When the genies took substance from the Divine and used it to shape reality, they used words of power to give form to the formless.
The Order tradition traces its origin to these ancient words of power and makes use of them to strengthen or restore the bindings that hold reality together.
Many Order spells serve to rid randomness and chaos from the world, so that certain actions produce expected outcomes, and to chase off any of the uncertainty that comes from unforeseen circumstances. Other Order spells allow the caster to impose his or her will on the world, reshaping the environment or restricting creatures’ movements and behaviors. Some of the most powerful forms of Order magic can drag substances and creatures forth to be subject to the caster’s will.
Order And Chaos
Order and Chaos do not play well together. Order spells are never affected by effects created by Chaos spells, and vice versa. For example, a creature under the effects of the imposed predictability spell who is also under the effect of the chaos boon spell could not alter the outcome of the chaos die granted by the later spell.
Choose Outcome
You attempt to exert your will on reality to bring about order. Make a Will challenge roll with 2 banes. On a success, the next time you would make an attack roll or a challenge roll before the end of the next round, you can choose to make the result of that roll a success. On a failure, you become impaired for 1 round.
Impose Predictability
Target One creature you can reach
Duration 1 minute
You touch the target. Choose a number between 1 and 6. Once per round for the duration, when the target rolls at least one boon or bane, the spell replaces the number rolled with the number you chose.
Negate Chaos
Target One creature within short range
Duration 1 minute
For the duration, whenever the target rolls a 20, it replaces the number rolled with a 10. Or, if the target rolls a 10 on the die, it instead replaces the number rolled with a 20.
Ordered Strike
Triggered When you get a success on an attack roll for an attack that deals a variable amount of damage, you can use a triggered action to cast this spell. Do not roll damage. Instead, you treat each die of damage as if you had rolled a 4.
Consistency
Area A 5-yard-radius sphere centered on a point you can reach
Duration 1 minute
A thin, gray light permeates the area for the duration. The area moves with you, remaining centered on a point you can reach. When you cast this spell, choose a number between 1 and 6.
Until the spell ends, you can replace the number on any d6 rolled by a creature in the area with the number you chose.
Logic Prison
Target One Size 2 or smaller creature you can see within short range
Duration See the effect
Strings of words speed toward the target. Make a Will attack roll against the target’s Agility. On a success, the target becomes trapped in a logic prison for 1 minute. While trapped in this way, the target cannot use actions or triggered actions, and it cannot move. In addition, the target is immune to damage and to afflictions that originate outside its space. At the end of each round, the target can make an Intellect challenge roll with 1 bane. On a success, it escapes the logic prison and ends the spell.
Order’s Shield
Target One creature you can reach
Duration 1 minute
You touch the target and surround it with a nimbus of pale light that lasts for the duration. Until the spell ends, the light imposes 2 banes on attack rolls made against the target. The number of banes increases by 1 if the attack roll is made as part of the casting of a spell, and by 1 more if the spell is a Chaos spell.
Ordered Defense
Triggered On your turn, you can use a triggered action to cast this spell. For 1 round, whenever a creature makes an attack roll against you, or you would make a challenge roll to resist an attack, you discard the d20 roll and replace the result with a 10.
Rationality
Target One creature you can reach
Duration 1 minute
You touch the target and remove all the following afflictions from it: charmed, compelled, dazed, frightened, and surprised. If the target is suffering from the effects of madness, the madness ends. Furthermore, if the target is subject to any emotional trait gained from a talent or a trait, such as the berserker’s Berserk talent, that effect ends as well.
Afterward, for the duration, the target feels no extreme emotions such as anger, love, or hatred. The target is immune to any effect that would bring about these emotional states.
Conformity
Area A 3-yard-radius sphere centered on a point in your space
Duration Concentration, up to 1 minute
A droning sound comes out of your mouth and lasts for the duration. When you cast the spell and each time you use an action to concentrate on it, you can designate one use of an action, such as attack with a weapon, attack with a spell, or help. Until the end of the round, each creature in the area that can hear you makes any attack roll or challenge roll to perform the stated action with 3 boons. Any such creature that does something else on its turn makes the attack roll or the challenge roll with 3 banes.
Demand
Target One creature within short range that can hear you
Describe a course of activity you expect the target to perform by using an action or by moving. The next time the target takes a turn before the end of the next round, it can either do as you described, in which case it makes any rolls associated with the activity with 3 boons. Or, an unwilling target can make a Will challenge roll with 1 bane. The target ignores your demand on a success, or takes 3d6 damage and gains 1d3 Insanity on a failure. A target that gets a failure must obey your command.
Forbidden Zone
Area A cube of space, 3 yards on a side, originating from a point within medium range
Duration 1 minute
You attempt to prevent creatures from entering the area for the duration. Any creature in the area when you cast the spell can freely leave it. But if a creature tries to enter the area, the creature must make a Strength challenge roll with 1 bane. On a failure, a creature takes 4d6 damage and stops moving at the edge of the area. On a success, the creature ignores the effect of this casting of the spell.
