Spellbook

14 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
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
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

Rank 2

Sun's Curse
DurationFixed
EL2
fatigue8
difficulty-6
Spreading his arms wide the Red Cloak can cause a line of dull flame to spring up before him, up to 40 strides long, which will burn in any scrub land or grassland, sweeping forward at a rate of 5 strides a combat turn for up to an hour before going out, inflicting 3D4 fire damage upon anything it passes over.
power+2 damage per Power Level
+5 strides length per Power Level
+1 move per Power Level

Rank 3

Calling on the Sun
KeywordsSubtle
DurationFixed
EL1
fatigue7
difficulty-6
The Red Cloak throws a pinch of red rock onto an open fire an then gazes into the flames, calling on the Spirits of the Sun to appear in the flames and provide visions of the future. The Mage takes 1 Lethal damage, this is a payment to cause the Spirits to appear. Shapes appear while he concentrates on a single question. The GM rolls a D20. If the result is less than the Mage's Level + 4 then the Mage sees a truthful vision related to the question, otherwise he sees a false one. There is no way for the Mage to know which they have seen.
powerThe Red Cloak can ask 1 question more for each extra Power Level.
Speaking to the Sun
DurationFixed
EL2
fatigue9
difficulty-7
Using this spell a Red Cloak can, standing beside a fire, send his mind through it, so that his words are heard in the mind of a distant person, usually another Mage. The range of the spell is 50 klegs, and its duration 5 minutes. The casting Mage must know the Mage they are attempting to contact. If the person contacted is Bound to the casting Mage then the spell gains +5 Power for free.
power+50 klegs or +5 minutes per Power Level
Spirit from the Sun
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7
With careful preparation the Red Cloak prepares a sacrifice of blood, either his own or another’s, equaling 5 points of Health. When the blood is spilled on the red soil the Red Cloak can summon a Demon creature from the sun to do his will.

The creature is a half visible pillar of dust and fire that falls upon its targets with a maddening shriek. Each turn the Red Cloak must roll Int and lose 1 more fatigue to keep the creature in existence, otherwise it vanishes. The creature takes D4 extra damage from any Shadow attack.
power+1 damage per Power Level.
+1 Int to control per Power Level.
+3 Power Levels allows the Spirit to be summoned in the Darklands.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
16
16
15
13
16
14
12
25
0
0
4
0
4
4
85
Whirlwind
:
A16
D12
Init19
dam2D6
May attack twice a round.
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

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