Level 15
Charm of Cheating Death
R: Per/Touch D: Sun T: Ind
This spell halts the progress of any disease (even especially virulent diseases – which is why it’s level 15 not level 10) affecting the target. It will also keep the caster alive against the effects of poison or injury, but will not assist in healing, or indeed mitigate against symptoms in any way
Intellego Corpus
Level 20
Tales of the Battlefields
R: Per D: Conc T: Bound
Requisite: Mentem
While you maintain concentration you may speak to any dead body on a given battlefield, this spell does invite a certain amount of clamouring for attention from aggrieved dead, a lot of whom are likely to be asking for a Christian burial.
Level 25
The Gift of Wings
T: Touch D: Sun/Perm T: Ind
Requisites: Auram
This spell, as the name suggests, grants the target wings. They can fly, but they do need to make Athletics rolls to get any kind of speed or distance or indeed finesse.
First a note. For reasons of consistency all PeCo effects of momentary duration leave the things they destroy destroyed. So a momentary spell to cause blindness will strike the target blind permanently. For reasons of game balance, therefore, all “destroy a limb/a sense/whatever” spells have their magnitude increased by two. Furthermore, because of the extreme destructive potential of PeCo spells which deal damage more than once have an additional level of magnitude added. Further more you can make PeCo spells scar permanently by adding an additional magnitude
Level 25
Death by A Thousand Cuts
R: Near D: Conc T: Ind
This nasty little spell inflicts small cuts on the target sufficient to deal one Body Level of damage a round (in combat) or about every ten seconds outside of it. Note that this spell will kill most people in about fifty seconds.
Level 40
The Rite of Life-In-Death
R: Per D: Perm T: Ind, Ritual
Requisites: Mentem, Vim
This spell is, depending on who you talk to, the closest the Order has come to true immortality, or rank folly. This spell binds remains dormant until the caster dies, at which point it binds their spirit (or their mind at least) into their body, which it then animates under their control. This has a number of knock on effects.
- The Caster’s Stamina is raised to +5 (Mythic)
- The Caster’s Strength is raised by +1 or to 0, whichever is the greater increase
- The Caster’s Dexterity and Quickness are reduced by –1 or to 0 whichever is the greater decrease.
- The Caster’s Presence is reduced by –1.
- The Caster gains a Magic Might (at point of death and not before) equal to their casting total for this spell. This is, as usual incompatible with other forms of Might or of Magic Resistance
- The caster becomes indefatigable, never needing sleep or rest, never losing fatigue levels nor suffering penalties from wounds.
- The caster can still cast spells, but must expend a point of Magic Might for every casting, or five points if the casting would have cost them a fatigue level
- The caster gains the flaw Susceptible To The Dominion. If they are already susceptible to the Dominion, they gain the flaw Susceptible to the Infernal. If they were already susceptible to both then they’re probably fucked,and gain the flaw Plagued By Supernatural Entity
- If at any point your Might falls to 0 (including reductions for Aura), you die.You may replenish your Might by casting this ritual on yourself a second time.