Immobility
Target One creature you can see within short range
Make a Will attack roll against the target’s Will. If the target’s Health is 15 or lower, you make the attack roll with 1 boon. If the target’s Health is 25 or higher, you make the attack roll with 1 bane. On a success, the target is immobilized for 1 minute. While immobilized in this way, the target is also defenseless, but it takes half damage from all sources.
Command Truth
Target One creature within short range that can hear you
Make a Will attack roll with 1 boon against the target’s Will. On a success, you impose truth upon the target for 1 minute. A target affected in this way understands that if it lies or speaks an untruth, it suffers terrible consequences, taking 1d6 damage and gaining 1d3 Insanity. A target can take this damage and gain this Insanity just once per round, regardless of how many untruths it tells. A target that goes mad from gaining Insanity in this way gains a form of madness of your choice.
Attack Roll 20+ The effect lasts for 1 hour instead of 1 minute.
Even the Scales
Area A 3-yard-radius sphere centered on a point in your space
Duration 1 minute
Strange glyphs fill the area and remain for the duration. The area moves with you, staying centered on a point in your space. Until the spell ends, whenever a creature in the area, including you, takes damage, you can choose a different creature in the area to take an equal amount of damage.
Safeguard
Target One creature you can see within medium range
Duration 1 minute; see the effect
Glowing glyphs fly from your mouth to gather around the target, spinning slowly around it for the duration. The glyphs have Health 30. Whenever the target would take damage, the damage instead is applied to the glyphs. If the damage total equals or exceeds the glyphs’ Health, the glyphs disappear and the spell ends.
Stillness
Area A 5-yard-long cone originating from a point in your space
You shout a command. Each creature in the area that can hear you must get a success on a Will challenge roll or become immobilized for 1 minute. While immobilized in this way, a creature grants 1 boon on attack rolls against it and makes Agility challenge rolls to resist attacks with 3 banes.
Depower
Target One creature within medium range
You intone fragmented words of creation to strip the target of its ability to wield magic. Make a Will attack roll against the target’s Will. On a success, the target becomes impaired for 1 hour. While impaired in this way, the target has a –1d6 penalty to Power (minimum score of 0).
An affected target can use an action to make a Will challenge roll with 3 banes. On a success, it removes the impaired affliction from itself and ends the spell.
Attack Roll 20+ The target is also stunned for 1 round.
Sacrifice You can use an action and expend a casting of this spell to heal all your damage and remove 1 Insanity from yourself.
Dictum
Target One creature within medium range that can hear you
Describe one course of activity that can be accomplished used an action. If the target understands what you say, make a Will attack roll against the target’s Will. If the target’s Health is 30 or lower, you get an automatic success. On a success, for 1 minute, whenever the target would use an action to perform the activity you described, it must make a Will challenge roll with 2 banes. On a success, the target performs the acuity, but makes any attack roll ro challenge roll related to it with 1 bane. On a failure, the target gains 1d6 Insanity and the action is wasted.
Mental Stability
Target Up to five creatures within short range
Duration 1 minute
You reorganize each target’s thoughts to encourage stability and sanity. Until the spell ends, a target cannot gain Insanity and is immune to the charmed, compelled, and frightened afflictions.
Forceful Summons
Target One creature you can see
As you speak the word of summons, a glyph falls from your tongue and dissolves in the air. Make a Will attack roll against the target’s Will. If the target has a Health score of 50 or lower, you make the roll with 1 boon. On a success, the target teleports to an open space you can reach, falls prone, and becomes immobilized for 1 hour. When the target is immobilized in this way, it is also impaired. At the end of each round, the target can make a Will challenge roll with 2 banes and ends the effect on itself with a success.
Attack Roll 20+ The target also takes 3d6 damage.
Mantle of Law
Duration 1 minute
Bright glyphs appear in the air around you and remain for the duration, moving with you to surround you. Until the spell ends, you cannot gain Insanity, and you are immune to the charmed, compelled, dazed, frightened, stunned, and surprised afflictions. You are also immune to the effects of Chaos spells. Finally, you impose 1 bane on attack rolls made against you, and you make challenge rolls to resist attacks with 1 boon.
Ordered Space
Area A cube, 10 yards on a side, originating from a point within long range
Duration 1 hour
Interlocking, glowing sigils appear on the edges of the area to form a solid barrier. The barrier is immune to all damage. Creatures and objects cannot pass through it by any means.
The barrier also emanates an invisible field that extends 20 yards out from either side of it. The field imposes order that interferes with Teleportation magic and other magical forms of travel. If a creature would use magic to travel to a space inside the field, the creature must make a Will challenge roll with 3 banes. The creature takes 5d6 damage and reappears in the space it left on a failure, or just takes half the damage and passes through the barrier on a success.
Sacrifice You can use an action and expend a casting of this spell to cast the dictum spell