Spellbook Red Order

69 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

Rank 2

Aura of Flame
KeywordsAttack, Augment
DurationFixed
EL1
fatigue5
difficulty-4
Throwing a handful of the Red Earth of the Light Side above his head the Red Cloak conjures up an aura of flame that burns about him for 6 + Level combat rounds. It does D6 fire damage to any that touches it except the Mage. If the Mage attacks you, you can roll Agility resisted by the Mage's Agility to try and avoid the aura.
power+3 damage or +1 turn duration per Power Level
Cloak of Resilience
KeywordsAugment
DurationMaintained
EL1
fatigue4
difficulty-5
This spell conjures a phantom cloak that swirls about the Red Mage for up to 5 minutes. This cloak helps shield the Mage from damage and adds +2 physical Armour to all parts of the Mage for its duration. The spell is maintained until it reaches it's maximum duration.
power+1 minute per Power Level
Flame of Deadly Healing
KeywordsHealing
DurationInstant
EL1
fatigue7
difficulty-5
When this spell is cast a burst of red flame leaps from the Mage’s hand to strike another person within touching range. Roll a D20. On an 11 or more this spell will heal D4 damage sustained by the target, on a 10 or less it will cause a further D4 damage. This spell only works on a willing or unconscious target.
power+1 on the healing/damage roll per Power 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
Forge of Courage
KeywordsAugment, Link, Battle
DurationMaintained
EL2
fatigue4
difficulty-6
Using this spell the Red Order Mage becomes a focus for the courage and martial prowess of the warriors around him. The Forge of Courage can affect up to twice the Mage's Level in people. To include a person in the spell the Mage must touch them during the casting (this may require extending the channelling time to reach them all). If the Mage is Bonded to any of the targets then he does not need to touch them, and they do not count against the limit of people affected. An untouched target cannot be more than 20+Level Legats away.

Each target becomes linked to the Mage and feels the heat and strength of the Sun flow into them. While the Mage continues to channel the targets gain a bonus to Attack and Bravery equal to the Mage's Level. The Mage must spend 1 fatigue per 5 people affected each round to maintain the spell.
power+1 person per power level
+1 base duration 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
Lesser Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-6
Using this spell the Red Cloak may create a permenant magical bond with another Keldian that allows them to share their energies. This lesser bond is a mark of respect from a Mage to a trusted ally. The subject and Mage must both be willing to enter into the bond.

Once the Binding is complete the Mage and Companion are empowered by each other's physical fortitude. Each of them gains 1 Physical Armour, and a +2 Spirit when making resistance rolls against fear or unconciouseness when fighting together or for each other. The Companion feels a compulsion to work in the Mage's interests when executing plans and plots. An active link connects the two people. This link has no range limit.

A Mage may bind more than one person, but the difficulty of this spell increases by 3 for each subsequent binding. Each person in the Binding gets the same bonuses (i.e. the Mage does not get more armour from more people). When a Companion is bound they gain +1 Status Level.

The Mage takes 3 Weakening when the spell is cast.
Parting of the Flames
DurationMaintained
EL1
fatigue3
difficulty-5
This spell allows the Red Cloak to make a path, 1.5 strides wide and up to 27 long, through a fire. Anything that moves down this path will remain untouched by the flames, but may be affected by sparks, smoke and so forth. The path remains open as long as the Mage can retain concentration.
powerThe path remains open for 1 minute per Power Level after concentration ends
Power of the Red Order
KeywordsLink, Subtle
DurationInstant
EL1
fatigue10
difficulty-6
Using this power spell a Mage may lend his ability to draw on a source of power to another Mage of either Order. The casting of the spell allows the Mage to add 1 Power Level to the spell of a compatriot. Power of the Red Order is cast just before the spell to be enhanced, and applies to the next spell cast by the target.
powerFor every 2 further Power Levels the Mage may lend 1 Power Level more.
Red Earth
KeywordsCreation
DurationPermanent
EL1
fatigue8
difficulty-4
The Red Cloak must take a handful of the Red Earth of the Light Side and spend an hour on this spell. The handful is then enchanted, If it is thrown at the ground it briefly flares into flame, capable of doing D6 damage in an area of up to 1 stride square. The Mage can throw the powder using Agility + Weaponry (ranged) / Thrown, with a base range of 1. Up to 6 handfuls may be created and carried at once, extra portions carried by the same Mage will spontaneously combust (and may do so unexpectedly when carried by the Mage's companions).
power+1 damage per Power Level
Red Path
DurationInstant
EL2
fatigue6
difficulty-5

This spell allows a Red Mage to find his way to distant places, things or people. The Red Sun sees all things on which it shines, and can guide the Mage to them. To cast this spell the Mage must name a place, object or person, using it's proper name (the spell cannot guide to a place merely by description), or point to a place, thing or person which he can see. After spending 10 minutes communing with the sun the Mage releases the energy towards the named target. The magic draws a line in the red soil for up to 30 Klegs, in the direction of the target. While following this trail the Mage gains a tracking bonus equal to 2 plus his Tracking Skill to find the target.

