Spellbook

5 entries found.

Rank 2

Shadow Aurora
KeywordsArea, Control
DurationExtended
EL2
fatigue8
difficulty-6
When the Mage casts this spell a shimmering curtain of dark radiance descends from the sky (it always emanates from the direction of the Dark Side) to cover an area centred on the Mage and 5+Level strides in radius. Within this area the light becomes dusky, and suffused with the glow of the Dark Side auroras (this actually provides dim light in the Dark Side).

The Mage may nominate up to twice his level in people when the spell is cast. Any creature of at least Int 2 in the area, who is not one of the nominated people, suffers disorientation and confusion from the shifting curtains of light and dark. An affected creature suffers a penalty to Defence and Spirit equal to half the Mage's Level (round up). All creatures, including the nominated ones, suffer -1A.

Duration Level in minutes. Extends for 4 Fatigue.
power+1 stride radius per power level

Rank 3

Flamestrike
KeywordsAttack, Area, Ranged
DurationExtended
EL2
fatigue9
difficulty-7
With this attack the Red Order Mage can unleash a torrent of energy from the Sun against a nominated point, striking everything nearby with magical fire. When the Mage begins the casting of the spell he nominates a point within 20 x Level Legats. On the round that the spell is cast a fiery glow coruscates about the Mage as the energy charges. The following round the spell strikes at the nominated point in a huge cylinder of fire, blasting anything within 10 Legats of the striking point for 2D8 fire damage (ignoring half of Physical Armour). Anyone in the target area may attempt to leap out of the way by making an Agility + Movement / Acrobatics roll resisted by an 18. On a successful roll they take only half damage. The Mage may extend the spell, continuing to strike the same area, by taking 1 Lethal damage each round.

Although Flamestrike may be cast from a Matrix the flood of power will instantly wipe the spell from the Matrix when cast.
power+1 Legat range per Power Level
+1 Legat radius per 2 Power Levels
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
Phantasm
KeywordsArea, Attack, Control
DurationExtended
EL3
cast4
learn4
This spell conjures up a storm of phantasms and illusions that bring fear and confusion to all they effect. The spell must be targeted at a point no more than 100 + (Level * 100) Legats from the Mage, and affects an area 100 Legats in diamater. In the first few minutes after casting a wind begins to rise, followed by veils of dust, mist or snow (depending on where the spell is case). This rapidly grows into a blustery storm (Vision -4).

Anyone within the affected area is assaulted by fleeting images and illusions of things that they fear, inflicting a Fear attack of 14 + Caster Level. If the Caster is aware of a specific mental flaw suffered by someone within the area of effect then the flaw penalises the Fear check (as the images will target that flaw in particular).

After 10 minutes the storm lessens in intensity and fades away as quickly as it rose. The Mage may extend the spell by taking a further 3 Corruption, however each person in the area only suffers one Fear attack.
Blood+1 Fear per 2 Blood Levels

Rank 5

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