Spellbook

71 entries found.

Rank 1

Ancestral Rage
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-7
This spell allows the Cleric to call on the ancestor spirits to feel his Rage and help him to strike his enemies. The Cleric gains +1A and +1 Phys per Level. This bonus lasts for the Cleric's Level times 2 in hours.
Band of Charge
DurationFixed
EL1
fatigue0
magic points6
On the turn the spell is cast a blue crackling band of lightning forms about the Halfman at about waist height.

On a subsequent turn the Halfman may release the band as Free Action. The band explodes and all people within 5 strides are thrown back and lose their next Action. A target can resist this effect by making a Physical roll resisted by a 15. The band will fade after 10 turns if not released first.
Boost+1 stride range per Boost
Blessing of Water
DurationFixed
EL3
fatigue7
difficulty-8

This spell allows the Black Cloak to control the flow of life-giving waters to the plants around him, blessing or cursing them. The Mage stands in the center of an area of plants and summons power, before unleashing it for one of the following two effects:

Blessing
The plants around the Mage are blessed, their growth enhanced. The plants effected will grow well and strong over the following cycles, improving the quality of the next harvest. It has little immediate benefit however unless the Mage takes a burden in which case the plant growth is more rapid, with benefits appearing in days. A community dependent on blessed crops gain +3 Survival when the crops are used.
Curse
The plants around the Mage have the waters sucked from them, and wither and die. This effect starts immediately, but the consequences are unlikely to be felt for days, or cycles in the case of the largest plants such as trees. A community dependent on cursed crops gains a -3 Survival penalty.

The maximum area affected by the spell is an area of 10 Legats Square for each level of the casting Mage. The effects of Blessing of Water can be reversed by Crop Touch.

power+10 square Legats affected per Power Level
Dark Sustenance
KeywordsSurvival
DurationFixed
EL1
fatigue6
difficulty-6
With this spell the Black Cloak can draw on water stored beneath the earth, gathering it for his use. Groundwater is drawn from the immediate area of the Mage, seeping out at the Mage's feet in drinkable form. This process takes 20 minutes in the parched Light Side or frozen Dark Side, but only 1 minute in the Twilight Lands.

The spell produces at least 2 Arins of water when cast. How many times it can be cast in one area depends on the availability of water. In the Twilight Jungles the Mage may continue to draw and purify water as many times as he likes, while in a Drylands Desert only 2 Arins a day might be available.

If the Mage chooses to take two burdens the seep of water becomes permanent. This has little effect in the Twilight Jungles, and likely only creates a little ice-fall in the Darklands, but can create a tiny spring in the Drylands, which may encourage a few plants to grow. Note that this use of the spell only concentrates water, however, and may make the surrounding area even drier as a consequence. A community with such a seep available gains +1 Survival.
power+1 Arin drawn per Power Level
Earth's Strength
KeywordsAugment
DurationFixed
EL1
fatigue2
difficulty-2
The Earth Cleric draws on the strength of the earth, toughening herself like stone. The Cleric gains +2 Armour. This protection lasts for the Cleric's Level times 2 in hours.
Fire Wall
KeywordsWall
DurationFixed
EL1
fatigue4
difficulty-3
This spell creates a curtain of fire, up to 2.5 strides high by 4 long and 1 thick, which appears where the Mage gestures, up to his 10+Level Strides away and resting on any solid surface other than water. The fire burns for up to 10 minutes. Anything passing through the wall takes D6+8 magical flame damage. A roll To-Hit (using the Ranged / Special (magic) skill) is needed to conjure the wall such that it hits someone as it appears. It is possible to conjure the wall in such a way as to trap someone within its circle but it is at Power -5.
power+1 damage and +2 minutes duration per Power Level, or +1 stride long
Insect Barrier
KeywordsAugment, Defend
DurationFixed
EL1
fatigue2
difficulty-3
With this spell the Mage calls up insects from the land about him to form a barrier of living bodies which makes him almost impossible to hit. On the first turn the spell does nothing, on the second insects start to swarm about the Mage in a living screen that provides +2 Defence. By the third turn there are enough creatures to give +4 Defence, and by the fourth +5. On the seventh to eighth turns the swarm provides +6 Defence, after that it disperses, the magic no longer holding it together. This spell functions anywhere between the Ice Hills and the Sunward edge of the Drylands.
power+1 Defence for all turns after the first per Power Level
Lightning Shield
DurationFixed
EL1
fatigue0
magic points3
This spell creates a crackling shield of lightning that covers a Halfman’s non-existent side. The Halfman gains +4D, and anyone who attempts a strike with a metal weapon and fails to hit by 4 or less hits the shield and takes 2 damage from the shock traveling up the blade. The shield remains in place for 5 combat rounds.
Pressure
DurationFixed
EL1
cast1
learn5
This spell can be used to increase the White Order Mage’s persuasiveness, allowing him to lie his way into the hearts of an unaware community. If the Mage is trying to persuade someone to do something then the spell applies a temporary +1 Presence. This bonus lasts for one conversation.
BloodA further +1 Presence per blood level.
Shade Dance
KeywordsAugment, Defend
DurationFixed
EL1
fatigue4
difficulty-3
Casting this spell summons up smoke-like shadows to dance about the Black Cloak, obscuring him from sight like a dream. The gains +4 defence for a number of rounds equal to his Level + 2.
power+1 turn duration per Power Level
Shadows Talking
KeywordsSense
DurationFixed
EL1
fatigue4
difficulty-3
The Black Cloak can look at the ground in the Daylands and Drylands and, from the marks that shadows leave in the soil, tell if people passed recently, how many, and how long ago, up to 20 minutes in the past. If he sees the shadow of a person directly then he learns whatever name that person is currently using. If used to follow a trail the Mage gains 2+Level Tracking, even if no trail is visible.

