Spellbook

22 entries found.

Rank 1

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
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
Wasp Service
KeywordsSummon
DurationSummoned
EL2
fatigue7
difficulty-5
This spell allows the Mage to call upon the wasp spirits of the Poison forests. The wasp spirits may be summoned anywhere in the Twilight lands, but not beyond them. Once called the swarm attacks a number of times equal to the Level of the summoning Mage +1, and then dissipates once more.

If cast by a Mage of at least the 5th level this spell can be used to bind a swarm of Wasp Spirits to the Mage permanently. To perform such a binding the spell must be cast three times on three consecutive days. On the third casting the Mage sacrifices a point of Physical and makes a Presence roll against the Swarm's Spirit. If the roll succeeds then the Swarm is bound to them.

The Mage may call a bound swarm forth at any time (in any part of the world). Once battle is over the Swarm vanishes again and cannot be called for another hour. A bound swarm does not naturally heal, but the Mage may take Lethal damage at will to heal the swarm whenever it is called.
powerFor +8 Power Levels a bound swarm heals 1 point per day
For +6 Power Levels the bound swarm can be called again in 3/4 of an hour and for +10 in 1/2 an hour
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
13
16
3
2
12
8
20
0
0
0
0
3
3
62
Sting
:
A15
D13
Init19
dam2D4

Rank 2

Calling the Dead
KeywordsSummon
DurationSummoned
EL1
cast4
learn5
This magic calls an unnatural creature to the Mage’s service, a creature of the Outer Gods. This fell creature has its price, because of the corruption it inflicts on the Mage when summoned, but otherwise it obeys his will in all things, for it is the will of the Dark Ones. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It remains for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
18
14
6
11
12
12
20
0
0
4
0
2
4
79
Claws
:
A16
D18
Init18
damD8+3
May attack twice per round.
Lesser Spirit of the Dark
KeywordsSummon
DurationSummoned
EL1
fatigue7
difficulty-6
This spell enables the Black Order Mage to draw a spirit of the Dark Side into his service for as long as he continues to pay 1 fatigue per 2 minutes. The creature is an indistinct shadow, faintly insectoid with horns and tentacles, that moves with great speed.

The creature will attack whoever the Black Cloak commands it too, but it would really rather attack its summoner. In the Dark Lands it will freely depart, in the Twilight Lands the Mage must roll Int to force it from him, and in the Bright Lands he must roll Int resisted by 15, otherwise it attacks him. Note that this Demon’s Int score counts only for the purposes of observation and spell resistance, it cannot speak or communicate in any way.
power+1 int to command it to leave per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
15
18
16
9
12
14
10
14
0
0
2
0
4
4
72
Claws
:
A17
D18
Init20
dam3D4+1
Serpent Call
KeywordsSummon
DurationInstant
EL2
fatigue5
difficulty-10
This spell is normally taught only as a gift from a Spirit Naga. When cast it will summon any nearby serpents and compel them to follow the Mage's commands for Level rounds. The number of serpents that respond to the call (and the time it takes them) varies widely based on location. In the Twilight Jungles a Snake : Swarm is usually summoned, while on the One-River a Snake : Constrictor is more normal. Rarer snakes will be summoned in 5D10 minutes. If the time to appear ends up greater than the Mage's Level + Presence then the serpent abandons the call. If you know that a specific snake exists then the Call always applies to it if possible.

Rank 3

Children of Shadow
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7

From the Dark Lands come many creatures that the Black Order Mages may draw upon. These creatures, Night Bats, Night Goblins, Giant Crabs and Crayfish and Iron Ravens, will answer the call of this spell and descend into the Twilight lands to do as the Mage bids, save that it threaten certain death. These creatures will not, however, venture into the Bright Lands, save during the Passing, and then only the Iron Ravens and Night Bats will go very far. Roll as follows to determine what answers the call.

D10 Creature
1-2 Soror
3-5 Night Bat
6 Cambarid (Red)
7-8 Cambarid (Yellow)
9-10 Iron Raven

The creatures serve the Mage for up to 10 minutes per level.

