Spellbook Black Order

19 entries found.

Rank 1

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
Blacksnap
KeywordsFast
DurationInstant
EL1
fatigue5
difficulty-6
A Black Order Mage can cast Blacksnap at the instant that he, or another person, is targeted by another spell. The target gains +2 Magical Defence for an instant (long enough to affect the other spell if the Reaction succeeds). The Reaction roll gains a bonus equal to 1 + the Mage's Level.
power+1 Reaction per power level
Blessing of Water
DurationFixed
EL3
fatigue7
difficulty-8

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:

Blessing
The plants around the Mage are blessed, their growth enhanced. The plants effected will grow well and strong over the following cycles, improving the quality of the next harvest. It has little immediate benefit however unless the Mage takes a burden in which case the plant growth is more rapid, with benefits appearing in days. A community dependent on blessed crops gain +3 Survival when the crops are used.
Curse
The plants around the Mage have the waters sucked from them, and wither and die. This effect starts immediately, but the consequences are unlikely to be felt for days, or cycles in the case of the largest plants such as trees. 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 Blessing of Water can be reversed by Crop Touch.

power+10 square Legats affected per Power Level
Dark Power
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue4
difficulty-3
This spell creates a single black bolt, similar in appearance to a flint or obsidian arrowhead, which flies from the Black Cloak’s hand to unerringly strike a target within 10 strides for 2D4 points of damage. In motion the bolt is almost invisible, appearing as no more than a black blurr in the air.
power+1 stride range per power level
Dark Sustenance
KeywordsSurvival
DurationFixed
EL1
fatigue6
difficulty-6
With this spell the Black Cloak can draw on water stored beneath the earth, gathering it for his use. Groundwater is drawn from the immediate area of the Mage, seeping out at the Mage's feet in drinkable form. This process takes 20 minutes in the parched Light Side or frozen Dark Side, but only 1 minute in the Twilight Lands.

The spell produces at least 2 Arins of water when cast. How many times it can be cast in one area depends on the availability of water. In the Twilight Jungles the Mage may continue to draw and purify water as many times as he likes, while in a Drylands Desert only 2 Arins a day might be available.

If the Mage chooses to take two burdens the seep of water becomes permanent. This has little effect in the Twilight Jungles, and likely only creates a little ice-fall in the Darklands, but can create a tiny spring in the Drylands, which may encourage a few plants to grow. Note that this use of the spell only concentrates water, however, and may make the surrounding area even drier as a consequence. A community with such a seep available gains +1 Survival.
power+1 Arin drawn per Power Level
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
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.
Joining of the Broken Stone
DurationInstant
EL1
fatigue4
difficulty-3
Placing two pieces of a broken rock together the Mage may restore them to their unbroken state. Note it is up to the GM whether this spell is capable of repairing magical objects.
powerAt +5 can merge pieces of two different rocks.
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
Marking
DurationInstant
EL1
fatigue2
difficulty2
The Black Order uses this spell to make a permanent mark on an object recording its date and owner, usually for goods. This mark, while seeming to be no more than complex rune to most eyes, is instantly recognizable and readable by any Order Mage. By this means is trade regulated and transactions recorded, usually on clay tablets. It is suspected that many of the Red Cloaks have trained themselves to read the marks, but officially only the Black Order has the skill.

The mark done by each Mage casting this spell is a unique sigil that identifies that Mage. A Mage may also learn one or more special Marks, such as that of his order or that of his city, however when casting such a Mark the spell takes a full 2 minutes to complete. It is possible for a Mage to try and copy the marking of a sigil he does not know. Increase difficulty by 2 to emulate another Generic Mark and 9 to imitate another Mage’s personal Mark. A Mark can only be copied if the Mage has it in front of them to study.
powerFor +1 power level wood or bone may be marked
For +2 metal may be marked
For +3 stone can be marked
For +4 Star Iron can be marked
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
Shade Dance
KeywordsAugment, Defend
DurationFixed
EL1
fatigue4
difficulty-3
Casting this spell summons up smoke-like shadows to dance about the Black Cloak, obscuring him from sight like a dream. The gains +4 defence for a number of rounds equal to his Level + 2.
power+1 turn duration per Power Level
Shadow Bonds
KeywordsAttack, Aimed
DurationExtended
EL1
fatigue3
difficulty-5
The Black Mage points finger at his target and, if he makes a To-Hit roll (using either Wrestling or Ranged / Special (magic) skill), they are bound by black shadow bonds at wrist and (at a higher power level) ankles. These have a Phys of 15 in the Bright Lands, 18 in the Twilight lands, and 22 on the Dark side and remain as long as the Mage pays 1 fatigue per minute.
power+1 to-hit per Power Level
For +2 bind a second set of limbs
For +5 the bindings renew each hour instead of each minute
Shadows Talking
KeywordsSense
DurationFixed
EL1
fatigue4
difficulty-3
The Black Cloak can look at the ground in the Daylands and Drylands and, from the marks that shadows leave in the soil, tell if people passed recently, how many, and how long ago, up to 20 minutes in the past. If he sees the shadow of a person directly then he learns whatever name that person is currently using. If used to follow a trail the Mage gains 2+Level Tracking, even if no trail is visible.

