Spellbook Black Order

11 entries found.

Rank 4

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
Demon of Potence
KeywordsSummon
DurationSummoned
EL3
fatigue13
difficulty-12
With this spell the Black Cloak can summon a very powerful Demon of the most utter blackness. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air. This creature will serve the Mage for 1 minute per Level.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by the Demon's Spirit to force the creature from him or suffer 2D10+2 damage as the demon attempts to drain his soul. Should the Demon kill the Mage then it may possess his body and remain on Sun Keld till slain. This does not apply if the demon killed at least 12 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
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
Greater Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL3
fatigue10
difficulty-11
Requires Lesser Circle of Protection

To cast this spell the Mage must draw a circle in the ground on which he is standing, up to his level in strides across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +8. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.

This spell may be used in conjunction with Shadow Geomancy to make a Geomantic Circle.
power+1 stride diameter per power level
Life Bond
KeywordsSustain
DurationMaintained
EL3
fatigue15
difficulty-11
This spell is used to sustain a spell with the life force of a single person. The spell must be a single target spell that affects only one person, the target of the Life Bond, and has a Circle less than the Circle of the Life Bond. Once both spells are cast the target is subject to the effects of the other spell for as long as he lives unless the bond is broken. If the sustained spell normally places burdens on the caster, then they are placed on the target instead.

To achieve the bond the subject must consent, and make a simple Spirit roll, followed by a simple Phys roll. A failure on either roll causes both spells to fail and the subject loses 5 Phys forever. The Life Bond counts as a maintained spell for the target and the caster.
power+1 Phys, or +1 Spirit on the rolls to accept per Power Level
Life Giver
DurationExtended
EL3
fatigue13
difficulty-10
The Life Giver, along with the Red Order’s Sun’s Shield and Sun’s Blessing, keeps the city states alive. Though the Twilight lands are fertile by the great river, crops are hard to grow in competition with the virulent life of the Jungle. The Life Giver spell makes the poisonous blooms of the river die back, brings moisture to the dry soil, and helps crops to grow. The affected crops have a +10 to Survival and Farming rolls made by those who tend them, and produce twice the yield. The spell will bring life to a single field (a maximum of 250 thousand square legats) for 1 cycle, with a sacrifice of 1 life a cycle continuing the spell. Usually an Obsidian Sphere will maintain the magic instead of the constant sacrifice. The casting Mage nevertheless loses 1 Health forever.
power+1 field per power level
Power of Command
KeywordsAttack, Control, Ur
DurationMaintained
EL2
fatigue9
difficulty-8
This is a spell used by the Warder's of Ur. With a single word the Warder may freeze someone in their tracks, paralyzing their muscles. The target cannot escape the Power, indeed will not even want too, unless they make a roll of Spirit resisted by the Presence + Level, until the Mage who cast the spell allows them to do so. The spell can target anyone that can clearly hear the Mage's firmly pronounced word. For normal speech this is up to 8 Legats, while a shout may carry as much as 20 Legats.
power+1 Presence per Power Level
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.
Shadow Geomancy
KeywordsCircle
DurationFixed
EL3
fatigue13
difficulty-10

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.

Geomantic Circle

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.

power+5 strides square per power level
+1 day per 4 power levels
Shadow Nightmares
KeywordsAttack
DurationInstant
EL1
fatigue7
difficulty-6
This insidious spell can be used by the Black Order Mage to unsettle and frighten a group of people, up to 2 per level of the Mage. To cast the spell the Mage takes up a blow tube and blows a puff of grass pollen at a group of people within 10 strides of each other and no more than 2+Level strides away. These people are then beset by images out of nightmare, unexplained sights behind them, itching skin, shapes moving out of the corners of their eyes. Each member of the group must resist a Fear 18 attack.
power+1 Fear for every 2 power levels.
+4 Legats range per power level
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
Water Turning
KeywordsSurvival
DurationExtended
EL3
fatigue13
difficulty-10
The rivers of the Twilight lands are all tributaries of the One River, which is fed from the ice of the Dark Side, thus the Black Order’s magic can control them, altering their courses to flow where they will. With this spell a river can be bent up to 50 strides away from its course. Alternatively its sources can be made dry, reducing its flow by a third, or enhanced, increasing flow by a third. Either effect lasts only so long as the Mage sacrifices one man and one woman a day, or the spell is bound to an Obsidian Sphere.
power+15 strides deviation or an additional 1/3 alteration per power level.