Spellbook Red Order

8 entries found.

Rank 4

Body of Flame
KeywordsAugment
DurationFixed
EL1
fatigue7
difficulty-6
When this spell is cast the Mage’s body becomes living flame immune to anything other than water (a splash does D4 damage, a barrel-full D8, and full immersion D12), or Sacred weapons. Wooden weapons striking him will be destroyed unless enchanted, and any so foolish as to strike him with bare hands suffers D8+6 damage. The Mage gains +4 attack, and his blows do an additional D8+6 fire damage. The Mage does not set fire to his surroundings merely by his presence, but can do so if he wishes, burning through doors, furniture, and even walls in an inferno of flame. The Red Cloak takes 9 damage when the spell is cast. Duration 6 minutes.
power+4 minutes per Power Level
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
Fire Pit
KeywordsSustain
DurationPermanent
EL3
fatigue12
difficulty-12
Over a period of a week a Red Cloak may create a Fire Pit from red stone and iron. The Fire Pit is like a Mage, in that it traps the power of the Sun and allows it to be used for Red Order magic. To light the fire one or more Keldians must be burnt to death in the pit. The Casting Mage must sacrifice 3 Health.

Once the fire is lit it can maintain up to 2 Energy Level's of spell or burdens (each burden uses 1 EL), such that the total ranks of the spells involved are not greater than the number of Keldians sacrificed (burdens count as rank 1). Any spell with a duration of Maintained or Extended cast on a Fire Pit that has free Energy Levels becomes Sustained, and has it's duration extended for as long as the fire continues to burn. Similarly a burden passed to the Fire Pit is maintained for as long as the fire burns.

After that the pit must be tended constantly to function, requiring a constant supply of fuel equal to Wealth 6.
power+1 Energy Level / Burden sustained per 8 Power Levels.
Firewalk
KeywordsAugment
DurationMaintained
EL1
fatigue7
difficulty-6
This enables the Red Cloak to walk on fire as if it were earth, without taking any harm, and finding support on even such surfaces as solid flame, magma, burning rubble, blazing oil or anything else. As long as the Mage walks in this way, with bared feet, then they take no damage, though they are unprotected if they are actually pushed over into the flames. The spell also confers no protection versus fire magic, save that on which the Mage might be walking.
Plague on the Land
KeywordsCurse
DurationExtended
EL3
fatigue13
difficulty-11
With this spell the Red Order can call down the blight of the dead lands upon crops and fields, stripping them bare. As the ritual reaches the height of its power the sky is darkened with swarms of locusts which descend from all points of the compass to consume every living things. Even animals and Keldians who stray too deep into the swarm may be devoured by these sorcerous insects! The spell summons enough insects to devastate an area of up to 3 square klegs, while inflicting 5 damage on the Mage summoning it. The swarm will feast for an hour and then disperse. The Mage, however, may pay a further 1 Health or D6 fatigue per hour to force the swarm to devastate a further area equal to its initial size, and can keep doing this for as long as he retains consciousness. This spell, when it is used, is usually cast by a circle of Mages combining their power.
power+1 initial square Kleg per 2 Power Levels for +1 damage, or plus 1 free hour of effect.
Sun's Blessing
DurationExtended
EL2
fatigue9
difficulty-8
This spell mollifies the wrath of the Red Sun, making its rays beneficial so that crops will grow and water will run beneath them. In the liveable parts of the Light Side this spell allows crops to grow and animals to live. Even in the Twilight zone this spell will ward off the cold winds of the Dark Side and make yields better. Anything living under the protection of the spell has a +5 Survival and Farming bonus, and is twice as productive. Failed Survival rolls inflict 1 less Lethal damage when affected by the blessing. Generally the spell takes about a week to cast, but since the casting Mage would have to sacrifice 3 permenant Health a day to maintain it, it is usually bound to a Fire Pit or similar. A normal casting blesses up to 80 strides square.
power+40 strides square per Power Level
Sun's Shield
DurationMaintained
EL1
fatigue9
difficulty-8
With this spell the Red Cloak may protect a group of people or an area from the worst effects of the sun on the Light Side, their Survival / Drylands and Survival / Deadlands rolls gain a bonus equal to the Mage's Level if maintained over the course of a day. The spell continues for as long as the Mage concentrates (1 fatigue per hour). In the Twilight lands the spell can protect an area up to 40 strides square from the choking red dust storms that blow in from the sun side during the Passing, again while the Mage concentrates. Massive Sun shields made by many Red Cloak’s commonly protect the great cities.
power+20 strides square 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