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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
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
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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.
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Free I
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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.
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Ivory Tower
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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.
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Passion I
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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).
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Perceive I
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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.
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Resolve I
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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.
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Scry Mind I
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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.
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Thought-Receiving
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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".
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Thought-Sending I
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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.
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Wake I
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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.)
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Orange College - Journeyman Spell List
Requirements: Adept at any five Orange Apprentice Spells
Calm II
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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.
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Ivory Castle
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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.
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Lesser Mnemonic
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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.
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Lesser Mind Heal
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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.
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Orange Journeyman's Privilege
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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.
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Passion II
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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.)
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Perceive II
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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.
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Resolve II
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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.
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Scry Mind II
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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.
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Thought-Sending II
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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.
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Wake II
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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.)
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Orange College - Master Spell List
Requirements: Adept at any five Orange Journeyman Spells
Calm III
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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.
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Free III
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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.
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Greater Mind Heal
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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.
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Greater Mnemonic
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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.
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Ivory Fortress
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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.
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Kenning the Faraway Soul
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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.
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Orange Master's Privilege
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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.
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Passion III
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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.)
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Perceive III
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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.
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Resolve III
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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.
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Scry Mind III
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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.
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Thought-Sending III
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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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Sanguine Productions, Limited.
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