In the Twilight Jungles and Nightlands the spell's only effect is to give a tracking bonus equal to the Mage's Level.
power+10 minutes into the past per power level
Strength Lending
KeywordsLink, Subtle
DurationFixed
EL1
fatigue4
difficulty1
With this magic a Black Order Mage may lend Fatigue to a comrade. Strength Lending is cast first to establish a link to the other Mage, which lasts until one or more points of fatigue are drawn. The linked Mage may choose to draw fatigue from the link when he casts a spell or otherwise deliberately loses fatigue (such as for exertion), and the link will remain in force until they do. As soon as fatigue is first drawn through the link the spell ends, and the casting Mage may choose to end the link before-hand if they wish, however they have no control over how much fatigue is drawn before that point.
powerAt +4 you can control the fatigue lent
Strength of the Sun
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-3
Touching an ally, the Red Mage increases the target's Physical attribute by 4 for a number of combat rounds equal to the Mage’s Level. This may increase their damage bonus. This spell is not cumulative with itself or any other Physical increasing spell.
power+1 Physical per 2 Power Levels
+1 round duration per Power Level
Sunfist
KeywordsAugment
DurationFixed
EL1
fatigue4
difficulty-3
The Red Cloak’s hands become covered in a flickering red flame. Any blow the Mage strikes with his bare hand does an additional D6 points of fire damage. In addition the Mage may set alight flammable objects just by holding them. The power lasts for 1 minute per level.
power+2 damage per Power Level
Tabulate
KeywordsAugment
DurationFixed
EL2
fatigue3
difficulty-8
With the use of the Tabulate spell complex problems can be simplified, and difficult tasks enhanced. Castings of Tabulate are commonly used to help the Black Order manage the logistics of feeding cities, provisioning armies, and building roads, but it also has uses in the field.

To cast Tabulate the Mage must prepare a large clay tablet, sand table, or papyrus scroll, filling in details of the problem at hand. The Mage must have at least 1 level of the Ancient Runes skill to do this, and due to the time consuming nature of the tabulation the spell cannot be cast from a Matrix. The better the Mage understands the problem, the more detail they can enter into their tabulation. When the spell is cast additional details are magically filled in, allowing the Mage to predict the best way to tackle a task. The Tabulation might suggest the best place to hit a locked door, the ideal search pattern to find a hidden foe, the prefect shipping schedule to move an army, and so forth. The spell does not provide unknown information, but it helps the Mage deduce and calculate.

A number of people equal to 1 + the Mage's level gain a bonus to the task described in the tabulation equal to their Administration Skill, or the Mage's Administration Bonus, whichever is higher.

Tabulate cannot be enhanced with Power Levels, but additional Black Order Magi can co-operate in one Tabulation. Each additional Mage adds their level to the number of people who can gain a bonus from the spell. All the Mages must know the spell and have Ancient Runes 1 or more. The Casting Difficulty increases by 1 for each additional Mage.
Ward of Thorns
KeywordsWall
DurationFixed
EL2
fatigue6
difficulty-7
When Casting Ward of Thorns the Mage scratches a line in the ground. This can be as long as 10 Legats per Level, but the Mage must draw the entire line while casting. When the line is complete a wall of twisting grey thorns, bare of leaves, bursts from the ground along the line, rising to a height of 2 Legats. The thorns inflict D6 Lethal on anyone trying to push through them. If you try and do so roll Physical vs. 15. On a failure you take the damage but do not force your way through. Cutting a gap sufficient for a Keldian requires 14 damage with a cutting or chopping weapon against Defence 10. The wall lasts 10 minutes in the Light or Dark side or 30 minutes in the Twilight Lands.
power+4 minutes duration per Power Level
Weapon of Flame
KeywordsAugment
DurationFixed
EL1
fatigue5
difficulty-2
Whatever weapon the Red Cloak is holding when this spell is cast, will become wreathed in a dull and potent flame, which it will keep for the next three combat rounds. Any creature struck by this weapon takes +6 fire damage. Note that creatures immune to Non-Magical Weapons can be damaged by this flame but that Magic Defence counts in full against it. Armour counts as normal.
power+1 round duration per Power Level
Windwall
KeywordsWall
DurationFixed
EL1
cast1
learn3
The White Order Mage throws a handful of sand into the air and a wall of iron-like wind materializes, strong enough to rebuff any force up to Phys 32 and resist any projectile. The wall is up to 2 strides high, 4+Level long, and 1/2 stride thick. The wall remains where it has been commanded for up to 10 minutes. Windwalls placed in the way of oncoming gales will cut the force of the wind, and resist blown rain, but do nothing to prevent magical forces or lightning.
Blood+2 strides square for each blood level.

Rank 2

Anchor
KeywordsLink
DurationFixed
EL1
fatigue3
difficulty3
As Lesser Anchor except that the margin of failure is reduced by 4, and the Anchor takes 3 Lethal damage, and the Anchor lasts until the next spell the Mage casts, or 1 day, whichever is sooner.

An Anchor can be created with a willing, or unwilling, subject. For a willing subject no roll is required. For an unwilling subject the Mage must win a Spirit vs. Spirit contest to establish the link, and must be able to firmly touch the target.
Aura of Flame
KeywordsAttack, Augment
DurationFixed
EL1
fatigue5
difficulty-4
Throwing a handful of the Red Earth of the Light Side above his head the Red Cloak conjures up an aura of flame that burns about him for 6 + Level combat rounds. It does D6 fire damage to any that touches it except the Mage. If the Mage attacks you, you can roll Agility resisted by the Mage's Agility to try and avoid the aura.
power+3 damage or +1 turn duration per Power Level
Ball Lightning
DurationFixed
EL1
fatigue0
magic points6
This spell conjures a ball of blue fire in the Halfman’s hand. This ball can be carried as a source of light, even if the Halfmaster passes through a solid object, or thrown at a target up to 30 strides away which it will strike as with an Attack of 17 and a base range of 6, inflicting 3D8+1 damage. If the spell misses the target must roll Agility or take D4 in from the blast.
Boost+1 Attack per Boost
Darkness Shielding
KeywordsDefence
DurationFixed
EL1
fatigue5
difficulty-4
The Black Mage can conjure up before him a shield of blackness, usually a small round shield. This shield will interpose itself between any attack and the Mage on a simple roll of the Mage's Int. The shield blocks all damage until it's own Health is dissipated, and then vanishes. The shield is Health 20 in the Bright Side, 25 in the Twilight lands and 30 on the Dark Side. The shield lasts for 3 hours if not destroyed first.
power+3 Health per power level
Death Blessing
KeywordsSustain
DurationFixed
EL2
fatigue10
difficulty-8
Using this spell it is possible to enhance the duration of another spell using sacrifice. The other spell is cast first, then a willing sacrifice is led to a specially prepared spot and slain. The energy of their death flows into the spell and lengthens it's duration significantly, turning a spell that lasts hours into one that lasts days, days to weeks, weeks to months, months to years, and years to Long Years. Death blessing can only be cast to enhance a spell with a duration of at least 1 hour, and only one that targets a place and not a person.

