much the same way as a Greater Spirit of the Dark. Should the attempt fail then the Mage takes a number of points of damage equal to the target number and the Demon, if free, will attack him at once. Only one creature may ever be in the circle at once, till it is released or slain another cannot be captured.

The preparation of this spell requires that the Mage spend a week having the pattern tattooed by a master artist, casting the spell at 10 fatigue / -11 difficulty to seal the magic. To capture a Demon the circle must be visible, either on a naturally bare area of skin (usually the palm of the hand) or on an area kept shaven.
powerWhen checking to trap a creature +1 on the roll per Power Level
Fire Pit
KeywordsSustain
DurationPermanent
EL3
fatigue12
difficulty-12
Over a period of a week a Red Cloak may create a Fire Pit from red stone and iron. The Fire Pit is like a Mage, in that it traps the power of the Sun and allows it to be used for Red Order magic. To light the fire one or more Keldians must be burnt to death in the pit. The Casting Mage must sacrifice 3 Health.

Once the fire is lit it can maintain up to 2 Energy Level's of spell or burdens (each burden uses 1 EL), such that the total ranks of the spells involved are not greater than the number of Keldians sacrificed (burdens count as rank 1). Any spell with a duration of Maintained or Extended cast on a Fire Pit that has free Energy Levels becomes Sustained, and has it's duration extended for as long as the fire continues to burn. Similarly a burden passed to the Fire Pit is maintained for as long as the fire burns.

After that the pit must be tended constantly to function, requiring a constant supply of fuel equal to Wealth 6.
power+1 Energy Level / Burden sustained per 8 Power Levels.
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.
Star Iron Imprisonment
KeywordsSustain, Creation
DurationPermanent
EL3
fatigue13
difficulty-10
With this spell Black Order Mages can imprison someone’s soul within a Star Iron weapon. The target must remain still and in contact with the weapon for the entire duration of the casting. At the end of the spell the target must fail a simple Spirit roll (assuming they choose to resist). If they do their soul is sucked into the weapon, otherwise the spell fails. Either way the casting Mage loses a point of Health permanently.

One bound the soul is only dimly conscious and aware of the outside world. It can sense the presence and orders of its wielder, and struggles to resist them. Unless it can beat the wielder in an opposed Spirit test it must obey any orders. In some cases sentries are made from warriors placed in such weapons, but more normally it is some unfortunate Gifted or Mage who is imprisoned. Such a soul can then be commanded to use their powers, and they will be trapped forever unless the weapon is destroyed.

Once trapped the spirit has little in the way of conciousness, but can still use its powers if commanded to do so by one who wields the weapon. A Gifted soul uses its Gift on command, while a Mage casts its spells. A Mage soul retains all but its highest Circle of spells, but is reduced to a pool of only 15 fatigue, which it regenerates at the rate of 1 a day. Spells cast by a bound soul require no channelling roll, but always use the maximum fatigue, and must affect the blade or its wielder (spells which summon creatures, act at range, or require a targeting roll cannot be used). If the bound soul bears any burdens they are shed when it becomes trapped.

Although being bound into a blade is seen as a great honour for an aged Mage, most Black Order Mages are unwilling to become Star Iron creatures, and there are always stories that Red Order Mages have been forcibly imprisoned. The Red Order takes a dim view of this, and anyone wielding a Star Iron weapon that displays Red Order powers will find themselves under attack.
power+1 Spirit for the wielder's control per power level

Rank 5

Anneal
KeywordsCreation
DurationPermanent
EL2
fatigue20
difficulty-11
Requires The Unseen Forge

