Spellbook

6 entries found.

Rank 1

Blessing of Water
DurationFixed
EL3
fatigue7
difficulty-8

This spell allows the Black Cloak to control the flow of life-giving waters to the plants around him, blessing or cursing them. 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, their growth enhanced. The plants effected will grow well and strong over the following cycles, improving the quality of the next harvest. It has little immediate benefit however unless the Mage takes a burden in which case the plant growth is more rapid, with benefits appearing in days. A community dependent on blessed crops gain +3 Survival when the crops are used.
Curse
The plants around the Mage have the waters sucked from them, and wither and die. This effect starts immediately, but the consequences are unlikely to be felt for days, or cycles in the case of the largest plants such as trees. 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 Blessing of Water can be reversed by Crop Touch.

power+10 square Legats affected per Power Level
Crop Blessing
DurationInstant
EL4
fatigue5
difficulty-2
This spell allows the Cleric to infuse growing crops with the energy of the earth spirits, so that they better resist the difficult conditions of drought, sun and cold. It is in many ways a lesser version of the Red Order Sun's Blessing (though it affects only plants). To cast the spell the Cleric must walk the boundaries of the affected fields or plants, casting bonemeal (made from Keldian bones) onto the earth. Through this the attention of the Earth Spirits is drawn. The plants affected have a +2 bonus on Survival or Farming rolls made by those who tend them until the current crop is harvested, after which the ritual must be repeated. If the bone dust used is not drawn from the body of a Keldian who lived on the lands affected, raise the difficulty by 5.

Each use of the Crop Blessing can affect up to 1 field (100 paces square), of land.
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

Rank 4

Life Giver
DurationExtended
EL3
fatigue13
difficulty-10
The Life Giver, along with the Red Order’s Sun’s Shield and Sun’s Blessing, keeps the city states alive. Though the Twilight lands are fertile by the great river, crops are hard to grow in competition with the virulent life of the Jungle. The Life Giver spell makes the poisonous blooms of the river die back, brings moisture to the dry soil, and helps crops to grow. The affected crops have a +10 to Survival and Farming rolls made by those who tend them, and produce twice the yield. The spell will bring life to a single field (a maximum of 250 thousand square legats) for 1 cycle, with a sacrifice of 1 life a cycle continuing the spell. Usually an Obsidian Sphere will maintain the magic instead of the constant sacrifice. The casting Mage nevertheless loses 1 Health forever.
power+1 field per power level
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