Alternatively the Black Mage may use this spell to ignore one burden incurred by casting some other spell. The burden is instead attached to the spirit of the sacrifice, which is held as a Tornrait or Ghost until the burden is released.
Deceiving Light
KeywordsIllusion, Subtle
DurationFixed
EL2
cast2
learn5
With this spell the White Order Mage may weave illusions from the red air. The distorted images that the spell creates have no substance, but they can be seen and heard and smelt as if they were real. The spell can create a number of separate objects up to the Mage's level in number, each no larger than the Mage, and separted by no more than 5 legats. The illusions will stand still, or repeat some simple task, without supervision, but require concentration to do more. The Mage must be able to see the illusions to have them act convincingly. The illusions last for 10 minutes.

Any seeing the spell’s images must roll Int vs. the Mage's Presence or fall for them and act as if they were real. If they pass the roll they are aware that something is wrong with what they are. The Passing Gift, or the 3rd Circle Black Order spell of the same name, instantly reveal the illusions for what they are.
Blood+2 Presence or +4 minutes duration per blood level.
Flamelash
KeywordsAttack, Aimed, Ranged
DurationFixed
EL1
fatigue6
difficulty-4
This spell conjures a twisting lash of flame with which the Mage can strike a distant target. The Mage must be able to draw a clear line to the target, otherwise the lash will strike the first target in the way instead of the intended one. The Mage may make the attack using either Ranged / Whip or Ranged / Special (magic) skill as if the lash has +2A and a base range equal to the Mage's Level. A successful lash inflicts D12 fire damage, with physical armour counting for half.

Normally the lash evaporates into sparks as soon as the attack is complete, but at 5th Level and above the lash lasts for 2 attacks.
power+1 extra lash per 3 Power Levels
Flowing Waters
KeywordsSurvival
DurationFixed
EL2
fatigue8
difficulty-9
Using this spell a Black Order Mage can rejuvenate a faltering stream, restart a failing spring, or bring water back to a dry well. The spell must target a single natural water source, which the Mage must touch while casting the spell. Provided water has flown from the source at some point in the last week, the spell will restore the source to it's full natural flow for one week from the time of casting, after which it fails once more.

If the Black Mage is willing to take 2 burdens the restored spring does not fail after a week, but instead continues to flow for one Short Year before the magic lapses.
power+1 week into the past per power level
Ignite
KeywordsAttack, Ranged
DurationFixed
EL1
fatigue5
difficulty-4
Requires Kindle.

This spell acts like the Rank 1 spell Kindle, setting objects aflame, but conjures a much more intense fire which can set even flame resistant objects alight. Using Ignite the Mage can target inanimate objects made of normal cloth, living wood, fur, feathers, leather and the like. Stationary objects are treated as Defence 5, while a carried object uses the Defence of the creature carrying it. Ignite may target items worn by another, such as armour or clothing.

On the round that Ignite is cast the object begins to smoulder, inflicting 2 Lethal damage to anything in direct contact with it. The following round it bursts into flame, inflicting damage as given in the Fire damage table.

The fire conjured by Ignite is difficult to extinguish. Only immersion in sand, water, or a similar substance will prevent the item from burning until it is consumed, although magical items may be more resistant. Dispelling the magic will cause the flames to cease instantly.
power+2 Attack per Power Level
+5 strides range per Power Level
+1 multiple of target size per 3 Power Levels
Inviolate Mind of the One
KeywordsLink, Social
DurationFixed
EL1
fatigue6
difficulty-4
With this spell the Black Order Mage may bind the wills of a number of people together so that they can resist fear and mind control. While bound every member of the group can resist fear or mind control using the best attributes of the group. The Difficulty of the spell is 2+The number of people in the link, i.e. always at least 4. The spell can be cast on any number of people that the Mage can see when casting the spell and who agree to the link, each of them also gaining 1 fatigue. The spell will then operate for as long as the group remains within 15 strides of each other. Should any member die, go unconscious, or pass beyond 15 strides the spell ends at once, and ends at the end of the next 2 hours in any case.
power+1 hour duration per 2 Power Levels
Lesser Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL2
fatigue8
difficulty-6
To cast this spell the Mage must draw a circle in the ground on which he is standing, up to 1 stride across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +4. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.
power+1 stride diameter per power level
Shadow's Sight
KeywordsSense, Augment
DurationFixed
EL1
fatigue5
difficulty-4
With this spell the Black Cloak, or whoever he casts it on, can see perfectly in darkness, be it the Passing, the Dark Side, the Twilight lands, or a Closing of the Eye, as if it were full light on the Light Side, beneath the burning sun. The effect lasts for 10 minutes + the Mage’s Level.
power+D6 minutes per power level
Speed of the Brilliance
KeywordsAugment, Fast
DurationFixed
EL1
fatigue3
difficulty-5
This spell lends the Red Cloak, or a touched target the speed of flame itself. For a period of 1 combat round per level the subject gains +3 attack and +5 initiative.
power+1 round duration per Power Level
Spying on the Wind
DurationFixed
EL1
cast1
learn4
This spell causes a slight wind to blow over an area 1 kleg in diameter for every 2 levels of the Mage. This wind blows towards the mage, bringing to her the sound of every conversation in the area. The babble of confusing voices only allows the Mage to pick out up to his level in individual conversations for the 10 minutes of the spell’s duration.
Blood+1 kleg diameter per blood level.
Sun's Curse
DurationFixed
EL2
fatigue8
difficulty-6
Spreading his arms wide the Red Cloak can cause a line of dull flame to spring up before him, up to 40 strides long, which will burn in any scrub land or grassland, sweeping forward at a rate of 5 strides a combat turn for up to an hour before going out, inflicting 3D4 fire damage upon anything it passes over.
power+2 damage per Power Level
+5 strides length per Power Level
+1 move per Power Level
Sword of Night
KeywordsCreation
DurationFixed
EL1
fatigue5
difficulty-4
This spell conjures up a black sword of solid shadow, A+2, D+4, Dam:2D6 and counting as Sacred. The sword appears in the Mage's hand as the spell is cast, and is considered ready. The sword remains in existence for 1 hour.

