Spellbook

35 entries found.

Rank 1

Balefire
KeywordsAttack, Aimed, Ranged
DurationInstant
EL1
cast2
learn3
This spell allows the Mage to summon an eldritch blue glow which can be directed to strike at any target within twice the Mage’s Level + 4 strides, after a normal To-Hit roll (using Attack + Ranged / Special (Magic). If it strikes the victim takes 2D4 damage which ignores all armour.
BloodPlus 2 strides range and either +1 To-Hit or +2 damage per blood Level.
Dark Power
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue4
difficulty-3
This spell creates a single black bolt, similar in appearance to a flint or obsidian arrowhead, which flies from the Black Cloak’s hand to unerringly strike a target within 10 strides for 2D4 points of damage. In motion the bolt is almost invisible, appearing as no more than a black blurr in the air.
power+1 stride range per power level
Fire Within
DurationMaintained
EL1
fatigue8
difficulty-2
This spell allows the Red Order Mage to draw deeply on the power of the Sun, filling their body with flickering flame. Anyone looking at the Mage when they do this can clearly see that they are brimming with power. The Mage's fur stands on end, each hair flickering with sparks, while their eyes glow with solar power. Such a display of energy is deeply intimidating, and the Mage gains Oratory / Command +5 to demand compliance by use of this threat. The only downside is the unusually high fatigue cost associated with holding so much power.
power+1 Command per 3 Power Levels
Flaming Missile
KeywordsAttack, Augment, Chald
DurationExtended
EL1
fatigue2
difficulty-4
A Red Order Mage can use this spell to enhance ranged attacks (either his own or that of an ally). To cast this spell the Mage touches a missile (such as an arrow, javelin, sling stone or knife), or it's wielder to wreathe it in mystical flame. This missile will then inflict an additional D4 damage to anything it hits when thrown or shot, and will set alight flammable substances on a successful attack. A single casting of this spell affects one arrow in one round, Extended for 1 fatigue.

The Slayers of Chald are said to have a version of this spell that can create permanantly enchanted arrows that explode when they strike their target.
power+1 damage per 3 Power Levels
+1 missile affected per round per Power Level
Hand of Dust
KeywordsAttack
DurationInstant
EL1
cast2
learn3
This spell empowers the Mage’s hands with deadly energies for a number of combat rounds equal to her level. any creature she may touch in that time takes a magical attack of D6+3 points. The White Order Mage must use her naked touch, neither gloves nor weapons must intervene. Any successful Attack + Warfare hit will deliver the touch.
Blood+1 damage per blood level.
Kindle
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue3
difficulty-2
This spell may set on fire any single flammable and non-living object within 20+Level strides of the Mage, which is no bigger than the Mage. Suitable targets might include dry grass, oil soaked cloth, oil or wax, or even very dry wood. Live plants, animals, stone, metal and the like will not catch fire. The spell always affects a single item, even if it surrounded by other flammable items, such as one rag in a pile of rags.

Targeting an item requires an attack roll (Using Ranged / Thrown or Ranged / Special (magic)), but stationary targets are treated as having a Defence of 5. Small targets (such as a twig on a shelf) might have a higher defence. If a creature is holding the item then use the creature's Defence for the attack roll.

When the spell hits the item begins to smoulder and then catches fire. Anyone in contact with the burning object will take damage as normal, depending on the nature of the burning item as described in the rules for fire damage.
power+2 Attack per Power Level
+5 strides range per Power Level
+1 multiple of target size per 3 Power Levels
Lightning Burst
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue0
magic points4
With this spell a Halfman can strike a target within 10 strides with a bolt of blue lightning that inflicts D6+5 damage that ignores all non-magical armour. Those in metal armour, magical or not, take +2 Damage. No to-hit roll is required.
Boost+1 damage per Boost
Shadow Bonds
KeywordsAttack, Aimed
DurationExtended
EL1
fatigue3
difficulty-5
The Black Mage points finger at his target and, if he makes a To-Hit roll (using either Wrestling or Ranged / Special (magic) skill), they are bound by black shadow bonds at wrist and (at a higher power level) ankles. These have a Phys of 15 in the Bright Lands, 18 in the Twilight lands, and 22 on the Dark side and remain as long as the Mage pays 1 fatigue per minute.
power+1 to-hit per Power Level
For +2 bind a second set of limbs
For +5 the bindings renew each hour instead of each minute
Summon the Swarm
KeywordsAttack, Summon
DurationExtended
EL1
fatigue6
difficulty-4
With this spell the Red Order Mage can summon a swarm of biting insects and set them on a foe. The insects appear from nowhere compelled from the air by the Sun’s power, forming a black swarm that snakes around its target, which may be any living thing within 10+Level strides from the Mage that the Mage can see.

