Spellbook

14 entries found.

Rank 1

Fire Spirit Warding
KeywordsSummon
DurationSummoned
EL1
fatigue5
difficulty-2
This spell summons an immaterial and invisible heat spirit that will guard the area of the Red Cloak’s choosing for up to 1 day per Level. If the area is intruded upon then it will warn the Mage, regardless of distance, before vanishing. Power levels for this spell may be gained by offering blood (1 Lethal damage per power level).
power+1 day per Power Level
Wasp Service
KeywordsSummon
DurationSummoned
EL2
fatigue7
difficulty-5
This spell allows the Mage to call upon the wasp spirits of the Poison forests. The wasp spirits may be summoned anywhere in the Twilight lands, but not beyond them. Once called the swarm attacks a number of times equal to the Level of the summoning Mage +1, and then dissipates once more.

If cast by a Mage of at least the 5th level this spell can be used to bind a swarm of Wasp Spirits to the Mage permanently. To perform such a binding the spell must be cast three times on three consecutive days. On the third casting the Mage sacrifices a point of Physical and makes a Presence roll against the Swarm's Spirit. If the roll succeeds then the Swarm is bound to them.

The Mage may call a bound swarm forth at any time (in any part of the world). Once battle is over the Swarm vanishes again and cannot be called for another hour. A bound swarm does not naturally heal, but the Mage may take Lethal damage at will to heal the swarm whenever it is called.
powerFor +8 Power Levels a bound swarm heals 1 point per day
For +6 Power Levels the bound swarm can be called again in 3/4 of an hour and for +10 in 1/2 an hour
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
62
Sting
:
A15
D13
Init19
dam2D4

Rank 2

Calling the Dead
KeywordsSummon
DurationSummoned
EL1
cast4
learn5
This magic calls an unnatural creature to the Mage’s service, a creature of the Outer Gods. This fell creature has its price, because of the corruption it inflicts on the Mage when summoned, but otherwise it obeys his will in all things, for it is the will of the Dark Ones. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It remains for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
79
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
Lesser Spirit of the Dark
KeywordsSummon
DurationSummoned
EL1
fatigue7
difficulty-6
This spell enables the Black Order Mage to draw a spirit of the Dark Side into his service for as long as he continues to pay 1 fatigue per 2 minutes. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.

The creature will attack whoever the Black Cloak commands it too, but it would really rather attack its summoner. In the Dark Lands it will freely depart, in the Twilight Lands the Mage must roll Int to force it from him, and in the Bright Lands he must roll Int resisted by 15, otherwise it attacks him. Note that this Demon’s Int score counts only for the purposes of observation and spell resistance, it cannot speak or communicate in any way.
power+1 int to command it to leave per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
9
12
14
10
14
0
0
2
0
4
4
72
Claws
:
A17
D18
Init20
dam3D4+1
Swarm Possession
KeywordsSense
DurationSummoned
EL1
fatigue7
difficulty-7
With this spell the Mage may transfer her mind into the bodies of a swarm of insects that she can see when the spell begins. She loses all control over her own body and instead controls the swarm, sending them where she wills and seeing what they see. This spell only works on normal insects not those summoned by a spell or other magic. The strangeness of the link causes the Mage to gain 2 fatigue per 10 minutes of use of the spell and falling unconscious ends the spell.
power+2 minutes free use before fatigue starts

Rank 3

Children of Shadow
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7

From the Dark Lands come many creatures that the Black Order Mages may draw upon. These creatures, Night Bats, Night Goblins, Giant Crabs and Crayfish and Iron Ravens, will answer the call of this spell and descend into the Twilight lands to do as the Mage bids, save that it threaten certain death. These creatures will not, however, venture into the Bright Lands, save during the Passing, and then only the Iron Ravens and Night Bats will go very far. Roll as follows to determine what answers the call.

D10 Creature
1-2 Soror
3-5 Night Bat
6 Cambarid (Red)
7-8 Cambarid (Yellow)
9-10 Iron Raven

The creatures serve the Mage for up to 10 minutes per level.

A Mage of at least 6th level may cast the spell at a higher power. This version has Difficulty -16 and Fatigue 12, and takes 10 hours to cast. When the summoned creature arrives the Mage may make an opposed Intelligence vs. Spirit roll with the creature. If the Mage wins then the creature is bound to the Mage, who must pay one permanent Health, if the Mage fails then the creature will attack them instead. A bound creature is like one tamed by a Beastmaster. It will accompany the Mage, even into the bright lands, and will obey his general orders at their normal Intelligence.