In the Twilight Jungles and Nightlands the spell's only effect is to give a tracking bonus equal to the Mage's Level.
power+10 minutes into the past per power level
Snow's Embrace
KeywordsSurvival
DurationInstant
EL1
fatigue4
difficulty1
This spell offers some protection from the bitter cold and snow of the Night Side. While it is in effect the Black Cloak, or the spell’s target, feels only moderate discomfort from the cold, and gains +6 Survival Nightlands.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.
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
Tabulate
KeywordsAugment
DurationFixed
EL2
fatigue3
difficulty-8
With the use of the Tabulate spell complex problems can be simplified, and difficult tasks enhanced. Castings of Tabulate are commonly used to help the Black Order manage the logistics of feeding cities, provisioning armies, and building roads, but it also has uses in the field.

To cast Tabulate the Mage must prepare a large clay tablet, sand table, or papyrus scroll, filling in details of the problem at hand. The Mage must have at least 1 level of the Ancient Runes skill to do this, and due to the time consuming nature of the tabulation the spell cannot be cast from a Matrix. The better the Mage understands the problem, the more detail they can enter into their tabulation. When the spell is cast additional details are magically filled in, allowing the Mage to predict the best way to tackle a task. The Tabulation might suggest the best place to hit a locked door, the ideal search pattern to find a hidden foe, the prefect shipping schedule to move an army, and so forth. The spell does not provide unknown information, but it helps the Mage deduce and calculate.

A number of people equal to 1 + the Mage's level gain a bonus to the task described in the tabulation equal to their Administration Skill, or the Mage's Administration Bonus, whichever is higher.

Tabulate cannot be enhanced with Power Levels, but additional Black Order Magi can co-operate in one Tabulation. Each additional Mage adds their level to the number of people who can gain a bonus from the spell. All the Mages must know the spell and have Ancient Runes 1 or more. The Casting Difficulty increases by 1 for each additional Mage.
Ward of Thorns
KeywordsWall
DurationFixed
EL2
fatigue6
difficulty-7
When Casting Ward of Thorns the Mage scratches a line in the ground. This can be as long as 10 Legats per Level, but the Mage must draw the entire line while casting. When the line is complete a wall of twisting grey thorns, bare of leaves, bursts from the ground along the line, rising to a height of 2 Legats. The thorns inflict D6 Lethal on anyone trying to push through them. If you try and do so roll Physical vs. 15. On a failure you take the damage but do not force your way through. Cutting a gap sufficient for a Keldian requires 14 damage with a cutting or chopping weapon against Defence 10. The wall lasts 10 minutes in the Light or Dark side or 30 minutes in the Twilight Lands.
power+4 minutes duration per Power Level
Wasp Service
KeywordsSummon
DurationSummoned
EL2
fatigue7
difficulty-5
This spell allows the Mage to call upon the wasp spirits of the Poison forests. The wasp spirits may be summoned anywhere in the Twilight lands, but not beyond them. Once called the swarm attacks a number of times equal to the Level of the summoning Mage +1, and then dissipates once more.

If cast by a Mage of at least the 5th level this spell can be used to bind a swarm of Wasp Spirits to the Mage permanently. To perform such a binding the spell must be cast three times on three consecutive days. On the third casting the Mage sacrifices a point of Physical and makes a Presence roll against the Swarm's Spirit. If the roll succeeds then the Swarm is bound to them.

The Mage may call a bound swarm forth at any time (in any part of the world). Once battle is over the Swarm vanishes again and cannot be called for another hour. A bound swarm does not naturally heal, but the Mage may take Lethal damage at will to heal the swarm whenever it is called.
powerFor +8 Power Levels a bound swarm heals 1 point per day
For +6 Power Levels the bound swarm can be called again in 3/4 of an hour and for +10 in 1/2 an hour
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