Order

The Order tradition sprang from early efforts to tame magic, to make the spells cast and talents used more predictable in their effects. The tradition enables casters to shape magical energy into solid forms. Also, the tradition removes chance from the effects its magic creates.

Order Talents

CERTAIN OUTCOME (Magical): You can use a reaction when you make an attribute roll. Rather than roll the dice, you calculate the result as if you had rolled a 20 on the die. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
FORCE MISSILE (Magical): You can use an action to form a missile of solidified magic and send it to unerringly strike a target. Target one creature or object within 20 yards. The missile hits the target, causing it to take 3 damage.
At level 3, you can create two missiles and send them both against one target or divide them between two targets. At level 7, you can create four missiles and divide them in any way you choose between up to four targets.
LOGIC ARMOR (Magical): When you use a reaction to dodge or withstand, you can use this talent to cause gleaming mathematIcal symbols to appear all around you and on your body that last until the end of your next turn. Whenever you would take a variable amount of damage or lose a variable amount of Health, you take or lose the minimum amount. You can use this talent once. You regain the use of it after you rest.
ORDERLY MIND (Magical): You can use this talent when you become confused, controlled, stunned, Intellect impaired, or Will impaired. The affliction ends. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice Order Spells


Dampen Magic

Castings: 1, reaction when a creature within 15 yards produces a magical effect
Target: The creature that enabled the casting of this spell
Duration: 1 minute
You weaken the target’s connection to magic. For the duration, when the target would produce a magical effect, it makes a Will roll. On a failure, the magical effect is lost and any resources expended to use it are wasted. The target can overcome this effect with a success on a Will roll.

Force Barrier

Castings: 3
Target: One Size 10 space within 10 yards
Duration: 1 hour
Along one side of the target space there forms an invisible field. Nothing can pass through it. The field has Health 40, but regains 1d6 Health at the end of each round. Destroying the field ends the spell early.

Inevitable Sword

Castings: 3
Target: You
Duration: 1 minute
You form a blade from solidified magic. The blade remains for the duration, but the spell ends early if you become unconscious. The blade deals 2d6 damage. When you attack with it, you add 10 to the result of the roll. On a critical success, the target takes an extra 1d6 damage.

Logic Prison

Castings: 3
Target: One creature within 15 yards
Duration: 1 minute
Numbers and mathematical symbols appear and rotate around the target’s body, causing it to become held for the duration. The target can overcome this affliction with a success on an Intellect roll. The target rolls to attack with 1 bane, but imposes 1 bane on rolls to attack it.

Mitigate Risk

Castings: 1, reaction when you start your turn
Target: You
Duration: 1 minute
While you lack the confused, controlled, stunned, and unconscious affliction, you can add or subtract 5 from the result of one luck roll made by a creature within 5 yards of you. Once you use this benefit, you lose access to it until you start your next turn.

Ordered Minds

Castings: 1, reaction when a creature within 5 yards makes an attribute roll against any target’s Intellect or Will
Target: Any number of creatures inside a Size 5 space centered on you
Duration: 1 minute
Each target becomes immune to, and ends, the frightened, Intellect impaired, Will impaired, confused, and stunned afflictions.

Expert Order Spells


Compel Activity

Castings: 3
Target: Each creature, other than you, within 5 yards
Duration: Instant
Choose one activity from Chapter 2 that normally requires the use of an action such as attack, cast a spell, help, or hinder. A target makes a Will roll. On a failure, the creature must use an action to perform that activity during its next turn. If it cannot, the target becomes stunned until the end of your next turn.

Force Bubble

Castings: 1
Target: One Size 3 or smaller creature within 15 yards
Duration: 1 minute
A bubble of magical force snaps into existence around the target and holds it for the duration. The bubble has Health 40. If destroyed, the spell ends early. When the spell ends, anything inside the bubble falls.
The target can move around inside the bubble, but the bubble prevents it from leaving. Nothing from inside the bubble can affect anything outside it and vice versa. A creature that attacks the target targets the bubble instead. Similarly, if the target attacks, it attacks the bubble.
You can use an action to move the bubble up to 5 yards in any direction. When it stops moving, it remains in place until the spell ends or you move it again.

Force Platform

Castings: 1
Target: One Size 3 space within 5 yards
Duration: 8 hours
Magic weaves together an invisible 1-inch-thick platform that forms parallel to the ground inside the target space. The platform has a Defense equal to half your Intellect score and Health 50. If destroyed, the spell ends early. When the spell ends, anything on the platform falls.
At the start of each of your turns if you lack the confused, controlled, stunned, and unconscious afflictions, you can move the platform up to 8 yards horizontally or 2 yards vertically.

Geas

Castings: 1, perform a ritual
Target: One creature within 5 yards
Duration: 24 hours
You reach into and reorder the target’s mind. When you finish the ritual and if the target is present for the entire time, roll 9d6. If the sum of the dice rolled plus the target’s damage total equals or exceeds its Health score, the target becomes controlled by you for 24 hours.
You can use an action before the spell ends to bestow an obligation or prohibition on the target. Doing so ends the spell early.