Using a forge and a hammer of the finest quality the Red Cloak can work over a piece of metal armour, using precious oils and dusts worth 12, for a period of three days, casting the spell three times over the period. Each day's casting also requires a successful Agility + Armoury roll. At the end of the time the armour gains +1 armour.
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.
Fire Bone
KeywordsCreation
DurationPermanent
EL1
fatigue16
difficulty-7
This spell requires something which can draw on the power of the sun, something that has once lived, hence the bone of a Keldian must be used. The Red Cloak enchants the bone over three days, casting the spell once on each day, and it becomes wreathed in undying fire which casts a glow like the Red Sun over an area 6 strides across. Should a Red Cloak grasp the bone and destroy its magic he can cast spells as if during the Brilliance on the Light Side, regardless of where he is.
power+10 strides are lit per Power Level
Golem of Fire
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a form cast from Wealth 15's of bronze or copper with a heart made from a single Treasure 6 crystal. This statue takes three smiths 100 days to complete. Each extra worker reduces this total by 4 , to a minimum of 30 days.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. Each casting of the Spell Inflicts a Magic Scar on the caster as the power burns through them. Each casting need not come from the same Mage. When the final enchantment is cast a life force must be forced into the Golem's shell. Any summoned Red Order creature (such as a Spirit from the Sun) bound to the casting Mage can provide the force, as can one of the Mage's own Greater Bonded Ones. Add the Circle of the sacrificed Demon (or Level of the sacrificed Bonded One) to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The finished Golem of Fire is a cunning artifice in the shape of a Keldian warrior, armed with a fire-wreathed weapon and powered by a constantly burning magical fire trapped within its gemstone heart. This fire makes them warriors of prodigious speed and ability. Such golems, when they have been made, are either set to guard a treasure of great worth or set as the lead warrior of a city’s armies. Such a Golem is usually Keldian in size and shape, but may be made in any shape without altering its attributes.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
14
20
6
20
7
12
100
3
0
5
0
3
7
175
Burning Weapon
:
A20
D17
Init23
dam2D8+9
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
Mass Life Bond
KeywordsSustain
DurationPermanent
EL6
fatigue32
difficulty-16
As with the 4th Circle Life Bond, but this spell binds a magic to the entire population of a place. This spell only affects area and protective Magics, such as Sun's Blessing or Sun's Shield. The spell is a ritual requiring 5 weeks to cast and a number of sacrificed Crdlu equal to the Difficulty + Circle + Burdens of the target spell. Once the Spell is cast the Mass Life Bond follows and forever maintains that spell so long as the people it was bonded to, or their descendants, remain in the protected place. Should the place be destroyed or the people leave the Life Bond ends. The Life Bond accepts a certain turnover of population. Up to 1/4 of the population may leave per year, as long as overall population remains at the minimum level required for the maintained spell. Mass Life Bonds are used in the founding of new towns and villages, providing protection and ensuring that the population remains where the Order desires.

The spell requires a population of at least 10 people per Energy Level + Circle + Power Level of the target spell. For example Sun’s Blessing requires at least 60 people to maintain.
Obsidian Golem
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a huge form carved from Wealth 16's worth of obsidian with a heart made from Wealth 15's worth of iron. This statue takes a smith with at least skill 5 and two obsidian carvers with at least skill 5 100 days to complete. Each extra worker reduces the total time by 5 days, to a minimum of 20 days. Normally the statue is carved in a Keldian's form, but it may be made in any shape, without altering its stats.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. When the final enchantment is cast a life force must be forced into the Golem's shell. Any other summoned Black Order creature (such as a Greater spirit of the Dark) can provide the force, but it must already be bound to the Mage that casts the final spell. Add the Circle of the sacrificed Demon to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The Golem is slow and can only comprehend the simplest of orders but it is almost impossible to destroy and horrendously strong. The Golem’s armour counts equally against magic and physical attack, and it is also mostly immune to the passage of time, thus it makes the perfect guardian for a site of great importance. Alternatively it may be employed as a siege weapon. The anger of the Demon bound within makes the Golem nearly incapable of constructive acts. It is far better suited to tear down a wall than to build one.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
3
8
6
40
12
6
100
3
0
8
0
0
0
159
Crushing Fists
:
A20
D3
Init8
damD12+8

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
Solar Gate
KeywordsCreation
DurationPermanent
EL5
fatigue20
difficulty-16
This spell is used to enchant a gate or doorway, usually a massive stone arch that must be carved with the images of winged fire demons and the sun before the spell will function. The spell is then cast 5 times on 5 days, not necessarily consecutive. Each casting imposes 1 burden, and costs Wealth 14's worth of burning woods over the 5 castings.

Once the enchantment is complete the gate will be so enchanted that anyone who knows its commanding invocation, and speaks with the authority of whoever commanded the spell to be cast, can activate the gate's defences. This causes the gateway to be filled with a field of burning light that does 4D10+5 damage to any object that attempts to break it. In addition it surrounds the outer face of the gate with a lesser field of burning light whose heat is enough to slowly melt bronze (this does not affect the gate or anything behind it) and which inflicts 2 damage per round on any who come within 20 strides of it.

Solar Gates defend each of the major entries of Ur, and the landwards gates of Derzak. Few other places bear such enchantments.
power+1 damage or +1 stride of outer effect per Power Level