The spell has a number of restrictions :

  • It cannot find a target on which the sun does not shine. Specifically this means it cannot seek a target in the Darklands, nor one underground, or inside any structure.
  • It can indicate a path only in terrain through which the line can be marked, such as sand or earth.
  • It cannot find a target whose proper name the Mage does not know.
power+5 Klegs range per Power Level
Speed of the Brilliance
KeywordsAugment, Fast
DurationFixed
EL1
fatigue3
difficulty-5
This spell lends the Red Cloak, or a touched target the speed of flame itself. For a period of 1 combat round per level the subject gains +3 attack and +5 initiative.
power+1 round duration per Power Level
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
The Unseen Forge
DurationInstant
EL1
fatigue3
difficulty-3
With this spell a Red Order Mage may join together any two pieces of metal that they hold in their hands if they make a Phys + Smithing roll resisted by a 10 for normal metal or a 15 for Star Iron. The spell performs no other repair.
power+2 Smithing per Power Level.
Three Hands a Warrior
KeywordsAugment, Link
DurationFixed
EL1
fatigue7
difficulty-6
This spell can be used to mystically unite the power of three warriors so that together they fight better. Only one of the three need be a Mage for the spell to work, but the caster of the spell must take part. The three link left hands for a moment, binding their powers together. As they fight after this point each gains the following benefits +2 Attack, +2 Defence, +2 Armour and +2 Damage for each blow inflicted. The effects of the spell last indefinitely, but each of the three gains one fatigue each and every combat turn and if any dies or goes unconscious the spell ends.
power+1 point on any one effect per Power Level
Water, Fire, Stone
KeywordsUr
DurationFixed
EL1
fatigue6
difficulty-5
This strange spell is a specialty of the Red Order of Ur. With it a Mage can use elemental forces to overcome other elements. With Water he can destroy fire, with fire stone and with stone water.

Water : By casting this spell with at least a flask of water the Mage can extinguish a non-magical fire within 10 strides if he rolls a 4+ on a D20 adding his Circle. If the fire is magical then a roll of 17+ (adding Circle) will still extinguish it unless it was created by a higher Circle spell.

Fire : Casting this spell while bearing a mass of flame equal to at least the flames of two torches will smash a stone up to 1 tirol in wight on a roll of 6+ (add Circle) or a block up to 2 x2 strides by up to 1/3 stride thick on a 12+.

Stone : Finally casting the spell with a polished stone the size of the Mage’s fist will explode a volume of water up to 4x4x4 strides on a 3+ or save someone from drowning for up to 10 minutes on a 10+. In all cases the object used is destroyed.
power+1 on any roll per Power Level

Rank 3

Brushfire
KeywordsWall
DurationExtended
EL2
fatigue9
difficulty-7
Requires Fire Wall.

A variant on the First Circle Fire Wall spell. The Brushfire is an extended line of flame that will sweep through grasslands, undergrowth or other flammable foliage under the Mage's direction. When cast the Mage gestures at a spot up to 10+Level Legats away, causing a wall of flame to spring up and then spread out to a length of 2xLevel in Legats. Each subsequent round the Brushfire spreads one Legat further on each end, and moves away from the Mage at a Move equal to the Mage's Level on Initiative 5. Anyone caught by the Brushfire takes 2D4 fire damage. The Mage may concentrate to alter the direction of the burn (using his action), but the wall cannot turn back over already burnt land, and will be stopped if it reaches an area where there is no fuel. The Brushfire burns for a number of rounds equal to the Mage's Level, though it may be extended by paying 1 Fatigue each round after this.