Each combat round the swarm will inflict D4 damage on its target on an initiative of 5, ignoring all physical armour (but not Toughness), till the target manages to flee more than 100 strides from the Mage or dislodge the swarm. Dislodging the swarm requires the target to immerse themselves in water or fire, or to roll in dust, wrap themselves in blankets, swat the swarm from the air with a fan or similar. In these cases the target may take an action to roll Agility + Movement vs. 14. On a success the swarm is dispelled.

Maintains with an Intelligence + Faith / Meditation roll from the Mage. Resisted by 10 + any damage taken since the last roll. On a fumble the swarm attacks the Mage instead.
power+1 damage per three Power Levels
+5 strides base range per Power Level
Sun's Wrath
KeywordsAttack
DurationInstant
EL1
fatigue4
difficulty-3
The Red Cloak directs the raw power of the burning Sun to blast and burn a nearby target. The Mage has only to channel and gesture, and dull red fire explodes around the target, dealing 2D4+2 damage (ignoring one half armour). There is no need to roll to hit, but the spell can only affect a single target up to 7+Level Legats away. Sun's Wrath is an excellent defensive spell, but a poor offensive one, since it puts the Mage in range of any return attack. Unlike most damage spells, which can easily have their power altered by the Mage, Sun's Wrath is easily overloaded, exploding with power.
power+1 damage per two Power Levels
+10 damage per 10 Power Levels
Sunspear
KeywordsAttack, Aimed, Ranged
DurationMaintained
EL1
fatigue3
difficulty-5
When the Mage casts this spell a glowing javelin of living flame forms in his grasp. This weapon can only be thrown (it is of no use as a melee weapon), but will remain in existence until he does so. The Sunspear may be given to another person to throw, otherwise no one but the Mage may touch it.

To throw the Sunspear make an attack using either Ranged / Dart or Ranged / Special (Magic). The Sunspear has a Base Range of 8+Level, Mighty 1, and Initiative 0, and inflicts 2D4 fire damage on a successful hit. Whether it hits or misses the Sunspear flashes out of existence when the attack is done.
power+1 Base Range per Power Level
+1 Damage per two Power Levels

Rank 2

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
Chant
KeywordsAttack, Control
DurationMaintained
EL1
fatigue4
difficulty-8
The Earth Cleric begins a chant, a slow deep song of the ancestors. Any who hear the song must make a Spirit roll resisted by the Cleric's Presence. If they fail they will nod off to sleep, only to awaken naturally a few minutes after the song ends. Most people affected will sleep only lightly, and will be awoken by loud noises (make unresisted Stealth rolls to pass them by). Anyone who rolls more than one failure falls into a deeper slumber, and can be awoken only by vigorous shaking (or being attacked). The Cleric can continue to chant beyond the time needed to send the targets to sleep, maintaining the sleep, but any new person entering the area will be similarly effected. Note that the Cleric's companions are similarly affected. Only the Cleric is immune.
Dark One's Light
KeywordsAttack, Ranged
DurationInstant
EL1
cast2
learn4
When this spell is cast it causes a Dark Radiance to gather about the White Order Mage, who may then strike a single target up to 10+Level strides away with it. The target takes D10+2 damage, and will be knocked down by the force if he fails a roll of Phys resisted by 11.
Blood+2 strides range or +1 damage and +2 resistance 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
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
Windtalker
DurationMaintained
EL1
cast1
learn4
This spell causes a ghostly wind to carry the Mage’s voice to any other or group of others up to 1 kleg + 1/3kelg per level away. The Mage need not know where the target’s are, nor will he gain this knowledge from the spell, but must concentrate upon the people he wishes to communicate with. The distorted words carried by this spell cause a Fear 10 attack. If the chosen targets are not within the spell's range it fails without indicating such.
Blood+1/3 kleg distance or +1 Fear per blood level.

Rank 3

Fire Sphere
DurationInstant
EL1
fatigue12
difficulty-5
To cast this spell the Mage must first prepare an enchanted sphere of red copper on which mystical designs are etched. This sphere is value 8 and has a Crafting (Mining / Smithing) Difficulty of 14. As part of the crafting process the Mage must cast the spell 3 times on 3 consecutive days, using 11 Fatigue and -10 Difficulty for each casting.