A Mage of at least 6th level may cast the spell at a higher power. This version has Difficulty -16 and Fatigue 12, and takes 10 hours to cast. When the summoned creature arrives the Mage may make an opposed Intelligence vs. Spirit roll with the creature. If the Mage wins then the creature is bound to the Mage, who must pay one permanent Health, if the Mage fails then the creature will attack them instead. A bound creature is like one tamed by a Beastmaster. It will accompany the Mage, even into the bright lands, and will obey his general orders at their normal Intelligence.

powerFor each extra two power levels, at 5 minutes per level, roll again
Greater Spirit of the Dark
KeywordsSummon
DurationPermanent
EL2
fatigue10
difficulty-11
Like the lesser spell of a similar name this spell summons a Dark Side spirit and compels it to serve the Black Order Mage.

This spell, however, permanently binds the creature to the service of the Mage, after a sacrifice of 8 points from Health, Phys, Int, and Spirit (divided as the Mage pleases). After that the spirit will do exactly as the Mage pleases, for however long it takes, till the Mage is dead. All the Mage must do is roll a successful test of Intelligence resisted by 13 to control the creature, otherwise it attacks him. As with the Lesser Spirit the Demon called up by this spell cannot communicate with its caster except in the most simple of ways, for instance indicating pleasure or hatred. They cannot carry messages nor be used as sources of information.
power+1 Int to command the spirit per power level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
19
19
16
8
12
10
12
20
0
0
4
0
2
4
83
Claws
:
A19
D19
Init18
dam3D4+1
Manifestation
KeywordsSummon
DurationFixed
EL3
cast4
learn4
Using this spell the Dark Ones can use their link to the White Cloak to Manifest on Sun Keld for a brief moment. The nature of this manifestation varies wildly from entity to entity. Some may appear as no more than a voice, sensation or presence, unable to do more than communicate with their minions, while others can create a corporeal entity for themselves for the brief time they appear in the solid world (in this case use the stats from Calling the Deceiver. In either case the agenda of the summoned Outer God is it's own, and the White Cloak has no control over it whatever.

All corruption gained from casting this spell is permenant.
Shadow Demon
KeywordsSummon
DurationSummoned
EL2
fatigue10
difficulty-9
With this spell the Black Cloak can summon a very powerful Demon of Shadow. In full sunlight it appears as no more than a wavering shadow of horrific shape, while in darkness it solidifies into terrible shapes that defy weapons to hit them. This creature will serve the Mage for but a moment or two, normally 5 minutes and no more.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by 15 to force the creature from him or suffer D10+2 damage. This does not apply if the demon killed at least 7 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
24
19
4
17
15
13
30
0
0
0
0
2
5
94
Claws
:
A22
D24
Init21
damD8+8
Shadow Steed
KeywordsSummon
DurationSummoned
EL2
fatigue9
difficulty-7
This spell summons a shimmering patch of darkness, faintly shaped like some hideous insect beast, which will bear the Black Order Mage with great speed through the Night of the Black Side or the red fire of the Light Side. It speeds over the earth at 40 klegs an hour wherever the Black Cloak directs. When the summoning is over, however, the Steed inflicts 1 point of Agility, Phys, or Health damage (Mage’s choice). Duration 1 an hour, Extends for 6 fatigue.
power-1 fatigue per hour per power level, to a minimum of 1
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.
Wind Dragon Summoning
KeywordsSummon
DurationSummoned
EL2
cast4
learn7
This spell summons a monstrous wind spirit to serve the Mage, to bring which he must spill his own blood, sacrificing 1 point of Physical forever. It blows up, forming a huge coiling body 50 strides long that snakes around the Mage, never touching him. The Mage may also send the creature to attack other targets.