Multiple Magi can combine their Brushfires into one spell, creating a single line that joins end to end. A combined Brushfire gains +1 Move, +1 Damage and +1 Initiative for each additional wall, as well as the bonus of length, and has free duration equal to the best wall involved. If any Magi involved ceases to Extend their segment the Brushfire breaks up into multiple parts.
power+1 free rounds of duration per 2 Power Levels
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.
Crimson Eye Focus
KeywordsAugment, Chald
DurationFixed
EL1
fatigue7
difficulty-6
This spell is unique to the Crimson Slayers of Chald. By invoking the Crimson Eye Focus the Slayer allows the magic to boost his body. For the 10 minute duration of the spell the Mage gains +5 Physical +5 Agility and +5 Observation. To make the invocation the Slayer touches the thumbs and forefingers of each hand together in a triangle before their face, looking through the gap between them.
power+5 minutes duration per Power Level.
Dust Cloak
KeywordsAugment
DurationMaintained
EL1
fatigue6
difficulty-5
This spell is cast on the Red Cloak’s robe. The cloak takes on the hue, pattern, feel, and shape of the red soils and rocks of Sun-Keld, allowing the Mage a +5 stealth while out in the open. Even in the Twilight lands or in a city he gains +1. The cloak will work when carried by another, but the spell is still maintained by the Mage.
Explosive Arrow
KeywordsCreation, Chald
DurationFixed
EL3
fatigue12
difficulty-12
Requires Flame Arrow.

This crafting spell is a secret of the Mages of Chald, and expands on the Flame Arrow spell to create enchanted projectiles. A Mage of at least Level 8 can permanently enchant an arrow so that, when it hits, it explodes in a ball of flame that inflicts 2D8 fire damage on anything within 2 strides of the point of impact. Such an arrow costs Wealth 10’s worth of materials to make, and can only be shot from a Bow of Blood. Enchanting a Flame Arrow in this manner requires the Mage to cast the spell once on each of three successive days.
power+1 damage per 4 Power Levels, can only be used once
Fire Maze
KeywordsWall
DurationFixed
EL2
fatigue9
difficulty-9
Requires Fire wall.

A greatly enhanced version of the First Circle Fire Wall spell. The Fire Maze fills an area of 30 cubic Legats with intense magical fire, which deals 2D6+8 damage to anything that passes through it. The Mage gestures where the wall is to appear, and it will then burn for 10 minutes.

Unlike the lesser spell the Fire Maze has a variable geometry. It can be arranged in any shape so long as no part is less than 1/2 Legat in any dimension, and no more than 4 Legats of unsupported height (so for example a low wall 1/2 a Legat high, 1/2 a Legat deep and 120 Legats long is possible). No part of the wall may be more than 15+Level Legats from the Mage when he casts the spell. At least some part of the wall must be supported on a horizontal surface, but this can as easily be stone or water as something flammable. A roll To-Hit (using the Ranged / Special (magic) skill) at -4A is needed to conjure the wall such that it hits someone as it appears.

The Mage can easily shape the wall with multiple branches and turns so as to entrap someone within it, but the wall cannot entirely enclose someone. A person so trapped must win a contested Int roll against the Mage to escape. The number of rounds they are trapped equals the number of rolls needed to succeed.
power+1 minute duration per 2 Power Levels
Fire Sphere
DurationInstant
EL1
fatigue12
difficulty-5
To cast this spell the Mage must first prepare an enchanted sphere of red copper on which mystical designs are etched. This sphere is value 8 and has a Crafting (Mining / Smithing) Difficulty of 14. As part of the crafting process the Mage must cast the spell 3 times on 3 consecutive days, using 11 Fatigue and -10 Difficulty for each casting.

To activate the sphere the Mage casts it into an open fire (use Ranged / Thrown skill against a Defence of 10 - Size as given below), and makes a quick Channelling roll. If the throw and the casting are successful all the flame instantly rises up into a ball of fire which then explodes, doing D10+X damage where X depends on the size of the fire, 3 for a cook fire, 6 for a campfire, 9 for a large grate and 12 for a bonfire, to all in a 7 Legats radius. Each target may roll Agility resisted by 13 to take only 1/2 damage. After the explosion there is a chance equal to 7 or less on a D20 that the sphere is damaged and cannot be used to cast the spell again.
power+2 damage per Power Level
+1 chance of sphere being intact per Power Level
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
Flametrap
KeywordsCreation, Subtle
DurationPermanent
EL1
fatigue8
difficulty-7
This spell allows the Mage to create a trap, by inscribing a mystical design on a solid surface and storing energy channelled from the Sun in it's curves and angles. The inscription requires precious oils worth 6, and takes 1 hour (reduce time by the margin of success on an Agility + Art roll). From then on, the first creature to either touch or pass within 1 Legat of the trap (The Red Cloak chooses which activating condition applies when the trap is made) triggers a magical explosion of flame 6 strides across, which does 2D4 fire to everything in the area (armour counts for half, Agility vs. 17 for half damage). Once inscribed the trap lasts as long as the surface on which it was written.
power+1 damage per Power Level
+1 Legat triggering range per Power Level.
Greater Binding (Red)
KeywordsLink
DurationPermanent
EL3
fatigue16
difficulty-12
Requires Lesser Binding (Red).