A Mage of at least Level 5 can cast an enhanced version of this spell. The Mage must first craft (or have crafted) a blade of Obsidian of Value 8. He must then cast the Sword of Night spell three times, on three consecutive days at Difficulty -14. Each successful casting requires the Mage to sacrifice a point of Health or Spirit. When the third successful spell is cast the sword manifests in a permanent form. A blade created in this way lasts for 7 years before vanishing into nothing.
power+1 hour’s duration per power level.
Three Hands a Warrior
KeywordsAugment, Link
DurationFixed
EL1
fatigue7
difficulty-6
This spell can be used to mystically unite the power of three warriors so that together they fight better. Only one of the three need be a Mage for the spell to work, but the caster of the spell must take part. The three link left hands for a moment, binding their powers together. As they fight after this point each gains the following benefits +2 Attack, +2 Defence, +2 Armour and +2 Damage for each blow inflicted. The effects of the spell last indefinitely, but each of the three gains one fatigue each and every combat turn and if any dies or goes unconscious the spell ends.
power+1 point on any one effect per Power Level
Water, Fire, Stone
KeywordsUr
DurationFixed
EL1
fatigue6
difficulty-5
This strange spell is a specialty of the Red Order of Ur. With it a Mage can use elemental forces to overcome other elements. With Water he can destroy fire, with fire stone and with stone water.

Water : By casting this spell with at least a flask of water the Mage can extinguish a non-magical fire within 10 strides if he rolls a 4+ on a D20 adding his Circle. If the fire is magical then a roll of 17+ (adding Circle) will still extinguish it unless it was created by a higher Circle spell.

Fire : Casting this spell while bearing a mass of flame equal to at least the flames of two torches will smash a stone up to 1 tirol in wight on a roll of 6+ (add Circle) or a block up to 2 x2 strides by up to 1/3 stride thick on a 12+.

Stone : Finally casting the spell with a polished stone the size of the Mage’s fist will explode a volume of water up to 4x4x4 strides on a 3+ or save someone from drowning for up to 10 minutes on a 10+. In all cases the object used is destroyed.
power+1 on any roll per Power Level
Whirlwind Flight
DurationFixed
EL2
fatigue0
magic points10
The target of this spell is usually a Halfman, but does not need too be. When the spell is cast a whirlwind of spinning air, usually laden with dust, mist, or leaves, rises up about the target, carrying him into the air. The target can then fly, trailing the whirlwind, faster than a galloping Krakath, as maneuverable as a Hawk. They gain D+4 and A+6 and may swoop down on a target and away again in one turn leaving no time for further combat. Should the base of the whirlwind, sometimes as much as 1/2 a Kleg behind the target, be struck with a Sacred weapon, however, the wind collapses and the target takes 2D6 falling damage. The maximum duration of the wind is 1 half hour.
Boost+1 half hour per Boost

Rank 3

Aura of Glacial Calm
DurationFixed
EL1
fatigue6
difficulty-5
With this spell the Mage can exert an influence of calm on a group of people up to his level in number. Angry people become annoyed, annoyed people become calm. This calming effect lasts 10 minutes. A character may roll Spirit resisted by the Mage's Int to attempt to resist.
power+1 person or +5 minutes per Power Level
Black Ward / Red Ward
DurationFixed
EL1
fatigue9
difficulty-10
This spell is used to target another Mage, cutting her off from the sustaining source of her Magic. The Mage may roll a Spell Save -10, if this fails then the difficulty of any spells they use is increased by 10 for the duration of the spell. The Red Ward only affects Red Spells, and the Black Ward only affects Black Spells. Red Ward is a Black Order Spell and Black Ward is a Red Order Spell. The duration of the spell is a number of combat rounds equal to the Casting Mage’s Level. Note that this spell is cast using the normal Order Spell tables.
power+2 rounds duration per Power Level
Calling on the Sun
KeywordsSubtle
DurationFixed
EL1
fatigue7
difficulty-6
The Red Cloak throws a pinch of red rock onto an open fire an then gazes into the flames, calling on the Spirits of the Sun to appear in the flames and provide visions of the future. The Mage takes 1 Lethal damage, this is a payment to cause the Spirits to appear. Shapes appear while he concentrates on a single question. The GM rolls a D20. If the result is less than the Mage's Level + 4 then the Mage sees a truthful vision related to the question, otherwise he sees a false one. There is no way for the Mage to know which they have seen.
powerThe Red Cloak can ask 1 question more for each extra Power Level.
Cloak of Authority
KeywordsControl
DurationFixed
EL3
fatigue8
difficulty-5
This spell is used to create magical robes that form symbols of authority for high ranking Magi of the two orders. The robes of the Black Order are as featureless and dark as the void. No light reflects from them and they are unmoved by wind or movement alike. They make the Black Mage seem like a figure cut from a single sheet of darkness and silhouetted against the sun. The robes of the Red Order are, in contrast, always in motion, for they appear to be cut from sheets of living flame bound into the shape of cloth. They glow with their own light and make the Red Mage seem like a flame himself. These Robes are made by casting spell on a cloth base of the finest quality (Cost 10) in a process requiring 5 days of constant enchantment. Each robe actually made is specific to a Mage, and on their death is buried with them in their tomb. Wearing such a robe confers +2 Status to other Mages.
Crimson Eye Focus
KeywordsAugment, Chald
DurationFixed
EL1
fatigue7
difficulty-6
This spell is unique to the Crimson Slayers of Chald. By invoking the Crimson Eye Focus the Slayer allows the magic to boost his body. For the 10 minute duration of the spell the Mage gains +5 Physical +5 Agility and +5 Observation. To make the invocation the Slayer touches the thumbs and forefingers of each hand together in a triangle before their face, looking through the gap between them.
power+5 minutes duration per Power Level.
Explosive Arrow
KeywordsCreation, Chald
DurationFixed
EL3
fatigue12
difficulty-12
Requires Flame Arrow.

