This spell allows the Black Cloak to control the flow of life-giving waters to the plants around him, blessing or cursing them. The Mage stands in the center of an area of plants and summons power, before unleashing it for one of the following two effects:
The maximum area affected by the spell is an area of 10 Legats Square for each level of the casting Mage. The effects of Blessing of Water can be reversed by Crop Touch.
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
15
| 13
| 16
| 3
| 2
| 12
| 8
| 20
| 0
| 0
| 0
| 0
| 3
| 3
| 62
|
Sting :
A15
D13
Init19
dam2D4
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
15
| 18
| 16
| 9
| 12
| 14
| 10
| 14
| 0
| 0
| 2
| 0
| 4
| 4
| 72
|
Claws :
A17
D18
Init20
dam3D4+1
|
From the Dark Lands come many creatures that the Black Order Mages may draw upon. These creatures, Night Bats, Night Goblins, Giant Crabs and Crayfish and Iron Ravens, will answer the call of this spell and descend into the Twilight lands to do as the Mage bids, save that it threaten certain death. These creatures will not, however, venture into the Bright Lands, save during the Passing, and then only the Iron Ravens and Night Bats will go very far. Roll as follows to determine what answers the call.
D10 | Creature |
1-2 | Soror |
3-5 | Night Bat |
6 | Cambarid (Red) |
7-8 | Cambarid (Yellow) |
9-10 | Iron Raven |
The creatures serve the Mage for up to 10 minutes per level.
A Mage of at least 6th level may cast the spell at a higher power. This version has Difficulty -16 and Fatigue 12, and takes 10 hours to cast. When the summoned creature arrives the Mage may make an opposed Intelligence vs. Spirit roll with the creature. If the Mage wins then the creature is bound to the Mage, who must pay one permanent Health, if the Mage fails then the creature will attack them instead. A bound creature is like one tamed by a Beastmaster. It will accompany the Mage, even into the bright lands, and will obey his general orders at their normal Intelligence.
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
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20
| 24
| 19
| 4
| 17
| 15
| 13
| 30
| 0
| 0
| 0
| 0
| 2
| 5
| 94
|
Claws :
A22
D24
Init21
damD8+8
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20
| 16
| 20
| 15
| 20
| 10
| 15
| 50
| 0
| 0
| 6
| 0
| 3
| 5
| 123
|
Claws :
A23
D16
Init23
dam3D6+1
|
The Shadow Geomancy creates a complex rip in the fabric of space that ties a location in the Twilight Lands or the Light Side into the Dark Side. While within the Geomancy’s indistinct bounds a Black Order Mage casts magic as if they were on the Dark Side, and in addition gains D3 less fatigue for every spell they cast.
A Shadow Geomancy can only exist where darkness reigns. Even a sliver of unfiltered sunlight will dispel it. While it may be maintained inside a sealed and windowless chamber, it is more common to use spells such as Closing of the Eye or Crossing the Border both of which allow the Geomancy to be created. Regardless of the size of the shadow, the Geomancy only covers 10 strides square. Once cast the Geomancy slowly poisons the land around it, sucking the vitality from the soil. If the shadow that contains it has not failed first the Geomancy will break apart after a number of days equal to the Mage's Level.
The Shadow Geomancy spell also has an alternative use. Cast in combination with Greater Circle of Protection it can create an area of permenant magical protection known as a Geomantic Circle. This version of the spell requires both spells to be cast in succession, and causes the casting Mage to lose 2 points of Physical. The area created is a dead zone. Anything within it has MD +8 and also -15 to all channelling attempts. In addition spirit creatures are unable or unwilling to enter the Geomantic Circle. The presence of a Geomantic Circle is easily perceived by anyone with magical skills. Unlike a Geomancy the Geomantic Circle is permenant, although physically destroying the marked circle ends the spell.
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
|