This spell transforms the Red Order Lesser Binding into a Greater Binding, marking the target as a trusted scion of the Orders. This spell elevates the target into the ranks of the Bonded Ones, marking them as a proxy of the Magi. The target must make a Spirit roll resisted by the Mage's Spirit if he wishes to resist the binding. If he does so then the lesser binding is also broken.

If the Binding is completed the target is empowered by an aura of status, perceptible even to non-Magi as a feeling of weight or majesty. A Mage can see this link even without a means of magical sight. If the character does not already have the Bonded-One path they gain it for free. Otherwise they gain +1 Status. The Binding prevents the Bonded-One from attacking their Master. They must succeed in a contested Spirit vs. Presence roll to attack their Master, in which the Master gains a Presence bonus equal to their Level. Although they can initiate indirect harm to their master (e.g. by asking others to do so) they will still feel a compulsion not to do so, and must spend a Determination to initiate any plot against their Master.

The Mage also gains a benefit from the Binding. In Physical Combat they may avoid taking Lethal, Stun or Weakening Damage by transferring the damage to the Bonded One instead. The Bonded One must have at least as much Health as the Mage wishes to transfer, and must be near to the Mage (either visible in direct line of sight, or out of sight but within 30 paces). The Mage may transfer up to their Level in damage in one round. If they have multiple Bonded Ones they may split the damage between them.

The casting Mage reduces their Health by one when the spell is cast. This loss cannot be avoided.
Greater Command
DurationFixed
EL2
fatigue8
difficulty-8

Requires Lesser Command

This spell gives the Red Cloak control over natural and magical flames. With an action (and a gesture) they can make any of the following alterations to an existing fire no larger than a bonfire and up to 5+Level Legats distant.

  • Extinguish the fire
  • Alter the vigour of the fire (making it burn low or surge high)
  • Alter the colour and character of the fire (hissing, sparking, steady, flickering, etc.)
  • Cause the fire to move or spread up to 2 Legats across a flammable surface
  • Cause the fire to jump a gap of up to 1 Legat to a flammable surface
  • Cause the fire to move or spread up to 1 Legat across an inflammable surface

In addition they can cause the air around the fire to fill with burning sparks and smoke (Area 3, D6 damage ignoring armour, -3A) or clear a similar area.

If the Mage wishes to extinguish fires larger than a bonfire then she may extinguish selected bonfire sized bits of it one at a time. Each section requires an action and a roll of Int + Sorcery vs. 15.

The powers conferred by the spell are usable at will for 1 minute per Level, extending for 2 Fatigue for each extra minute. To cast this spell the Red Cloak must bear an iron weapon from the Dragon Mountains.

power+D6 minutes duration per Power Level
+1 Int for extinguishing bits of blazes per Power Level
Halo of Fire
KeywordsAugment, Defend
DurationFixed
EL1
fatigue6
difficulty-5
This spell conjures about the head of its target, whom the Mage must touch, a ring of small glowing balls of fire, of a number equal to the level of the Casting Mage. These spheres remain in existence for up to 30 minutes. Any further casting of the spell on a target removes the old spell and replaces it with the new one. In combat the subject of the spell may expend a sphere to attempt to nullify any blow that would otherwise hit them. They must do this before determining damage for the hit. Roll a D20. On a roll of 10 or less the damage is nullified entirely. An area of effect attack (something that engulfs the target) is nullified on a 5 or less.

Only one sphere can be expended per blow, but the subject may block any number of blows in a single combat turn as long as he is aware of the attack being made upon him. A spell cast by an unseen Mage or a sudden stab in the back alike cannot be deflected with this spell.
power+1 chance of deflection per +2 Power Levels
Holding
KeywordsSustain
DurationFixed
EL1
fatigue5
difficulty-8
This spell can be used to hold another spell so that it can be instantly released at a moments notice. Using holding a Mage may delay a single 1EL spell indefinably. Only one spell may ever be held at a time no matter how many times Holding is cast. The Mage must cast this and then the spell to be held. If the second spell fails then the Holding is also wasted. Holding is Subtle if the spell to be held is Subtle.
Life Flame
KeywordsHealing
DurationInstant
EL2
fatigue10
difficulty-9
Requires Flame of Deadly Healing