To activate the sphere the Mage casts it into an open fire (use Ranged / Thrown skill against a Defence of 10 - Size as given below), and makes a quick Channelling roll. If the throw and the casting are successful all the flame instantly rises up into a ball of fire which then explodes, doing D10+X damage where X depends on the size of the fire, 3 for a cook fire, 6 for a campfire, 9 for a large grate and 12 for a bonfire, to all in a 7 Legats radius. Each target may roll Agility resisted by 13 to take only 1/2 damage. After the explosion there is a chance equal to 7 or less on a D20 that the sphere is damaged and cannot be used to cast the spell again.
power+2 damage per Power Level
+1 chance of sphere being intact per Power Level
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
Matrix Strike
KeywordsAttack, Aimed
DurationInstant
EL1
fatigue6
difficulty-6
This spell allows a Mage to target an opponent's Matrix, disabling it with a burst of magical energy. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack hits home the target's Matrix is disrupted, visibly crackling with random sparks of energy. A disrupted Matrix cannot be used, either to cast a spell or to provide fatigue, until the disruption ends, in a number of rounds equal to the attacking Mage's Level + 2.
power+1 range per Power Level
+2 rounds disabled per Power Level
+8 power levels to also wipe any spells in the Matrix
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
Storm Dust
KeywordsAttack, Creation
DurationInstant
EL2
fatigue14
difficulty-9
With this magic the Red Cloak may enchant a handful of Drylands dust so that it absorbs the fierce winds of the Light Side. The spell must be cast three times on three consecutive days.

When this dust is cast to the ground a Duststorm springs into life. The storm inflicts 2D4 damage per round to anyone caught within it (a Survival / Drylands or Deadlands roll halving the damage) and gives -5A. The spell’s storm only covers a 20 stride radius area and lasts for only 5 minutes. It is possible to enchant more than one handful at once, but each additional handful reduces the Mage's Spirit by 1 as long as it exists.
power+20 strides radius or +5 minutes duration per Power Level.
Sunbolt
KeywordsAttack, Aimed, Ranged
DurationInstant
EL1
fatigue6
difficulty-5
With a flick of the wrist and a shriek of superheated air the Mage unleashes a bolt of brilliant fire at a target. The Sunbolt requires a normal attack roll (using Ranged / Special (Magic) skill) to hit, has a base range of 12+Level, and inflicts 2D6 fire damage on a successful hit, igniting anything flammable that it strikes. Unlike most aimed attacks the Sunbolt is not blocked by intervening targets, it will simply go around them. It similarly ignores cover modifiers to the Mage's attack roll.
power+1 damage per Power Level
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.

Rank 4

Consume
KeywordsAttack, Ranged
DurationInstant
EL2
fatigue10
difficulty-8
Requires Ignite

With this spell the Red Mage can unleash the essential fire of the Sun on any object, consuming it in brilliant flame. The spell acts like the Rank 1 spell Kindle except that it can target any solid unliving substance. Even stone, metal, glass or ice may be set alight using Consume. Like Kindle and Ignite the spell requires an attack roll, with stationary objects having a Defence of 5, while carried objects use the Defence of their bearer (or wearer).

On the round the spell is cast a bright glow begins to suffuse the object, inflicting 2 Lethal damage on anything in contact with it. On the following round the object bursts into supernatural flame, inflicting 2D6 damage to the object and anything in contact with it. The object's own armour is ignored.

The flames conjured by a consumed object are almost impossible to extinguish. Even immersion in water or sand will not put them out, only magical effects, or dispelling the Consume, will suffice. Otherwise the object will continue to burn until it is reduced to ash.
power+2 Attack per Power Level
+1 Multiple of the Mage's size per 3 Power Levels
Dislocate
KeywordsAttack
DurationInstant
EL2
fatigue9
difficulty-18
This spell allows a Mage to target an opponent's Matrix, destroying it by severing the connection between the Matrix and it's owner. Given a target with one or more Matrices (see Matrix Quality), and the ability to sense them (via Familiar, Passing Gift or similar), the Mage can make a magical attack roll against a target up to 10 Legats away. A normal Matrix has a Defence of 10+owner's level, while a Perfected Matrix has a Defence of 15+Level.

