Spellbook

13 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
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
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

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

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
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

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
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

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