This spell allows the Mage to channel his own life-force into another, with the intention of healing his wounds. Unfortunately the magic achieves this by draining the Mage’s own Health. The Mage must touch the subject, who is briefly outlined in flame. The spell then restores D6 Health to the target while doing D6 damage to the Mage. No device nor spell will prevent this loss of life. This spell is not taught by all schools of Mages but is instead held only in the hands of the most significant locations of the orders, such as the Great Cities and the principal towns.
powerEach Power Level adds +1 to the amount of Health healed. For each extra point added in this way roll a D6. On a roll of a 6 the Mage takes a further D6 damage, in addition to the one caused by the spell.
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.
Storm Dust
KeywordsAttack, Creation
DurationInstant
EL2
fatigue14
difficulty-9
With this magic the Red Cloak may enchant a handful of Drylands dust so that it absorbs the fierce winds of the Light Side. The spell must be cast three times on three consecutive days.

When this dust is cast to the ground a Duststorm springs into life. The storm inflicts 2D4 damage per round to anyone caught within it (a Survival / Drylands or Deadlands roll halving the damage) and gives -5A. The spell’s storm only covers a 20 stride radius area and lasts for only 5 minutes. It is possible to enchant more than one handful at once, but each additional handful reduces the Mage's Spirit by 1 as long as it exists.
power+20 strides radius or +5 minutes duration per Power Level.
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
Waiting
KeywordsSustain
DurationFixed
EL3
fatigue10
difficulty-10
This spell can be used to hold another spell in waiting at a specific place or upon a specific object, to be released when some condition is met. The object or place protected must be engraved or carved with a complex rune, a process requiring at least a day of work and an appropriate Craft roll. Alternatively a quicker rune may be drawn in ink or wax but the difficulty increases to -12 in this case. Once the Waiting spell is cast the second spell may be cast into it as normal. Should the second spell fail then the Waiting spell too is broken, though the rune may be reused.

Unlike Holding, Waiting may define complex conditions, involving anything physical that happens within the protected area. The Waiting spell acts with the same level of knowledge as the Mage who casts it, as if someone with the Mage's senses and memory were standing at the location. It can be set to trigger on the appearance or action of anyone that they Mage would know or recognise, but not anyone they could not (for example it cannot be set to trigger on the arrival of someone the Mage knows only by name). It cannot be triggered by anything that happens outside the warded area, nor by anything which requires reasoning or judgement about what it sees (so it can be triggered by the arrival of a Keldian, but not by the Keldian speaking a lie, since that requires a judgement about the Keldian's actions).

The maximum Energy Level of spell the Waiting may hold is 1, and the maximum area protected is 5 by 5 strides.
power+1 EL of spell can be held per +4 Power Levels
+1 stride area per Power Level
Warrior's Strength
KeywordsAugment, Link, Subtle
DurationFixed
EL1
fatigue6
difficulty-5
Using this spell a Mage may draw on the power of a warrior that has been Bonded to them. When the spell is cast the Mage may draw Health from the Bonded One, up to twice their level. The Bonded One takes one half this amount as damage while the Mage may add this amount to her current Health, even if this makes it exceed its normal maximum. This extra Health will remain for up to 10 minutes, allowing the Mage to fight in the thick of battle without dying. After the spell expires the Mage loses Health equal to the amount gained, which might kill the Mage if they are not healed first.
power+2 minutes duration or +1 Strength gained per Power Level

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

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

Rank 6

Solar Gate
KeywordsCreation
DurationPermanent
EL5
fatigue20
difficulty-16
This spell is used to enchant a gate or doorway, usually a massive stone arch that must be carved with the images of winged fire demons and the sun before the spell will function. The spell is then cast 5 times on 5 days, not necessarily consecutive. Each casting imposes 1 burden, and costs Wealth 14's worth of burning woods over the 5 castings.

Once the enchantment is complete the gate will be so enchanted that anyone who knows its commanding invocation, and speaks with the authority of whoever commanded the spell to be cast, can activate the gate's defences. This causes the gateway to be filled with a field of burning light that does 4D10+5 damage to any object that attempts to break it. In addition it surrounds the outer face of the gate with a lesser field of burning light whose heat is enough to slowly melt bronze (this does not affect the gate or anything behind it) and which inflicts 2 damage per round on any who come within 20 strides of it.

Solar Gates defend each of the major entries of Ur, and the landwards gates of Derzak. Few other places bear such enchantments.
power+1 damage or +1 stride of outer effect per Power Level