Spellbook White Order

13 entries found.

Rank 1

Agitate
DurationInstant
EL1
cast1
learn4
Using this spell the White Cloak can target another Keldian and bring out the worst in them, encouraging their petty flaws, hatreds and prejudices. The Mage must roll Presence resisted by the target's Spirit +4. If he succeeds the target becomes agitated, angry, vengeful, lazy or similar, the negative emotion chosen being based on their existing disposition (e.g. an angry man will become more angered, while a nervous one becomes fearful). The White Cloak's roll has a bonus equal to the Corruption of the target. In addition the target's Spirit is penalised by any Flaw which applies to their worsening mood. The Mage does not get to choose the new behaviour of the target.
Blood+1 Presence per Blood Level
Balefire
KeywordsAttack, Aimed, Ranged
DurationInstant
EL1
cast2
learn3
This spell allows the Mage to summon an eldritch blue glow which can be directed to strike at any target within twice the Mage’s Level + 4 strides, after a normal To-Hit roll (using Attack + Ranged / Special (Magic). If it strikes the victim takes 2D4 damage which ignores all armour.
BloodPlus 2 strides range and either +1 To-Hit or +2 damage per blood Level.
Denial
KeywordsDefence, Fast
DurationExtended
EL1
cast1
learn3
Using this spell the White Order Mage focuses their will on denying whatever might threaten them. Flinging up a warding hand (or making some other obvious gesture of denial, such as shouting No!) the Mage conjures a defensive barrier or shroud that endures for 2 rounds, extended for 1 Fatigue. The barrier provides the Mage with an armour and Magic Defence bonus equal to 2+Level applying to all attacks. When an attack penetrates the shield the Mage may reduce any damage taken on a one for one basis by gaining additional corruption.
Blood+1 round base duration per Blood Level.
Desire
DurationMaintained
EL2
cast2
learn5
Requires a Flaw related to controlling or hurting others

Using this spell the White Order Mage unleashes the dark desires within another, forcing them to follow their most base instincts. By looking a target in the eyes and speaking, the Mage forces the target to succumb to their flaws. The target may roll Spirit, penalised by -2 for each Flaw that they have. If they fail they must act in accordance with their Flaws (all of them) as if they had triggered them normally. The Mage has no control over how the target then acts, only a certainty that they give way to their basest desires.

The target gets 1 Determination.
Dustworm
DurationMaintained
EL1
cast1
learn3
This spell conjures up a vast cloud of dust and earth from the Light Side, it has no function elsewhere. This cloud surrounds the Mage, hiding him from view for the time he will need to escape. The cloud covers an area of 10+Level strides square. All those within the cloud have their vision reduced by -6.
Blood+8 strides square and +4 vision reduction per blood level.
Fade
DurationExtended
EL1
cast2
learn4
Requires a Flaw related to social anxiety or avoidance.

When the White Cloak casts this spell they fade from view. Although the Mage does not become invisible, they are easily overlooked. Even someone making a casual search for them will tend to overlook them if they can. This is a mental effect, and can be blocked by a successful Spirit vs. Presence roll if the searcher has a reason to believe that they are affected.

While the spell is in effect the White Cloak gains 2+Level Stealth, and can use Stealth to hide even in places where it would otherwise be impossible, such as in the middle of an open room, a brightly lit area, or near to someone searching for them. This effect lasts 5 minutes, Extending for 1 Lethal. The spell will end immediately if the Mage touches another person, or attempts to take anything which belongs to someone else.
BloodFor 7 Blood, the Mage can take items while still Faded
Hand of Dust
KeywordsAttack
DurationInstant
EL1
cast2
learn3
This spell empowers the Mage’s hands with deadly energies for a number of combat rounds equal to her level. any creature she may touch in that time takes a magical attack of D6+3 points. The White Order Mage must use her naked touch, neither gloves nor weapons must intervene. Any successful Attack + Warfare hit will deliver the touch.
Blood+1 damage per blood level.
Pressure
DurationFixed
EL1
cast1
learn5
This spell can be used to increase the White Order Mage’s persuasiveness, allowing him to lie his way into the hearts of an unaware community. If the Mage is trying to persuade someone to do something then the spell applies a temporary +1 Presence. This bonus lasts for one conversation.
BloodA further +1 Presence per blood level.
Ravage
KeywordsAugment, Subtle
DurationInstant
EL1
cast3
learn4
Using this spell the White Cloak buys success at the cost of their own self. Ravage is invoked just before the Mage makes any skill or attribute check; the Mage gains +2 on that roll. Each time the Mage uses this power they damage themselves within, gaining corruption at a rapid rate. Sigmata caused by this corruption take the form of wracking coughs, internal pain, leaking pus, and black bile. A Mage who over-uses this spell cracks open like a rotten fruit, spilling corruption into the soil.
White Gift
KeywordsCurse, Subtle
DurationInstant
EL1
cast1
learn3
To cast this spell the Mage must simply touch another Keldian, flesh to flesh, in an intimate moment (friendship, love, trust, and so forth are all intimate enough). When they do so the pass a number of corruption points equal to their Level +2 to the other person, but gain 1 permenant point as they do so. By use of this spell a White Mage may keep their corruption in check, while corrupting others.

If the person who receives the touch desires to join the White Order, and is aware that they have been offered and are accepting the Gift, then this spell also gives the target the White Order Mage Path and 1 permenant corruption. In this case the casting Mage does not gain 1 permenant corruption.
Blood+1 corruption given per Blood Level
Wind's Service
DurationInstant
EL1
cast1
learn3
This spell summons a gale of wind that strikes against the target of the Mage’s choice. The wind has a Physical score of 10+Level. At higher levels the spell can throw people from their feet, stave in doors, and so forth. The wind blows for a number of rounds equal to the Mage's Level, either directly away from the Mage in all directions, or in a cone 10+Level Legats long.
Blood+2 force per blood level.
Windstep
KeywordsSubtle, Passion
DurationInstant
EL1
cast1
learn4
Requires a Flaw related to fear or panic

This spell allows the White Cloak to escape from danger. By stepping into the wind they are instantly transported a little distance away from danger. The Mage teleports to a spot up to 10 Legats away in any direction; they need not have been able to see the spot before moving. At the same time the Mage gains +7 Stealth for 1 round as they slip away, flitting through air and shadow at the spell's whim.
Blood+1 round per Blood Level
Windwall
KeywordsWall
DurationFixed
EL1
cast1
learn3
The White Order Mage throws a handful of sand into the air and a wall of iron-like wind materializes, strong enough to rebuff any force up to Phys 32 and resist any projectile. The wall is up to 2 strides high, 4+Level long, and 1/2 stride thick. The wall remains where it has been commanded for up to 10 minutes. Windwalls placed in the way of oncoming gales will cut the force of the wind, and resist blown rain, but do nothing to prevent magical forces or lightning.
Blood+2 strides square for each blood level.