Spellbook

23 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
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.
Fade
DurationExtended
EL1
cast2
learn4
Requires a Flaw related to social anxiety or avoidance.

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

While the spell is in effect the White Cloak gains 2+Level Stealth, and can use Stealth to hide even in places where it would otherwise be impossible, such as in the middle of an open room, a brightly lit area, or near to someone searching for them. This effect lasts 5 minutes, Extending for 1 Lethal. The spell will end immediately if the Mage touches another person, or attempts to take anything which belongs to someone else.
BloodFor 7 Blood, the Mage can take items while still Faded
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
Pressure
DurationFixed
EL1
cast1
learn5
This spell can be used to increase the White Order Mage’s persuasiveness, allowing him to lie his way into the hearts of an unaware community. If the Mage is trying to persuade someone to do something then the spell applies a temporary +1 Presence. This bonus lasts for one conversation.
BloodA further +1 Presence per blood level.
Ravage
KeywordsAugment, Subtle
DurationInstant
EL1
cast3
learn4
Using this spell the White Cloak buys success at the cost of their own self. Ravage is invoked just before the Mage makes any skill or attribute check; the Mage gains +2 on that roll. Each time the Mage uses this power they damage themselves within, gaining corruption at a rapid rate. Sigmata caused by this corruption take the form of wracking coughs, internal pain, leaking pus, and black bile. A Mage who over-uses this spell cracks open like a rotten fruit, spilling corruption into the soil.
Strength Lending
KeywordsLink, Subtle
DurationFixed
EL1
fatigue4
difficulty1
With this magic a Black Order Mage may lend Fatigue to a comrade. Strength Lending is cast first to establish a link to the other Mage, which lasts until one or more points of fatigue are drawn. The linked Mage may choose to draw fatigue from the link when he casts a spell or otherwise deliberately loses fatigue (such as for exertion), and the link will remain in force until they do. As soon as fatigue is first drawn through the link the spell ends, and the casting Mage may choose to end the link before-hand if they wish, however they have no control over how much fatigue is drawn before that point.
powerAt +4 you can control the fatigue lent
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
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

Deceiving Light
KeywordsIllusion, Subtle
DurationFixed
EL2
cast2
learn5
With this spell the White Order Mage may weave illusions from the red air. The distorted images that the spell creates have no substance, but they can be seen and heard and smelt as if they were real. The spell can create a number of separate objects up to the Mage's level in number, each no larger than the Mage, and separted by no more than 5 legats. The illusions will stand still, or repeat some simple task, without supervision, but require concentration to do more. The Mage must be able to see the illusions to have them act convincingly. The illusions last for 10 minutes.

Any seeing the spell’s images must roll Int vs. the Mage's Presence or fall for them and act as if they were real. If they pass the roll they are aware that something is wrong with what they are. The Passing Gift, or the 3rd Circle Black Order spell of the same name, instantly reveal the illusions for what they are.
Blood+2 Presence or +4 minutes duration per blood level.
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.
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.
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.

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
Calling on the Sun
KeywordsSubtle
DurationFixed
EL1
fatigue7
difficulty-6
The Red Cloak throws a pinch of red rock onto an open fire an then gazes into the flames, calling on the Spirits of the Sun to appear in the flames and provide visions of the future. The Mage takes 1 Lethal damage, this is a payment to cause the Spirits to appear. Shapes appear while he concentrates on a single question. The GM rolls a D20. If the result is less than the Mage's Level + 4 then the Mage sees a truthful vision related to the question, otherwise he sees a false one. There is no way for the Mage to know which they have seen.
powerThe Red Cloak can ask 1 question more for each extra 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.
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
Passing Gift
KeywordsSense, Subtle
DurationExtended
EL2
fatigue9
difficulty-7
Some people have a gift known as passing sight, they claim to be able to detect a faint glow about a person that tells them of their moods and desires. This spell gives the Black Cloak a similar power, with it they may detect a person’s general emotional state and well-being (how much damage they have taken) from the dim colours playing about them. During the Passing the Mage can attempt to determine someone's Flaw by studying them for 5 minutes and making a successful Int roll resisted by the target's Spirit. Duration 5 minutes, Extends for 1 fatigue.
powerFor +3 power levels the spell functions as if during Passing at any time.
Speaking to the Sun
DurationFixed
EL2
fatigue9
difficulty-7
Using this spell a Red Cloak can, standing beside a fire, send his mind through it, so that his words are heard in the mind of a distant person, usually another Mage. The range of the spell is 50 klegs, and its duration 5 minutes. The casting Mage must know the Mage they are attempting to contact. If the person contacted is Bound to the casting Mage then the spell gains +5 Power for free.
power+50 klegs or +5 minutes per Power Level
The Blessing Touch
DurationFixed
EL1
cast1
learn5
When a White Order Mage wants to insinuate his way into some community he uses this spell. The next person that he touches, flesh to flesh, must roll Int resisted by the Mage's Presence or be entranced by the Mage. The entranced target will accept the Mage, in fact they will readily follow any reasonable suggestion that he makes, and invite him into their homes.
Blood+1 Presence per blood level.
Warrior's Strength
KeywordsAugment, Link, Subtle
DurationFixed
EL1
fatigue6
difficulty-5
Using this spell a Mage may draw on the power of a warrior that has been Bonded to them. When the spell is cast the Mage may draw Health from the Bonded One, up to twice their level. The Bonded One takes one half this amount as damage while the Mage may add this amount to her current Health, even if this makes it exceed its normal maximum. This extra Health will remain for up to 10 minutes, allowing the Mage to fight in the thick of battle without dying. After the spell expires the Mage loses Health equal to the amount gained, which might kill the Mage if they are not healed first.
power+2 minutes duration or +1 Strength gained per Power Level

Rank 4

Ride
DurationExtended
EL2
fatigue10
difficulty-8
This spell allows the power of darkness to reach from the Black Cloak’s mind into the mind of another, gaining control over it as if it were a puppet. Anyone the Black Order Mage touches must roll Spirit resisted by the Mage's Presence or be under the Mage’s domination, he may see through their eyes, hear through their ears, speak with their mouth, though haltingly, move their limbs and feel what they touch. Duration 5 minutes, Extends for 10 fatigue.
power+1 to the Mage's Presence per power level.

Rank 5

Cessation of Air
KeywordsAttack, Subtle
DurationExtended
EL2
cast2
learn8
This spell allows the Mage to try and strangle another creature to death merely by a whispered word. The target, who can be up to 15 strides away, must roll Spirit resisted by the Mage's Presence each combat round or take 5 Stun damage. Every subsequent turn increases the resistance by 1 and causes another Corruption point on the Mage.
Blood+1 resistance per blood level.