If the attack succeeds then the Matrix is Dislocated, and its owner can no longer access it, losing the Quality (no CP are refunded for this). A Dislocated Matrix will flare with power and then slowly drift apart.
power+1 Legat range per Power Level
Power of Command
KeywordsAttack, Control, Ur
DurationMaintained
EL2
fatigue9
difficulty-8
This is a spell used by the Warder's of Ur. With a single word the Warder may freeze someone in their tracks, paralyzing their muscles. The target cannot escape the Power, indeed will not even want too, unless they make a roll of Spirit resisted by the Presence + Level, until the Mage who cast the spell allows them to do so. The spell can target anyone that can clearly hear the Mage's firmly pronounced word. For normal speech this is up to 8 Legats, while a shout may carry as much as 20 Legats.
power+1 Presence per Power Level
Ride
DurationExtended
EL2
fatigue10
difficulty-8
This spell allows the power of darkness to reach from the Black Cloak’s mind into the mind of another, gaining control over it as if it were a puppet. Anyone the Black Order Mage touches must roll Spirit resisted by the Mage's Presence or be under the Mage’s domination, he may see through their eyes, hear through their ears, speak with their mouth, though haltingly, move their limbs and feel what they touch. Duration 5 minutes, Extends for 10 fatigue.
power+1 to the Mage's Presence per power level.
Shadow Nightmares
KeywordsAttack
DurationInstant
EL1
fatigue7
difficulty-6
This insidious spell can be used by the Black Order Mage to unsettle and frighten a group of people, up to 2 per level of the Mage. To cast the spell the Mage takes up a blow tube and blows a puff of grass pollen at a group of people within 10 strides of each other and no more than 2+Level strides away. These people are then beset by images out of nightmare, unexplained sights behind them, itching skin, shapes moving out of the corners of their eyes. Each member of the group must resist a Fear 18 attack.
power+1 Fear for every 2 power levels.
+4 Legats range per power level
The Sun in Battle
DurationMaintained
EL3
fatigue12
difficulty-12
This spell conjures a huge sphere of burning light that hurtles through the air. Anything it hits takes 3D6+1 fire damage until it impacts the ground, where it explodes doing 3D8+4 damage in a hemisphere with a diameter equal to the Level of the Caster. The Mage controlling the spell may try to keep the sphere in the air each combat turn by rolling Int resisted by 15 each round. If he fails the sphere impacts. If he succeeds the sphere may move up to 15 legats, striking tagets as it goes. If the Mage wants to hit anyone with that movement he must make a To-Hit roll (using Ranged / Special (magic) skill) at -4. The sphere may hit multiple targets per round by splitting Attack as normal.

It is possible for the spell to be cast by more than one Mage at the same time. This adds +1 damage and +1 diameter per Mage involved. More importantly it allows each Mage in the spell to make a roll to control the sphere each turn, so should the first Mage fail there are still more chances. All Mages involved in the spell gain 1 fatigue each combat turn that the sphere is maintained.
power+1 damage per Power Level
+2 legats movement per Power Level
+1 Int for control per Power Level
+1 Attack per Power Level

Rank 5

Cessation of Air
KeywordsAttack, Subtle
DurationExtended
EL2
cast2
learn8
This spell allows the Mage to try and strangle another creature to death merely by a whispered word. The target, who can be up to 15 strides away, must roll Spirit resisted by the Mage's Presence each combat round or take 5 Stun damage. Every subsequent turn increases the resistance by 1 and causes another Corruption point on the Mage.
Blood+1 resistance 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
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
Sightblinder
KeywordsAttack
DurationInstant
EL2
fatigue11
difficulty-9
As its name suggests any Mage touching a subject and casting this spell may instantly strike them blind if they fail a roll of Physical resisted by a 15. If they make the roll then they are still temporarily blinded for a number of combat rounds equal to the level of the Mage. Casting the spell cause the Mage to lose 1 point of Health or Physical (caster's choice).
power+1 resistance per power level

Rank 6

Stilling
KeywordsAttack, Control
DurationInstant
EL6
fatigue20
difficulty-30
This spell is the ultimate punishment of the Orders upon their peers, and is considered a worse fate than mere execution. The target of the spell, who must be present throughout the casting, is permanently cut off from the magical energies of nature. Once Stilled they can no longer channel power from the Sun, Dark Side or any other source, the energy simply will not flow. Stilling entirely removes the magical abilities of any Mage, Wizard or Cleric, and will also remove any Gift Quality from it's target.

Since the Spell is of rank 6 it requires a caster of Level 9 or 10 to lead the casting and other Mages to assist, therefore Stilling cannot be done except by a group of Mages in conjunction. The Orders make sure to guard copies of this spell with great security, and it is cast only as a punishment ordered by a Mage's Court. Each Mage involved in the casting also suffers part of the backlash, losing 1 Spirit.

Stilling has no effect on the powers of the White Order.