Spellbook

7 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
Aura of Order
DurationExtended
EL1
fatigue4
difficulty-3
This spell allows the Black Mage to call on the order and simplicity of the Dark Side and radiate it, calming and focussing the minds of all those around him. Anyone within 2+Level Legats of the Mage finds their minds ordered, unless they succeed in a Spirit roll resisted by the Mage's Int. An ordered person has +1 Intelligence, +1 Spirit and -1 Presence. The maximum number of people that the Aura can effect is 5 times the Mage's level. The Aura lasts for 3 minutes, Extending for 2 fatigue.
power+1 person per power 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.
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
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.

Rank 2

Inviolate Mind of the One
KeywordsLink, Social
DurationFixed
EL1
fatigue6
difficulty-4
With this spell the Black Order Mage may bind the wills of a number of people together so that they can resist fear and mind control. While bound every member of the group can resist fear or mind control using the best attributes of the group. The Difficulty of the spell is 2+The number of people in the link, i.e. always at least 4. The spell can be cast on any number of people that the Mage can see when casting the spell and who agree to the link, each of them also gaining 1 fatigue. The spell will then operate for as long as the group remains within 15 strides of each other. Should any member die, go unconscious, or pass beyond 15 strides the spell ends at once, and ends at the end of the next 2 hours in any case.
power+1 hour duration per 2 Power Levels

Rank 3

Aura of Glacial Calm
DurationFixed
EL1
fatigue6
difficulty-5
With this spell the Mage can exert an influence of calm on a group of people up to his level in number. Angry people become annoyed, annoyed people become calm. This calming effect lasts 10 minutes. A character may roll Spirit resisted by the Mage's Int to attempt to resist.
power+1 person or +5 minutes per Power Level