This crafting spell is a secret of the Mages of Chald, and expands on the Flame Arrow spell to create enchanted projectiles. A Mage of at least Level 8 can permanently enchant an arrow so that, when it hits, it explodes in a ball of flame that inflicts 2D8 fire damage on anything within 2 strides of the point of impact. Such an arrow costs Wealth 10’s worth of materials to make, and can only be shot from a Bow of Blood. Enchanting a Flame Arrow in this manner requires the Mage to cast the spell once on each of three successive days.
power+1 damage per 4 Power Levels, can only be used once
Fire Maze
KeywordsWall
DurationFixed
EL2
fatigue9
difficulty-9
Requires Fire wall.

A greatly enhanced version of the First Circle Fire Wall spell. The Fire Maze fills an area of 30 cubic Legats with intense magical fire, which deals 2D6+8 damage to anything that passes through it. The Mage gestures where the wall is to appear, and it will then burn for 10 minutes.

Unlike the lesser spell the Fire Maze has a variable geometry. It can be arranged in any shape so long as no part is less than 1/2 Legat in any dimension, and no more than 4 Legats of unsupported height (so for example a low wall 1/2 a Legat high, 1/2 a Legat deep and 120 Legats long is possible). No part of the wall may be more than 15+Level Legats from the Mage when he casts the spell. At least some part of the wall must be supported on a horizontal surface, but this can as easily be stone or water as something flammable. A roll To-Hit (using the Ranged / Special (magic) skill) at -4A is needed to conjure the wall such that it hits someone as it appears.

The Mage can easily shape the wall with multiple branches and turns so as to entrap someone within it, but the wall cannot entirely enclose someone. A person so trapped must win a contested Int roll against the Mage to escape. The number of rounds they are trapped equals the number of rolls needed to succeed.
power+1 minute duration per 2 Power Levels
Greater Command
DurationFixed
EL2
fatigue8
difficulty-8

Requires Lesser Command

This spell gives the Red Cloak control over natural and magical flames. With an action (and a gesture) they can make any of the following alterations to an existing fire no larger than a bonfire and up to 5+Level Legats distant.

  • Extinguish the fire
  • Alter the vigour of the fire (making it burn low or surge high)
  • Alter the colour and character of the fire (hissing, sparking, steady, flickering, etc.)
  • Cause the fire to move or spread up to 2 Legats across a flammable surface
  • Cause the fire to jump a gap of up to 1 Legat to a flammable surface
  • Cause the fire to move or spread up to 1 Legat across an inflammable surface

In addition they can cause the air around the fire to fill with burning sparks and smoke (Area 3, D6 damage ignoring armour, -3A) or clear a similar area.

If the Mage wishes to extinguish fires larger than a bonfire then she may extinguish selected bonfire sized bits of it one at a time. Each section requires an action and a roll of Int + Sorcery vs. 15.

The powers conferred by the spell are usable at will for 1 minute per Level, extending for 2 Fatigue for each extra minute. To cast this spell the Red Cloak must bear an iron weapon from the Dragon Mountains.

power+D6 minutes duration per Power Level
+1 Int for extinguishing bits of blazes per Power Level
Halo of Fire
KeywordsAugment, Defend
DurationFixed
EL1
fatigue6
difficulty-5
This spell conjures about the head of its target, whom the Mage must touch, a ring of small glowing balls of fire, of a number equal to the level of the Casting Mage. These spheres remain in existence for up to 30 minutes. Any further casting of the spell on a target removes the old spell and replaces it with the new one. In combat the subject of the spell may expend a sphere to attempt to nullify any blow that would otherwise hit them. They must do this before determining damage for the hit. Roll a D20. On a roll of 10 or less the damage is nullified entirely. An area of effect attack (something that engulfs the target) is nullified on a 5 or less.

Only one sphere can be expended per blow, but the subject may block any number of blows in a single combat turn as long as he is aware of the attack being made upon him. A spell cast by an unseen Mage or a sudden stab in the back alike cannot be deflected with this spell.
power+1 chance of deflection per +2 Power Levels
Harvest of One Cycle
KeywordsSurvival
DurationFixed
EL4
fatigue10
difficulty-10
This spell allows the Earth Cleric to bring a single field of crops from planting to harvest in the space of one cycle. The Cleric must perform all the work involved, from planting to harvesting, and must succeed on a Phys + Farming / Drylands or Farming / Poison Forest roll on each of the 6 days, starting on the Brilliance and working non-stop until the Passing. The Ritual must be cast on each day, using Keldian Bone Meal each time, and the Cleric will take 1 Weakening Damage for each day. Any failure, of a spell casting roll or a Farming roll, will break the ritual and waste all the effort. Any crop planted will wither and die at once.

