Spellbook Black Order

8 entries found.

Rank 5

Darkseeing
KeywordsSense
DurationMaintained
EL2
fatigue11
difficulty-9
This spell of divination enables the Mage to move their consciousness to a shadow in a location that they know well. They may then observe and hear what happens in that place as if they stood in the shadow, though in fact there is nothing there at all to see. The area chosen must be within 40klegs If there is no shadow where the Mage expected it then his consciousness is cast back into his body and he takes D6+6 damage. The Darkseeing will be prevented by a Circle of Protection.
power+40 klegs per power level, at 1 hour per level
Icestorm
KeywordsAttack, Area
DurationFixed
EL2
fatigue10
difficulty-11
This spell summons the chill winds of the Darklands to batter and pelt an area targeted by the Mage. The first round after the spell is cast the winds rise and wrap around the Mage, filled with flecks of snow and ice. The following round, and each subsequent round until the spell ends, the area is blasted by wind and ice. Small animals and plants are frozen and killed automatically, and everyone in the area (the Mage included) takes 2 Fatigue a round, while larger creatures are subject to attack.

Each round the Mage may direct the storm at up to their level / 2 targets, although doing so uses their action. A target is automatically blasted by wind and ice and takes 2D8 cold damage. Normal armour counts half against this but cold weather gear subtracts its survival bonus from the damage. The target may make roll of Agility + Movement / Acrobatics vs. 15 to halve the damage by jumping out of the way of the blast. The Icestorm lasts until the Mage ceases to concentrate on it, or until 5 rounds have passed, and covers an area of 1 Legat per level around the Mage.
power+1 round max duration per 3 Power Levels
+1 Legat area per Power Level
Mass Life Bond
KeywordsSustain
DurationPermanent
EL6
fatigue32
difficulty-16
As with the 4th Circle Life Bond, but this spell binds a magic to the entire population of a place. This spell only affects area and protective Magics, such as Sun's Blessing or Sun's Shield. The spell is a ritual requiring 5 weeks to cast and a number of sacrificed Crdlu equal to the Difficulty + Circle + Burdens of the target spell. Once the Spell is cast the Mass Life Bond follows and forever maintains that spell so long as the people it was bonded to, or their descendants, remain in the protected place. Should the place be destroyed or the people leave the Life Bond ends. The Life Bond accepts a certain turnover of population. Up to 1/4 of the population may leave per year, as long as overall population remains at the minimum level required for the maintained spell. Mass Life Bonds are used in the founding of new towns and villages, providing protection and ensuring that the population remains where the Order desires.

The spell requires a population of at least 10 people per Energy Level + Circle + Power Level of the target spell. For example Sun’s Blessing requires at least 60 people to maintain.
Obsidian Golem
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a huge form carved from Wealth 16's worth of obsidian with a heart made from Wealth 15's worth of iron. This statue takes a smith with at least skill 5 and two obsidian carvers with at least skill 5 100 days to complete. Each extra worker reduces the total time by 5 days, to a minimum of 20 days. Normally the statue is carved in a Keldian's form, but it may be made in any shape, without altering its stats.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. When the final enchantment is cast a life force must be forced into the Golem's shell. Any other summoned Black Order creature (such as a Greater spirit of the Dark) can provide the force, but it must already be bound to the Mage that casts the final spell. Add the Circle of the sacrificed Demon to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The Golem is slow and can only comprehend the simplest of orders but it is almost impossible to destroy and horrendously strong. The Golem’s armour counts equally against magic and physical attack, and it is also mostly immune to the passage of time, thus it makes the perfect guardian for a site of great importance. Alternatively it may be employed as a siege weapon. The anger of the Demon bound within makes the Golem nearly incapable of constructive acts. It is far better suited to tear down a wall than to build one.
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
Obsidian Sphere
KeywordsSustain
DurationExtended
EL3
fatigue25
difficulty-14
The Black Order equivalent of the Red Order’s Fire Pit, the Obsidian Sphere is a large black ball (Value 14) mined from the Dark Side obsidian hills, and enchanted over the course of 3 weeks. The magic trapped within the sphere can then be used to sustain up to 4 energy levels of magic, whose areas of effect are doubled. Unfortunately the sphere must be covered in the blood of three Keldian sacrifices each year to continue working, otherwise it needs no tending, though Star Iron Imprisoned minds are sometimes set to watch them (if the bound magic requires some choice or guidance). The Mage’s involved in making the sphere must all sacrifice 1 Health forever.

Occasionally Obsidian Spheres are discovered in the ruins of the Ancients. These spheres are often dead, but sometimes appear to be maintaining effects millennia after their construction, with no sacrifices required. These spheres generally cease to work if moved from their original location. Many Black Order Sages have quested for the means to making such spheres. So far none have succeeded.
power+1 level of magic or +1 year of free functioning per power level, at +1 week per level. Free years are deferred until sacrifices stop.
Sightblinder
KeywordsAttack
DurationInstant
EL2
fatigue11
difficulty-9
As its name suggests any Mage touching a subject and casting this spell may instantly strike them blind if they fail a roll of Physical resisted by a 15. If they make the roll then they are still temporarily blinded for a number of combat rounds equal to the level of the Mage. Casting the spell cause the Mage to lose 1 point of Health or Physical (caster's choice).
power+1 resistance per power level
Staff of Rashin
KeywordsSurvival, Nagash
DurationFixed
EL2
fatigue11
difficulty-9
This spell is exclusive to the Black Order of Nagash. It emulates the power of the legendary Rashin when he created the spring of Nagash. With a specially prepared staff worth 9 a Mage may strike any rock and cause a rift to appear. From this rift will pour fresh clean water, good to drink and wash. This marvelous water will flow fast and pure for a number of days equal to the level of the casting Mage (though he may choose to set it for less), and then vanish as quickly as it came, leaving only the rift behind.

If the Mage takes 4 burdens the flow of water becomes permanent instead of fading away when it is done.
power+2 days for every 3 Power Levels
Star of Protection
KeywordsCircle, Defend
DurationExtended
EL1
fatigue8
difficulty-7
This spell conjures about the Mage a glowing five pointed star. The Star radiates a shimmering white light from its 4 strides long rays, which centre about the Mage’s upraised hands. For as long as the Mage concentrates the star gives him, and any who shelter behind it, an armour of +7. Duration 1 round, extends for 1 fatigue.
power+1 armour per power level.