Ironclaw - Orange College

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The Orange College


Orange Glyph Even more obscure than the mysterious ways of the Green and Purple College would be the path of Orange. Whereas the powers of Green and Purple are associated with the fearsome manipulation of unwitting minds, the path of Orange is in many ways its opposite. Where there was Blindness, there is Perception; where Fear, Calm. This path is very specialized and in many ways overlaps the studies of Green and Purple; it is a complementary path taken by some wizards of the Green and Purple College, and only rarely is it studied entirely on its own.

Compatibility

Combined Glyph Since this College is so closely related to Green and Purple, any spells or effects that would normally affect Green and Purple magic will also apply to spells of the Orange college. For example, Scry Mind, which will normally detect whether any Green and Purple magic was cast on the target, will also succeed in revealing the use of Orange magic on the target. Green and Purple Journeyman's Privilege will dispel Orange Apprentice Spells; Orange Master's Privilege will dispel Green & Purple Journeyman Spells.

In the case of spells presented here that share the same name as those from the Green and Purple College, there is no benefit in buying both "versions"; they are one and the same. If a mage who has both the Careers of Green and Purple Mage and Orange Mage is Adept at Scry Mind I, that will count toward the prerequisites for being a Journeyman in both Colleges.

This is an arrangement that has its pros and cons. On the one hand, a mage already proficient in Green and Purple will find it not as expensive to progress in Orange as he would in an entirely different field of magic. On the other hand, because of the overlap, the Orange College does not offer him much diversity in its spell selection from what he already has available.

Green and Purple Mages that also follow the path of Orange usually indicate this by adding some orange trim to their robes -- but Green and Purple are still predominant, signifying that this College is but a lesser offshoot of greater pursuits.

Orange Mage Career

Include with: Literacy, Lore: Orange Magic, and Meditation

This Wizardly Career grants you the Orange Apprentice Spell List.


 

Orange College - Apprentice Spell List

Requirements: The Orange Mage Career Trait at d4 or better

Calm I
Cost: 3 Difficulty: 3d6 Type: Regular Effect: Group may reroll resistance against Confusion, Rage and Fear
Each member of the Group may immediately retake a failed resistance test that put it into one of the following Abnormal States, with a bonus of 3d6 added to the roll: Confusion, Fear, Berserk, Rage, or Terror.

If this attempt succeeds, then the member is freed from that Abnormal State. This roll is in addition to any normal recovery rolls that would be made each Round.

Please note that certain mental states, such as Confusion, penalize the Target's attempt to recover. Such penalties still apply to this attempt to recover from the effect.


Free I
Cost: 5 Difficulty: 5d6 Type: Regular Effect: Group may reroll resistance against Paralysis or Marionette
Each member of the Group is allowed to reroll a failed resistance test that put it into the Abnormal State of Paralyzed or Marionette, whether due to magic or psychological effects. (This spell does no good against paralysis due to injury, physical bindings, or poison.) Each member of the Group may add 5d6 when making this roll. This roll is in addition to any normal recovery rolls that would otherwise be made at the end of the Round.

Ivory Tower
Cost: 2 Difficulty: 2d8 Type: Regular Effect: Target gains extra 2d8 to use against Mind-affecting spells
This spell is identical to the Green & Purple spell of the same name.

Passion I
Cost: 1 Difficulty: 2d4 Type: Regular Effect: Target gains 1 Level of Passion
This spell will intensify the Target's emotional strengths. If the Target already possesses a Passion Trait, then for the remainder of this Scene, that Passion is treated as being increased by 1 Level.

If the Target does not have a Passion Trait, then the caster may select one (Boldness, Choler, Joy, etc.), which the Target will gain at Level 1 (1d4) for the remainder of the Scene. This effect can be automatically resisted by the Target at any time, thus ending the spell. Multiple castings of Passion do not have cumulative effects: a casting of Passion II or Passion III will replace the effect of Passion I (unless the Target resists).