If the Ritual succeeds then a single field is taken from planting through to Harvest in the space of one cycle, producing enough food to feed a family for a season, or a small village for a few cycles. The ritual cannot be repeated on the same field within one Short Year, indeed nothing will grow on that soil till the year has passed, it is simply too exhausted.
Holding
KeywordsSustain
DurationFixed
EL1
fatigue5
difficulty-8
This spell can be used to hold another spell so that it can be instantly released at a moments notice. Using holding a Mage may delay a single 1EL spell indefinably. Only one spell may ever be held at a time no matter how many times Holding is cast. The Mage must cast this and then the spell to be held. If the second spell fails then the Holding is also wasted. Holding is Subtle if the spell to be held is Subtle.
Levitation
DurationFixed
EL2
cast3
learn6
This spell allows the Mage to cause an object or person to soar up into the air and then fly at the Mage’s command. The weight of the object is up to 1 Tirol per level, and it can be raised up to 1 stride per level. If the Mage holds the object in one place then he may keep it there for up to 8 minutes per level, otherwise he may arrange so that it will fly through the air at a speed of 20 klegs per hour for up to 4 minutes per level. Finally he can drop the object or dash it against the ground for normal falling damage.
Blood+1 stride height or +5 minutes duration per blood level
Lightning Wall
DurationFixed
EL1
fatigue1
magic points3
This spell requires at least two Halfmen to cast, and usually involves 5 or 6 (each of which casts the spell). As each casts the spell a wall of lightning springs up between each pair of Halfmen (up to a maximum distance of 10 Legats). Anything living passing through this wall suffers D4+8 damage ignoring armour. As the Halfmen move the wall moves with them and is often used to heard their prey into a tight space. The wall remains in force for 5 minutes + 1 minute per Halfman in the wall.
Boost+1 damage per Boost
+1 minute duration per Boost
Manifestation
KeywordsSummon
DurationFixed
EL3
cast4
learn4
Using this spell the Dark Ones can use their link to the White Cloak to Manifest on Sun Keld for a brief moment. The nature of this manifestation varies wildly from entity to entity. Some may appear as no more than a voice, sensation or presence, unable to do more than communicate with their minions, while others can create a corporeal entity for themselves for the brief time they appear in the solid world (in this case use the stats from Calling the Deceiver. In either case the agenda of the summoned Outer God is it's own, and the White Cloak has no control over it whatever.

All corruption gained from casting this spell is permenant.
Misty Solidification
KeywordsArea, Wall
DurationFixed
EL1
fatigue6
difficulty-5
This spell allows the Black cloak to exert influence over mists, causing the water in them to form walls, steps or any other solid shape. A number of cubic Legats of solidified mist can be created equal to 5 + 2 x the Mage's Level, none of which can be more than 12 Legats from the Mage. The mist remains in the form imposed on it for up to 10 minutes.

Solidifed mist is partially opaque, and semi-solid. A full cube of mist has Health 10 and Armour 2, while a thin wall using half a cube has Health 5 and Armour 1. A wall with an opening provides partial cover to anyone fighting from behind it. Simple shapes (walls, half walls and cover) can be automatically created. Anything more complex requires a successful Int + Craft / Mason skill roll resisted by 10 + the number of complex features the Mage is trying to make that round. If the roll fails the complex items do not manifest and the Mage must roll again next round. A Mage may try and entangle a target in the solid mist by making a successful hit roll using Ranged / Special (magic) skill.
power+2 cubic legats of mist per power level
+2 max range per power level
+1 minute duration per power level
Ritual Bond
KeywordsSustain
DurationFixed
EL6
fatigue32
difficulty-14
A lesser version of the 5th Circle spell Mass Life Bond, Ritual Bond can tie the maintenance of a magic spell to a particular place, so long as complex rituals are regularly enacted. Should the rituals fail, the magic will start to do the same. This spell only affects area and protective Magics, such as Sun's Blessing or Sun's Shield.

To create the Ritual Bond the Mage must first cast the spell to be maintained, and then follow it with the Ritual Bond. The Ritual Bond takes a number of days equal to the Difficulty + Circle + Burdens of the spell to be bonded (the spell need only be in force at the end of this time, so it is possible to begin the bond before the spell it will maintain). The Mage needs to pick a focus for the Bond, usually a living object (such as a tree), or a stone (obelisks, standing stones and the like are popular), which must be connected to the earth and long living. At the end of the ritual the Mage casting the bond loses 1 Spirit.

Once the Bond is established the bonded spell can be maintained by the enacting of regular rituals centred on the focus. For example an obelisk might need to be washed with Crdlu milk ever day, followed by 2 hours of spoken rituals. By default the ritual requirements are :
  • frequency : daily
  • duration : 2 hours
  • materials : value 6
  • fatigue : 12
  • skill : academics / sorcery 5
Increasing the power level of the Ritual Bond can make for a less demanding set of rituals.

Should the rituals be missed the bonded spell will begin to suffer. Each time a Ritual is missed the spell takes one damage. Once the damage reaches 10 - the Circle of the spell, it fails entirely. At the point the bond is broken forever. Before this time it is possible to repair the damage. Restarting the rituals halts the accumulation of damage (but does not remove any of it). Points of damage may be removed by extra rituals. Each extra ritual requires people equal to the Circle of the spell with at least Sorcery 1 to enact (as well as materials equal to the circle times 3 in value). Each extra ritual removes one accumulated damage.
powermaterials : -1 per power level
duration : halve the duration of the ritual per 2 power levels
fatigue : -3 per power level
skill : -1 skill per power level
+4 power levels, rituals are twice a week
+7 power levels, rituals are weekly
+10 power levels, rituals are monthly
+15 power levels, rituals are annual
Speaking to the Sun
DurationFixed
EL2
fatigue9
difficulty-7
Using this spell a Red Cloak can, standing beside a fire, send his mind through it, so that his words are heard in the mind of a distant person, usually another Mage. The range of the spell is 50 klegs, and its duration 5 minutes. The casting Mage must know the Mage they are attempting to contact. If the person contacted is Bound to the casting Mage then the spell gains +5 Power for free.
power+50 klegs or +5 minutes per Power Level
Spiritwalker
KeywordsTravel
DurationFixed
EL2
fatigue10
difficulty-14
During this Ritual the Earth Cleric summons the attention of a specific ancestor. To do so he must know the name of an ancestor, and have some of his remains. When the spell is successfully cast the ancestor takes the hand of the Cleric and draws him through the veil into the Spirit World. The Cleric becomes a Spirit for the duration of the spell. While in this form they can perceive Spirits as if they were solid creatures (though they can still tell a Spirit from a non-Spirit) and may converse with them. Like a ghost they cannot affect the real world, but they can still be damaged by any effect that normally damages a Spirit.

Entering the Spirit World is a dangerous proposition. The Cleric will attract the attention of Spirit creatures, who are often hostile. The Spirit transformation also affects the Cleric's senses, making things hard to perceive. Especially they perceive emotions as having the same solidity and reality as physical things. Finally the transformation of their Clay may have long lasting effects. The Cleric must make a Spirit roll vs. a 14. If they fail then they lose one Spirit. On the other hand entering the Spirit World may allow the Cleric to lay a Ghost to rest (by speaking to it, or by learning what it seeks), or combat a Spirit threat that cannot otherwise be faced.