powerFor each extra two power levels, at 5 minutes per level, roll again
Shadow Demon
KeywordsSummon
DurationSummoned
EL2
fatigue10
difficulty-9
With this spell the Black Cloak can summon a very powerful Demon of Shadow. In full sunlight it appears as no more than a wavering shadow of horrific shape, while in darkness it solidifies into terrible shapes that defy weapons to hit them. This creature will serve the Mage for but a moment or two, normally 5 minutes and no more.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by 15 to force the creature from him or suffer D10+2 damage. This does not apply if the demon killed at least 7 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
24
19
4
17
15
13
30
0
0
0
0
2
5
94
Claws
:
A22
D24
Init21
damD8+8
Shadow Steed
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7
This spell summons a shimmering patch of darkness, faintly shaped like some hideous insect beast, which will bear the Black Order Mage with great speed through the Night of the Black Side or the red fire of the Light Side. It speeds over the earth at 40 klegs an hour wherever the Black Cloak directs. When the summoning is over, however, the Steed inflicts 1 point of Agility, Phys, or Health damage (Mage’s choice). Duration 1 an hour, Extends for 6 fatigue.
power-1 fatigue per hour per power level, to a minimum of 1
Spirit from the Sun
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7
With careful preparation the Red Cloak prepares a sacrifice of blood, either his own or another’s, equaling 5 points of Health. When the blood is spilled on the red soil the Red Cloak can summon a Demon creature from the sun to do his will.

The creature is a half visible pillar of dust and fire that falls upon its targets with a maddening shriek. Each turn the Red Cloak must roll Int and lose 1 more fatigue to keep the creature in existence, otherwise it vanishes. The creature takes D4 extra damage from any Shadow attack.
power+1 damage per Power Level.
+1 Int to control per Power Level.
+3 Power Levels allows the Spirit to be summoned in the Darklands.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
15
13
16
14
12
25
0
0
4
0
4
4
85
Whirlwind
:
A16
D12
Init19
dam2D6
May attack twice a round.
Wind Dragon Summoning
KeywordsSummon
DurationSummoned
EL2
cast4
learn7
This spell summons a monstrous wind spirit to serve the Mage, to bring which he must spill his own blood, sacrificing 1 point of Physical forever. It blows up, forming a huge coiling body 50 strides long that snakes around the Mage, never touching him. The Mage may also send the creature to attack other targets.

Since the Wind Dragon is immaterial its main attack is by its Phys, any target hit must roll Phys resisted by the Dragon's Phys or fall down for the Dragon’s Physical Bonus in damage. However its body picks up the world around it making it doubly deadly. The Wind Dragon remains to serve the Mage for 10 minutes.
Blood+4 minutes duration per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
92
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4

Rank 4

Calling the Deceiver
KeywordsSummon
DurationSummoned
EL1
cast5
learn6
This magic calls an unnatural creature to the Mage’s service, a creature more powerful than the Calling of the Dead. This fell creature is content to serve the Mage for the price of its summoning upon the Mage’s body. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It is immune to non-sacred weapons. In addition those it attacks suffer a Fear 14 attack. It remains on this plane for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
103
Claws
:
A23
D20
Init20
damD12+3
Demon of Potence
KeywordsSummon
DurationSummoned
EL3
fatigue13
difficulty-12
With this spell the Black Cloak can summon a very powerful Demon of the most utter blackness. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air. This creature will serve the Mage for 1 minute per Level.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by the Demon's Spirit to force the creature from him or suffer 2D10+2 damage as the demon attempts to drain his soul. Should the Demon kill the Mage then it may possess his body and remain on Sun Keld till slain. This does not apply if the demon killed at least 12 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
20
15
20
10
15
50
0
0
6
0
3
5
123
Claws
:
A23
D16
Init23
dam3D6+1

Rank 5

Desecrating Summoning of the Hunter
KeywordsSummon
DurationSummoned
EL2
cast3
learn8
The White Order Mage must mount to the highest place within a kleg and light there a fire before casting this spell. He then makes a Level + Corruption roll. If he succeeds his spell calls D4 Hunters to his service. These foul creatures serve the Mage until they have each slain seven Keldians, until they are slain, or until a day has past. If they have not slain their fill by then then they will attempt to slay the Mage instead, and they will usually succeed.
Blood+1 on the summoning roll to summon per blood level
Fire Swarm
KeywordsAttack, Summon, Ranged
DurationSummoned
EL2
fatigue10
difficulty-11
This spell summons a swarm of fire spirits from the sun, which will attack targets of the Mage's desire until spent. In the round that the Mage completes the spell a number of fire spirits descend from the sun to swarm around him. Each spirit resembles a ball of rolling fire that drops from the sky (passing through any intervening objects on the way) leaving a trail of actinic flame behind it. A number of spirits equal to the Mage's Level is summoned.

Each round the Mage may direct two of the spirits to attack a target. This does not use up the Mage's action. The spirit has an attack of 35, and can hit a target up to 20 Legats away, following it around corners or behind cover if needed. As long as the Mage can direct the spirit to its target, it will make its attack. When it reaches the target the spirit explodes in flame, inflicting 4D6 damage on the target (Agility / Acrobatics vs. 15 for half). When it's attack is complete the spirit evaporates with a shriek of superheated air.
power+1 spirit commanded per round per 3 power levels
+1 max range per power level