Perceive I
Cost: 3 Difficulty: 3d8 Type: Regular Effect: Group may reroll resistance against Blindness and Illusion
Any member of the Group may reroll a failed resistance test that put it into the Abnormal State of Blindness, whether due to magic or psychological effects. (It does no good against physical blindness caused by injury or disease, or physical conditions such as darkness.) This also allows a reroll against magical or mental illusions. The Target may add 3d8 when making this resistance test. This roll is made in addition to any normal resistance rolls the Target would otherwise be able to make at the end of the Round.

Resolve I
Cost: 2 Difficulty: 1d6 Type: Regular Effect: Target gains 1d6 bonus to Resolve
The Target, for the remainder of this Scene, gets an additional 1d6 to roll when making Resolve tests.

Scry Mind I
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Scry for Green & Purple or Orange Magic vs. 2d8
This spell is identical to the Green & Purple spell of the same name.

Thought-Receiving
Cost: 3 Difficulty: 3d6 Type: Regular Effect: Receive thoughts from the Target
The caster may attempt to receive thoughts from a Target's mind, for the duration of this Scene. Unlike "Thought-Reading," however, this requires the total cooperation of the Target, and the Target will be aware that someone is trying to read his/her mind. No roll is required for the Effect, but unless the Target is expecting the use of this spell, the Target is likely to be too bewildered to cooperate (and this confers no ability upon the caster to communicate with the Target).

If the Target is cooperative, the Target is capable of "speaking" to the caster, using only his or her thoughts. This spell transcends all language barriers, making the Target clearly understood by the caster. It is, in essence, Thought-Sending I in reverse. The Target must be within sight of the caster, within a "stone's throw" of 72 paces, like any other Regular Spell (p. 196).

Please note that there is no compulsion whatsoever on the Target to be truthful in whatever images, emotions or "memories" are conveyed. This is not "mind-reading".


Thought-Sending I
Cost: 3 Difficulty: 3d6 Type: Regular Effect: Speak to the Target, via thoughts
This spell is identical to the Green & Purple spell of the same name.

Wake I
Cost: 5 Difficulty: 5d6 Type: Regular Effect: Wakes a Group of sleepers
Cast against a Group, this has the equivalent effect of a Thundering Noise that can only be heard by those who are asleep. There is normally no Resistance Roll. In other words, it will wake up anyone who has been magically put to sleep, and quite likely anyone who's asleep due to perfectly normal reasons as well. (It does not, however, guarantee that they won't simply go back to sleep again, if such is their inclination.)

 

 

Orange College - Journeyman Spell List

Requirements: Adept at any five Orange Apprentice Spells

Calm II
Cost: 2 Difficulty: 2d8 Type: Regular Effect: Group may reroll resistance against Confusion, Rage and Fear
This is the same as Calm I, except that each member of the Group may add 2d8 to his or her reroll instead of 3d6.

Ivory Castle
Cost: 2 Difficulty: 2d10 Type: Regular Effect: Target gains extra 2d10 to use to resist Mind-affecting spells
Identical to the Green & Purple spell of the same name.

Lesser Mnemonic
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Turn Certain Spells into Delayed Spells
This spell is identical to the Green & Purple spell of the same name. The following Orange spells may be Delayed with this spell: Calm I; Free I; Perceive I; Thought-Receiving; Thought-Sending I; or Wake I.

Lesser Mind Heal
Cost: 3 Difficulty: 1d12 Type: Regular Effect: Roll Orange Trait vs. Target's Mind, restoring 1 Level per hit
This has no effect on the Target, unless he or she was subjected to a Mind Drain. In that case, this spell inflicts a special "Damage" Roll on the Target. The caster rolls his or her Orange Mage Trait vs. the Target's Mind Dice as a Damage Roll. For each hit scored, the Target's Mind Trait raises one level, up to his or her normal maximum. (Any additional "hits" are wasted.) If the Target's Mind was at Level Zero, and this spell succeeds in restoring at least one level, then the Target is automatically freed from being Confused as a result of the Drain.

Orange Journeyman's Privilege
Cost: 1 Difficulty: 1d12 Type: Regular Effect: Instantly cancel any Green & Purple or Orange Magic Apprentice Spell
Identical in effect to Green & Purple Journeyman's Privilege.

