Spellbook Red Order

17 entries found.

Rank 1

Calling the Sun Inside
DurationMaintained
EL1
fatigue2
difficulty2
This spell conjures a glowing ball of light that hovers just above the Mage's raised hand, providing illumination similar to a candle. Although the spell glows like sunlight it is not hot, and does not set things on fire. Using power levels a brighter light can be conjured, which also creates a larger sphere (requiring 2 hands in the case of the brightest light). The Mage may choose whether the sphere fades in when created and out when dismissed, or appears and disappears instantly.
power+1 Power Level allows the light to be varied between candle and the maximum level
+3 Power Levels gives light like a torch
+6 Power Levels gives light like a bonfire
+9 Power Levels gives light like the passing
Crop Touch
DurationPermanent
EL3
fatigue7
difficulty-8

This spell allows the Red Cloak to bless or curse living plants using the Sun's power. 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, filled with the live-giving energy of the Sun. The plants effected grow wildly, putting forth new shoots and fruit almost instantly. Once this brief burst of growth is over the plants will suffer, becoming sickly and slow growing, unless the Mage takes a burden in which case the growth-spurt is not detrimental. A community dependent on blessed crops gain +3 Survival while the crops last.
Curse
The plants around the Mage are blasted with the Sun's energy. Small plants instantly blacken and shrivel, becoming as fragile as ash, while larger plants wither and fall back. Trees and other plants of similar size do not die, but will grow stunted and fail to produce crops in the current growing season. 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 Crop Touch can be reversed by Blessing of Water.

power+10 square Legats affected per Power Level
Dustflash
KeywordsAugment, Defend
DurationInstant
EL1
fatigue4
difficulty-3
At the instant of casting a dry and hot wind arises about the Red Cloak, blowing up the red dust of the Light Side into a blinding storm. The storm affects a radius of Level + 1 strides about the Red Cloak, blinding anyone for A-10 D-5 (Ag + Dance roll halves), except the Red Cloak, who can see through his own spell. If cast in the Twilight or Dark lands the Difficulty is increased. Duration is level +3 rounds.
power+1 stride radius per Power Level
+1 round duration per Power Level
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
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
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
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
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
Lesser Command
DurationMaintained
EL1
fatigue3
difficulty-2
This spell allows the Mage to command and control small fires. While the spell is active the Mage can control small existing sources of flame (around the size of a candle or taper), extinguishing them, alter the colour of light they emit, or slowly moving them. The last effect can move a flame at around 1/10th of a Legat a round through the air. The flame will set light to flammable surfaces that it is kept in contact with as a normal flame might, and will go out if left on a non-combustible surface. Only one flame may be commanded at once.

Using the Lesser Command is a very overt action, the Mage must gesture at the flames and speak the commands.
power+1 item affected per power level
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
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 Warding
KeywordsSurvival
DurationExtended
EL1
fatigue4
difficulty1
This spell offers protection from the endless heat and dryness of the Light Side. While it is in effect the Red Cloak, or the spell’s target, feels only moderate discomfort from the heat, and gains +6 Survival Drylands. The spell gives a similar, though limited, protection from fire, causing the subject to gain +3 armour versus fire.

The spell’s duration is 1 hour, Extended for 3-Level Fatigue. Fatigue increases by 1 for each person affected after the first.
power+1 person affected per 3 power levels.
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
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
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
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