OBLIGATION: The target becomes cursed. Describe a service within the target’s power to perform. The service can be anything you choose, but it cannot be obviously suicidal or bring direct harm to the target’s loved ones or property. You could, for example, force the target to seek out a fabled artifact, slay a giant, or travel to some far-flung place. If the service you described is possible, the target works toward fulfilling the obligation. If the target does otherwise, it becomes weakened and gains no benefits from resting until it resumes its efforts to complete the service. Fulfilling the obligation ends the cursed affliction.
PROHIBITION: The target becomes cursed, and you can forbid it from performing a specific activity while it is cursed in this way. Examples include casting spells, taking lives, or drinking alcohol. The prohibition cannot be an activity that is required to live; you could not, for exam- ple, prohibit it from eating, though you can forbid eating a particular kind of food. If the target violates the prohibition, it loses 3d6 Health and becomes weakened until after it rests 8 hours. After one year and one day, the target ends the cursed affliction.

Negate Magic

Castings: 1
Target: One creature or object or space within 15 yards
Duration: Instant
Mathematical symbols swirl around the target and rid magic from it. For each ongoing, non-permanent magical effect affecting the target, make a luck roll. On a success, the effect ends.

Stasis Field

Castings: 1
Target: One Size 10 space within 20 yards
Duration: 1 minute
An invisible field spreads across one side of the target space and remains in place until the spell ends. Any object that makes contact with the field stops moving. A creature that tries to move through the field makes a Strength roll. On a failure, it too stops moving. The field even stops fire, cold, and energy effects.
Anything the field stops moving is held in stasis until the spell ends. The field prevents the creature or object from perceiving, using actions or reactions, or moving, and renders it immune to damage, Health loss, afflictions, and other harmful effects.
When the spell ends, everything caught in the field resumes its movement as if nothing had happened to it. Resolve ongoing effects starting with the first creature or object held in stasis. Projectiles from ranged attacks affect randomly determined targets between eligible creatures and objects in the space. Other moving objects finish their moves and come to a stop. Creatures finish their moves and, if they had been arrested mid-turn, end their turns immediately.

Master Order Spells


Dominator

Castings: 1
Target: One creature within 5 yards
Duration: Instant
You impose your will on the target. The target becomes confused (luck ends), and you roll 20d6. If the sum of the dice rolled plus the target’s damage total equals or exceeds its Health score, the target becomes controlled by you for 1 minute. Otherwise, you regain the casting expended to cast this spell 1 minute later.

Force Globe

Castings: 1
Target: You
Duration: 1 hour
A globe of magical force springs into existence around you. The globe uses your Defense and has Health 60. The globe moves with you, rolling, to stay around you. If destroyed, the spell ends early. Any time a creature would attack you, it attacks the globe instead. Any time a creature would affect you with a spell or harmful effect, it affects the globe instead.

Hand of Force

Castings: 1
Target: One Size 1 space within 15 yards
Duration:
Magical energy forms a giant hand in the space. You can expend movement to move the hand 1 yard in any direction for each yard of movement expended. When you cast the spell, and again when you use an action to do so, you can have the hand perform any one of the following activities.

SLAP: Target up to three creatures within 1 yard of the hand. Make an Intellect or Will roll against the target’s Agility. On a success, the target takes 6d6 damage and falls prone.
GRAB: Target one Size 1 or smaller creature within 1 yard of the hand. Make an Intellect or Will roll against the target’s Agility. On a success, the target becomes grabbed by the hand. For the purpose of escaping the grab, the hand uses the higher of your Intellect or Will score for its Strength. If the target is already grabbed by the hand, the target takes 6d6 damage and remains grabbed until the end of your next turn. If the damage incapacitates the target, it dies, collapsing in on itself and squirting out the top and bottom of the closed hand. If you use the hand for any other purpose, the grab ends.
PUNCH: Target one creature within 1 yard of the hand. Make an Intellect or Will roll with 1 boon against the target’s Agility. On a success, the target takes 10d6 damage.
OFFEND: The hand makes an offensive gesture. Each enemy that can see it makes a Will roll. On a failure, the enemy becomes offended (luck ends). An offended creature rolls with 1 bane, cannot speak in an articulate manner, and attacks on each of its turns if it can.

Implosion

Castings: 1
Target: One creature within 15 yards
Duration: Instant
Pressure builds on all sides of the target, causing it to take 15d6 damage. If it becomes injured from this damage, it takes an extra 10d6 damage. If it becomes incapacitated by this damage, the target dies and compresses into a small hard ball that rolls around the ground and continues to shrink in on itself until it eventually disappears.

Law Hammer

Castings: 1
Target: One Size 5 space within 30 yards
Duration: Instant
An enormous hammer of magical force appears in the air and slams down inside the target space. Each creature and object in the space takes 10d6 damage, is pushed 5 yards up and away from the space, and then hangs in the air, held, until the end of your next turn, at which point the creatures and objects fall prone.

Quell Magic

Castings: 1
Target: One Size 10 space centered on you
Duration: 1 hour
Magic fizzles out in the target space. Spells and magic effects produced inside the target space have no effect. Creatures and objects in the space ignore all magical effects from sources that originate from outside it. Any magical effect affecting a creature or object that enters the target space ceases to function for as long as it is in the field, but time spent in the field counts against the effect’s duration, if any. Any creature or object created by magic that enters the target space disappears until this effect ends; time spent while disappeared counts against its duration. Finally, any creature in the target space that uses a magical consumable tracks the consumable’s duration while in the field; the con – sumable produces its effects, if any, when the creature enters a space outside the field.