Passion II
Cost: 2 Difficulty: 2d6 Type: Regular Effect: Target gains 2 Levels of any one Passion
This spell is identical to Passion I, except that the Target gains two Levels of Passion instead of one. (If the Target does not already have a Passion Trait, then he gains one at d6.)

Perceive II
Cost: 3 Difficulty: 3d10 Type: Regular Effect: Group may reroll resistance tests against Blindness and Illusion
This is the same as Perceive I, except that each member of the Group may add 3d10 to his or her reroll instead of 3d8.

Resolve II
Cost: 3 Difficulty: 1d8 Type: Regular Effect: Target gains 1d8 bonus to Resolve
The Target, for the remainder of this Scene, gets an additional 1d8 to roll when making Resolve tests.

Scry Mind II
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Scry for Green & Purple or Orange Magic vs. 2d6
This spell is identical to the Green & Purple spell of the same name.

Thought-Sending II
Cost: 2 Difficulty: 2d8 Type: Regular Effect: Speak to Target via thoughts
This spell is identical to the Green & Purple spell of the same name.

Wake II
Cost: 4 Difficulty: 4d8 Type: Regular Effect: Group is awakened from Sleep or Mesmerism
This has the same effect as Wake I, with the added bonus of causing anyone who is Mesmerized to "snap out of it." (It does not, however, free the Target of any compulsions that might have been planted while he or she was Mesmerized.)

 

 

Orange College - Master Spell List

Requirements: Adept at any five Orange Journeyman Spells

Calm III
Cost: 2 Difficulty: 2d10 Type: Regular Effect: Group may reroll resistance tests against Confusion, Fear and Rage
This spell is identical to Calm II, except that the bonus to the resistance roll is now 2d10.

Free III
Cost: 3 Difficulty: 3d10 Type: Regular Effect: Group may reroll resistance against Paralysis or Marionette
This is identical to Free II, except that the bonus to the resistance roll is now 3d10.

Greater Mind Heal
Cost: 4 Difficulty: 2d12 Type: Regular Effect: Roll your Orange Trait vs. Group's Mind, restoring 1 Level per hit
This spell is identical to Lesser Mind Heal, except that it is able to affect an entire Group at once, and the "damage" rolled against Mind is now 2d12.

Greater Mnemonic
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Turn Certain Spells into Delayed Spells
This spell is identical to the Green & Purple spell of the same name. The following Orange spells can be Delayed: Calm II; Free II; Perceive II; Thought-Sending II; or Wake II.

Ivory Fortress
Cost: 2 Difficulty: 2d12 Type: Regular Effect: Target gains extra 2d12 to resist Mind-affecting Spells
This spell is identical to the Green & Purple spell of the same name.

Kenning the Faraway Soul
Cost: 4 Difficulty: 4d8 Type: Regular Effect: Your next Orange Spell becomes a Synecdoche spell
This spell is identical to the Green & Purple spell of the same name.

Orange Master's Privilege
Cost: 1 Difficulty: 1d12 Type: Privilege Effect: Instantly cancel any Orange Magic Journeyman Spell
This spell is identical to the Green & Purple Master's Privilege.

Passion III
Cost: 3 Difficulty: 2d8 Type: Regular Effect: Target gains 3 Levels of any one Passion
This spell is identical to Passion I, except that the Target gains three Levels of Passion instead of one. (If the Target does not already have a Passion Trait, then he gains one at d8.)

Perceive III
Cost: 3 Difficulty: 3d12 Type: Regular Effect: Group may reroll resistance against Blindness and Illusion
This spell is identical to Perceive I, except that the bonus to the resistance roll is now 3d12.

Resolve III
Cost: 4 Difficulty: 1d8 Type: Regular Effect: Group gains 1d8 bonus to Resolve
All members of the Group, for the remainder of the Scene, gain a 1d8 bonus to Resolve rolls.

Scry Mind III
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Scry for Orange Magic vs. 2d4
This spell is identical to the Green & Purple spell of the same name.

Thought-Sending III
Cost: 1 Difficulty: 1d10 Type: Regular Effect: Speak to the Target, via thoughts
This spell is identical to the Green & Purple spell of the same name.


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