Spellbook

8 entries found.

Rank 1

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
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
Lesser Ward
KeywordsAugment, Defend
DurationMaintained
EL2
fatigue3
difficulty-6
Invoking the power of the Lesser Ward draws a little of the empty night of the Dark side into the Mage, making all magic difficult. The Mage gains Magic Defence equal to 1 + Level / 4. The power that the Mage holds in the Ward affects himself as much as anyone else, the casting penalty for Maintaining this spell is increased by the Magic Defence gained.
power1 companion can share the power for every 2 Power Levels
Shade Dance
KeywordsAugment, Defend
DurationFixed
EL1
fatigue4
difficulty-3
Casting this spell summons up smoke-like shadows to dance about the Black Cloak, obscuring him from sight like a dream. The gains +4 defence for a number of rounds equal to his Level + 2.
power+1 turn duration per Power Level

Rank 2

Lesser Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL2
fatigue8
difficulty-6
To cast this spell the Mage must draw a circle in the ground on which he is standing, up to 1 stride across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +4. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.
power+1 stride diameter per power level

Rank 3

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

Rank 4

Greater Circle of Protection
KeywordsCircle, Defend
DurationFixed
EL3
fatigue10
difficulty-11
Requires Lesser Circle of Protection

To cast this spell the Mage must draw a circle in the ground on which he is standing, up to his level in strides across. When the spell is cast this circle forms the boundary of a protective ward. If the Mage stays within this ward then he gains Magic Defence +8. This protection lasts until one day has passed or until the Mage leaves the circle for any reason.

This spell may be used in conjunction with Shadow Geomancy to make a Geomantic Circle.
power+1 stride diameter per power level

Rank 5

Star of Protection
KeywordsCircle, Defend
DurationExtended
EL1
fatigue8
difficulty-7
This spell conjures about the Mage a glowing five pointed star. The Star radiates a shimmering white light from its 4 strides long rays, which centre about the Mage’s upraised hands. For as long as the Mage concentrates the star gives him, and any who shelter behind it, an armour of +7. Duration 1 round, extends for 1 fatigue.
power+1 armour per power level.