Spellbook Grey Order

6 entries found.

Rank 3

Black Ward / Red Ward
DurationFixed
EL1
fatigue9
difficulty-10
This spell is used to target another Mage, cutting her off from the sustaining source of her Magic. The Mage may roll a Spell Save -10, if this fails then the difficulty of any spells they use is increased by 10 for the duration of the spell. The Red Ward only affects Red Spells, and the Black Ward only affects Black Spells. Red Ward is a Black Order Spell and Black Ward is a Red Order Spell. The duration of the spell is a number of combat rounds equal to the Casting Mage’s Level. Note that this spell is cast using the normal Order Spell tables.
power+2 rounds duration per Power Level
Cloak of Authority
KeywordsControl
DurationFixed
EL3
fatigue8
difficulty-5
This spell is used to create magical robes that form symbols of authority for high ranking Magi of the two orders. The robes of the Black Order are as featureless and dark as the void. No light reflects from them and they are unmoved by wind or movement alike. They make the Black Mage seem like a figure cut from a single sheet of darkness and silhouetted against the sun. The robes of the Red Order are, in contrast, always in motion, for they appear to be cut from sheets of living flame bound into the shape of cloth. They glow with their own light and make the Red Mage seem like a flame himself. These Robes are made by casting spell on a cloth base of the finest quality (Cost 10) in a process requiring 5 days of constant enchantment. Each robe actually made is specific to a Mage, and on their death is buried with them in their tomb. Wearing such a robe confers +2 Status to other Mages.
End Enchantment
DurationInstant
EL2
fatigue11
difficulty-10
This spell allows a Mage to attempt to overcome an enchantment cast by another Mage, such as a ward, barrier, summoning and so forth. If the Mage succeeds fully then the other spell is nullified, otherwise it may be simply temporally suppressed or even unaffected. When this spell is cast work out by how much the spell roll succeeded. If this beats twice the level of the target enchantment +1 it is dispelled, otherwise if it beats the level +1 the target spell is suppressed for 5 minutes. If the roll fails to succeed by the level of the target spell +1 then nothing happens.
power+1 effective power per Power Level
Flow Disruption
DurationInstant
EL1
fatigue7
difficulty-2
By using this tricky spell a Mage may attempt to interrupt the flow of energy another Mage is using to cast a spell before they can finish casting it. Flow Disruption must be cast faster than the other spell to have a chance to disrupt it, but 1 round spells can still be interrupted if Flow Disruption is used at the same speed.

To interrupt the spell the Mage must be able to see the caster as they are casting. They must then cast the Flow Disruption with the base difficulty increased by the difficulty of the spell they are trying to disrupt (do not count power levels). If their roll succeeds, and has a better margin of success than the casting roll of the other Mage, then the spell is disrupted.

For example a Red Order Mage is casting Dustflash (difficulty -3), and has a base Magic Save of 15. He rolls to cast against a 12, and rolls a 7 (margin of success 5). Another Mage using Flow Disruption tries to prevent him. She has a base Magic Save of 14. She must cast Flow Disruption at -5 (base of -2 increased by the difficulty of the Dustflash), and roll less than 4 (margin of success 6 or more), to interrupt the spell.
Master's Anchor
KeywordsLink
DurationMaintained
EL3
fatigue12
difficulty-14
This is a similar spell to Lesser Anchor, except that it allows a Mage to establish a link between themselves and someone to which they are Bonded. Unlike a Lesser Anchor this link is persistent. So long as the link remains the Mage has the margin of failure for all failed spells reduced by 4. In addition when a spell fails the Mage can share any damage or attribute loss caused by the failure between himself and the Bonded one as he wishes. The Link is only active as long as the Bonded One is near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). Any time the Mage transfers attribute loss to the subject (as opposed to damage) he must win a resisted Spirit roll with the Bonded One (even if they are willing) or the Anchor breaks after the transfer.

While the Master's Anchor is in force the Mage has a -1 Penalty to their Magic Save. The Mage may choose to end the link at any time. The Bonded One may attempt to end the link themselves by rolling Spirit vs. Spirit with the Mage.
power+1 Spirit for the Mage to maintain the Anchor per 2 power levels
Matrix Strike
KeywordsAttack, Aimed
DurationInstant
EL1
fatigue6
difficulty-6
This spell allows a Mage to target an opponent's Matrix, disabling it with a burst of magical energy. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack hits home the target's Matrix is disrupted, visibly crackling with random sparks of energy. A disrupted Matrix cannot be used, either to cast a spell or to provide fatigue, until the disruption ends, in a number of rounds equal to the attacking Mage's Level + 2.
power+1 range per Power Level
+2 rounds disabled per Power Level
+8 power levels to also wipe any spells in the Matrix