The spell lasts for a maximum of 10 minutes per Level, though the Cleric may return to the real world sooner if they wish.
Stone Word
KeywordsCurse
DurationFixed
EL1
cast2
learn5
The sound of this dead word is a burden to mortal flesh. The Mage may direct it at a single target within 20 strides, who will be suddenly weighed down. For a period equal to the Mage’s level in combat turns the target is at -4 Agility, -4 Phys and -4D. The target may spend a turn doing nothing and then roll Spirit to escape the word.
Blood+1 effect or +1 turn duration per blood level.
Storm of Maddness
DurationFixed
EL2
fatigue1
magic points10
This spell must be cast by no less than 8 Halfmen at the same time (each casts the spell). It gathers the winds of the Light Side to form a burning storm of dust and sand that boils up in the space of 10 minutes. This storm covers an area with a radius of 50 Legats per Halfman and can move up to 100 Legats per Halfman each round. The storm is primarily intended to cause fear and to cover the movements of the Halfmen.

Anyone in the area of effect of the storm suffers near blindness (A/D-10), and must make a Physical roll resisted by 15 or be knocked down or battered about. In addition the storm causes a Fear 15 attack on everyone affected. The storm continues to rage for half an hour, or until none of the Halfmen involved remain.
Boost+1 half hour per Boost
The Blessing Touch
DurationFixed
EL1
cast1
learn5
When a White Order Mage wants to insinuate his way into some community he uses this spell. The next person that he touches, flesh to flesh, must roll Int resisted by the Mage's Presence or be entranced by the Mage. The entranced target will accept the Mage, in fact they will readily follow any reasonable suggestion that he makes, and invite him into their homes.
Blood+1 Presence per blood level.
Voices of Light
DurationFixed
EL1
cast2
learn5
This spell summons up air spirits to seek out any group or place the Mage knows the location of, there to produce whispered voices and cries, up to 20 at once, from behind doors, over walls, through trees, and so forth, imitation as they do so the voice of any creature that the Mage has heard The maddened spirits of the air are themselves maddening to hear and all who hear them must take a Fear 12 attack if the Mage so wishes it, though they cannot imitate anything else while doing so. The spirits dissipate after 10 minutes.
Blood+1 insanity or +5 minutes duration per blood level.
Waiting
KeywordsSustain
DurationFixed
EL3
fatigue10
difficulty-10
This spell can be used to hold another spell in waiting at a specific place or upon a specific object, to be released when some condition is met. The object or place protected must be engraved or carved with a complex rune, a process requiring at least a day of work and an appropriate Craft roll. Alternatively a quicker rune may be drawn in ink or wax but the difficulty increases to -12 in this case. Once the Waiting spell is cast the second spell may be cast into it as normal. Should the second spell fail then the Waiting spell too is broken, though the rune may be reused.

Unlike Holding, Waiting may define complex conditions, involving anything physical that happens within the protected area. The Waiting spell acts with the same level of knowledge as the Mage who casts it, as if someone with the Mage's senses and memory were standing at the location. It can be set to trigger on the appearance or action of anyone that they Mage would know or recognise, but not anyone they could not (for example it cannot be set to trigger on the arrival of someone the Mage knows only by name). It cannot be triggered by anything that happens outside the warded area, nor by anything which requires reasoning or judgement about what it sees (so it can be triggered by the arrival of a Keldian, but not by the Keldian speaking a lie, since that requires a judgement about the Keldian's actions).

The maximum Energy Level of spell the Waiting may hold is 1, and the maximum area protected is 5 by 5 strides.
power+1 EL of spell can be held per +4 Power Levels
+1 stride area per Power Level
Warrior's Strength
KeywordsAugment, Link, Subtle
DurationFixed
EL1
fatigue6
difficulty-5
Using this spell a Mage may draw on the power of a warrior that has been Bonded to them. When the spell is cast the Mage may draw Health from the Bonded One, up to twice their level. The Bonded One takes one half this amount as damage while the Mage may add this amount to her current Health, even if this makes it exceed its normal maximum. This extra Health will remain for up to 10 minutes, allowing the Mage to fight in the thick of battle without dying. After the spell expires the Mage loses Health equal to the amount gained, which might kill the Mage if they are not healed first.
power+2 minutes duration or +1 Strength gained per Power Level

Rank 4

Body of Flame
KeywordsAugment
DurationFixed
EL1
fatigue7
difficulty-6
When this spell is cast the Mage’s body becomes living flame immune to anything other than water (a splash does D4 damage, a barrel-full D8, and full immersion D12), or Sacred weapons. Wooden weapons striking him will be destroyed unless enchanted, and any so foolish as to strike him with bare hands suffers D8+6 damage. The Mage gains +4 attack, and his blows do an additional D8+6 fire damage. The Mage does not set fire to his surroundings merely by his presence, but can do so if he wishes, burning through doors, furniture, and even walls in an inferno of flame. The Red Cloak takes 9 damage when the spell is cast. Duration 6 minutes.
power+4 minutes per Power Level
Greater Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL3
fatigue10
difficulty-11
Requires Lesser Circle of Protection

To cast this spell the Mage must draw a circle in the ground on which he is standing, up to his level in strides across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +8. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.

This spell may be used in conjunction with Shadow Geomancy to make a Geomantic Circle.
power+1 stride diameter per power level
Night's Wings
KeywordsAugment
DurationFixed
EL1
cast1
learn6
For up to 10 minutes the Mage may fly through the air like a bird, at up to 20 klegs per hour, provided that they have on their possession a feather from a Night Raven. Their Agility in flight is however reduced by 12. If the spell’s effects wear off while the Mage is in flight then they drift safely to the ground.
Blood+3 klegs per hour or +4 Agility up to normal maximum, per blood level.
Reversal
DurationFixed
EL1
cast2
learn6
This spell reverses the effects of attacks aimed at the White Order Mage, be they physical or magical. The Mage rolls a D12 for each attack that strikes him. If he scores less than or equal to his level then the attack is reversed and affects the attacker instead. This works for a number of attacks equal to the Mage’s Level. Note that the Corruption caused by casting this spell is permanent.
Blood-1 on the dice roll per blood level.
Shadow Geomancy
KeywordsCircle
DurationFixed
EL3
fatigue13
difficulty-10

The Shadow Geomancy creates a complex rip in the fabric of space that ties a location in the Twilight Lands or the Light Side into the Dark Side. While within the Geomancy’s indistinct bounds a Black Order Mage casts magic as if they were on the Dark Side, and in addition gains D3 less fatigue for every spell they cast.

