Spellbook Red Order

7 entries found.

Rank 5

Anneal
KeywordsCreation
DurationPermanent
EL2
fatigue20
difficulty-11
Requires The Unseen Forge

Using a forge and a hammer of the finest quality the Red Cloak can work over a piece of metal armour, using precious oils and dusts worth 12, for a period of three days, casting the spell three times over the period. Each day's casting also requires a successful Agility + Armoury roll. At the end of the time the armour gains +1 armour.
Bloodfire
KeywordsCircle
DurationExtended
EL2
fatigue11
difficulty-9
This spell creates a fire similar to the Fire Pit, which must be fueled from at least 25 strength worth of blood. It will then burn for an hour, further hours requiring another 20 strength of blood to function, other than this it needs no fuel. A Red Cloak standing within 10 strides of the Bloodfire can reduce the Fatigue of a spell by D4 and the difficulty cost by 2. Doubling the blood used doubles these benefits.
power+10 strides radius of effect per Power Level
+1 fatigue reduction per 2 Power Levels
Cleansing Flame of Ashes
KeywordsSurvival
DurationFixed
EL5
fatigue20
difficulty-15

This is one of the most powerful spells known to the Red Order, for it can extend the natural life of a Keldian far beyond its usual span. The Cleansing Flame is reserved only for the most powerful Magi, and is hardly ever cast on someone with a Status less than 18.

Each of four Mages must cast the spell together. Should any of them fail the casting then all the Mages fail and a new ritual cannot be attempted on the same individual in that month. Should the spell be cast it is still not certain of success. The subject must make a Physical roll resisted by 15. Failure means that they lose 2 Physical permanently and the spell is done. Should it succeed then the subjects age is frozen at its current point for 10 years time, after which point the Keldian ages again as normal.

Though the spell may be used on a person of any age it is usually reserved only for the most powerful Mages because of its complexity and requirements. It is also an important factor in the balance of power between the Black and Red Orders. Though the Black Order has quested for generations for their own version of this spell they have been singularly unsuccessful to date. Thus the Red Order is the only means of longevity for the Black Order's chosen. The spell requires the following.

  • The sacrifice of 10 Bull Crdlu
  • The burning of sacred herbs worth 10
  • The destruction of gemstones and minerals worth 11
  • 4 days of continuous casting by the 4 Mages involved
  • 5 days of fasting and sacrifice by the target of the spell
power+1 on the Physical test per 2 power levels used by each Mage casting the spell
Creature of Dust
KeywordsAugment
DurationMaintained
EL2
fatigue11
difficulty-9
The Red Cloak must sacrifice 5 health worth of blood to cast this spell, when he has done so he will dissolve into a cloud of animated red dust. This cloud is inert, and can neither affect the physical world, nor harm people, either by spells or otherwise. However the smoke may move at a rate of 7 strides a turn through any gap, and enter any non-airtight space, though it cannot pass through solid ice. The Mage may re-materialize at will, taking 2 minutes to do so, and the spell is then over.
power+2 strides per turn per Power Level
Fire Bone
KeywordsCreation
DurationPermanent
EL1
fatigue16
difficulty-7
This spell requires something which can draw on the power of the sun, something that has once lived, hence the bone of a Keldian must be used. The Red Cloak enchants the bone over three days, casting the spell once on each day, and it becomes wreathed in undying fire which casts a glow like the Red Sun over an area 6 strides across. Should a Red Cloak grasp the bone and destroy its magic he can cast spells as if during the Brilliance on the Light Side, regardless of where he is.
power+10 strides are lit per Power 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
Golem of Fire
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a form cast from Wealth 15's of bronze or copper with a heart made from a single Treasure 6 crystal. This statue takes three smiths 100 days to complete. Each extra worker reduces this total by 4 , to a minimum of 30 days.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. Each casting of the Spell Inflicts a Magic Scar on the caster as the power burns through them. Each casting need not come from the same Mage. When the final enchantment is cast a life force must be forced into the Golem's shell. Any summoned Red Order creature (such as a Spirit from the Sun) bound to the casting Mage can provide the force, as can one of the Mage's own Greater Bonded Ones. Add the Circle of the sacrificed Demon (or Level of the sacrificed Bonded One) to the Golem's Attack, Defence and Armour. When the creature comes to life it's will is bound to that of the Order that made it, and it will accept orders only from them.

The finished Golem of Fire is a cunning artifice in the shape of a Keldian warrior, armed with a fire-wreathed weapon and powered by a constantly burning magical fire trapped within its gemstone heart. This fire makes them warriors of prodigious speed and ability. Such golems, when they have been made, are either set to guard a treasure of great worth or set as the lead warrior of a city’s armies. Such a Golem is usually Keldian in size and shape, but may be made in any shape without altering its attributes.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
14
20
6
20
7
12
100
3
0
5
0
3
7
175
Burning Weapon
:
A20
D17
Init23
dam2D8+9