Order — a school of magic —
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 Spells listed by level
— Reference during playOrder 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
Force Barrier
Inevitable Sword
Logic Prison
Mitigate Risk
Ordered Minds
Expert Order Spells
Compel Activity
Force Bubble
Force Platform
Geas
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
Stasis Field
Master Order Spells
Dominator
Force Globe
Hand of Force
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.