A Shadow Geomancy can only exist where darkness reigns. Even a sliver of unfiltered sunlight will dispel it. While it may be maintained inside a sealed and windowless chamber, it is more common to use spells such as Closing of the Eye or Crossing the Border both of which allow the Geomancy to be created. Regardless of the size of the shadow, the Geomancy only covers 10 strides square. Once cast the Geomancy slowly poisons the land around it, sucking the vitality from the soil. If the shadow that contains it has not failed first the Geomancy will break apart after a number of days equal to the Mage's Level.

Geomantic Circle

The Shadow Geomancy spell also has an alternative use. Cast in combination with Greater Circle of Protection it can create an area of permenant magical protection known as a Geomantic Circle. This version of the spell requires both spells to be cast in succession, and causes the casting Mage to lose 2 points of Physical. The area created is a dead zone. Anything within it has MD +8 and also -15 to all channelling attempts. In addition spirit creatures are unable or unwilling to enter the Geomantic Circle. The presence of a Geomantic Circle is easily perceived by anyone with magical skills. Unlike a Geomancy the Geomantic Circle is permenant, although physically destroying the marked circle ends the spell.

power+5 strides square per power level
+1 day per 4 power levels
Suppressing the Flow
DurationFixed
EL2
fatigue13
difficulty-18
This spell is a more potent version of Red Ward and Black Ward. When cast it suppresses the flows of both Red and Black magic in a specified area. All Mages in that area find that their Magic Saves are decreased by 10 for the duration of this spell. The only Mage immune to this effect is the Casting Mage. The area of effect is normally 3 times the Mage’s Level in strides and the duration a number of combat turns equal to the Casting Mage’s Level.
power+2 turns per Power Level
+1 stride radius per Power Level

Rank 5

Cleansing Flame of Ashes
KeywordsSurvival
DurationFixed
EL5
fatigue20
difficulty-15

This is one of the most powerful spells known to the Red Order, for it can extend the natural life of a Keldian far beyond its usual span. The Cleansing Flame is reserved only for the most powerful Magi, and is hardly ever cast on someone with a Status less than 18.

Each of four Mages must cast the spell together. Should any of them fail the casting then all the Mages fail and a new ritual cannot be attempted on the same individual in that month. Should the spell be cast it is still not certain of success. The subject must make a Physical roll resisted by 15. Failure means that they lose 2 Physical permanently and the spell is done. Should it succeed then the subjects age is frozen at its current point for 10 years time, after which point the Keldian ages again as normal.

Though the spell may be used on a person of any age it is usually reserved only for the most powerful Mages because of its complexity and requirements. It is also an important factor in the balance of power between the Black and Red Orders. Though the Black Order has quested for generations for their own version of this spell they have been singularly unsuccessful to date. Thus the Red Order is the only means of longevity for the Black Order's chosen. The spell requires the following.

  • The sacrifice of 10 Bull Crdlu
  • The burning of sacred herbs worth 10
  • The destruction of gemstones and minerals worth 11
  • 4 days of continuous casting by the 4 Mages involved
  • 5 days of fasting and sacrifice by the target of the spell
power+1 on the Physical test per 2 power levels used by each Mage casting the spell
Hollow One
KeywordsAugment
DurationFixed
EL1
cast2
learn7
With this magic the White Order Mage can make himself like a Ghebbeth, gaining similar power to that bestowed on a corpse by the Servant Walking spell. While in this state they have the following bonuses:
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4, Barehanded attacks do d6 base damage
In addition, since the Mage is simply a hollow vessel filled with the Dark Power he takes half damage from piercing weapons. Unlike a normal Ghebbeth the Mage retains all his powers and will, he is simply more dangerous and more powerful. The state lasts for 10 minutes.
Blood+10 minutes or +1 armour per blood level.
Icestorm
KeywordsAttack, Area
DurationFixed
EL2
fatigue10
difficulty-11
This spell summons the chill winds of the Darklands to batter and pelt an area targeted by the Mage. The first round after the spell is cast the winds rise and wrap around the Mage, filled with flecks of snow and ice. The following round, and each subsequent round until the spell ends, the area is blasted by wind and ice. Small animals and plants are frozen and killed automatically, and everyone in the area (the Mage included) takes 2 Fatigue a round, while larger creatures are subject to attack.

Each round the Mage may direct the storm at up to their level / 2 targets, although doing so uses their action. A target is automatically blasted by wind and ice and takes 2D8 cold damage. Normal armour counts half against this but cold weather gear subtracts its survival bonus from the damage. The target may make roll of Agility + Movement / Acrobatics vs. 15 to halve the damage by jumping out of the way of the blast. The Icestorm lasts until the Mage ceases to concentrate on it, or until 5 rounds have passed, and covers an area of 1 Legat per level around the Mage.
power+1 round max duration per 3 Power Levels
+1 Legat area per Power Level
Staff of Rashin
KeywordsSurvival, Nagash
DurationFixed
EL2
fatigue11
difficulty-9
This spell is exclusive to the Black Order of Nagash. It emulates the power of the legendary Rashin when he created the spring of Nagash. With a specially prepared staff worth 9 a Mage may strike any rock and cause a rift to appear. From this rift will pour fresh clean water, good to drink and wash. This marvelous water will flow fast and pure for a number of days equal to the level of the casting Mage (though he may choose to set it for less), and then vanish as quickly as it came, leaving only the rift behind.

If the Mage takes 4 burdens the flow of water becomes permanent instead of fading away when it is done.
power+2 days for every 3 Power Levels