Since the Wind Dragon is immaterial its main attack is by its Phys, any target hit must roll Phys resisted by the Dragon's Phys or fall down for the Dragon’s Physical Bonus in damage. However its body picks up the world around it making it doubly deadly. The Wind Dragon remains to serve the Mage for 10 minutes.
Blood+4 minutes duration per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
18
16
20
14
17
12
12
38
0
0
0
0
2
0
92
Dark Side
:
A18
D16
Init16
dam1D6
Ignores Armour
Twilight
:
A18
D16
Init16
damD6+2
Light Side
:
A18
D16
Init16
dam2D4

Rank 4

Calling the Deceiver
KeywordsSummon
DurationSummoned
EL1
cast5
learn6
This magic calls an unnatural creature to the Mage’s service, a creature more powerful than the Calling of the Dead. This fell creature is content to serve the Mage for the price of its summoning upon the Mage’s body. The creature is visible as no more than a flickering form of light that moves at high speed, like hot air. It is immune to non-sacred weapons. In addition those it attacks suffer a Fear 14 attack. It remains on this plane for 7 minutes.
Blood+7 minutes per blood level.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
23
22
16
10
15
12
12
35
0
0
0
0
4
3
103
Claws
:
A23
D20
Init20
damD12+3
Demon Binding Circle
DurationPermanent
EL2
fatigue9
difficulty-8
This spell allows the Mage to bind a Demon or spirit to him permanently by trapping it in a pattern tattooed into his own skin. Any Demon can be imprisoned in this way, from any order. All it requires is a roll of a D12 which must beat the level of the spell which summoned the creature. If the target creature was summoned by another Mage then add 2 to the target number and a further 1 if the creature’s summoner is there to resist.

If the roll is made the Demon is sucked into the circle and must abide with and serve the Mage in much the same way as a Greater Spirit of the Dark. Should the attempt fail then the Mage takes a number of points of damage equal to the target number and the Demon, if free, will attack him at once. Only one creature may ever be in the circle at once, till it is released or slain another cannot be captured.

The preparation of this spell requires that the Mage spend a week having the pattern tattooed by a master artist, casting the spell at 10 fatigue / -11 difficulty to seal the magic. To capture a Demon the circle must be visible, either on a naturally bare area of skin (usually the palm of the hand) or on an area kept shaven.
powerWhen checking to trap a creature +1 on the roll per Power Level
Demon of Potence
KeywordsSummon
DurationSummoned
EL3
fatigue13
difficulty-12
With this spell the Black Cloak can summon a very powerful Demon of the most utter blackness. It is never visible as more than a smudge in the air in light or, in the darkness, as a horrible feeling in the air. This creature will serve the Mage for 1 minute per Level.

Once the Mage has finished with the service of the creature he must roll Int + Level resisted by the Demon's Spirit to force the creature from him or suffer 2D10+2 damage as the demon attempts to drain his soul. Should the Demon kill the Mage then it may possess his body and remain on Sun Keld till slain. This does not apply if the demon killed at least 12 people before the spell’s duration ends.
power+1 Int to force it away or +1 minute duration per Power Level
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
16
20
15
20
10
15
50
0
0
6
0
3
5
123
Claws
:
A23
D16
Init23
dam3D6+1
Servant Walking
KeywordsCurse, Summon
DurationPermanent
EL2
cast5
learn8
This spell allows the Mage to take a Keldian on the point of death and turn them into a Ghebbeth servant. The newly dead servant appears to be for all purposes alive, with the same stats as they previously had, though they have no memory of their previous life beyond skills and all magical abilities of any sort are lost. The Servant also gains the following modifications to stats (unlike Curse of Corruption there is no Spirit penalty).
A:+3, Phys:+2, Agility:+2, Health:+5, Ar:+4
The servant has two interesting features. Firstly some part of their body will always give away their true nature. Often they carry a white lock of fur, a misshapen foot, or their mouths are full of white ash. Similarly though they feel warm their hearts do not beat. Secondly a Servant can appear dead at any time they wish, and often look so fragile that a single blow will fell them. Only a Stonetalker with Healing Trait of 4+ who makes a roll of Int + Healing can detect otherwise. Often an apparently dead servant will rise and continue their Master’s mission as soon as the body is alone.

The servants only have one flaw, they accumulate 5 full points of Corruption every 5 days. If their Corruption exceeds the lowest of their Int, Phys or Ag then the Servant collapses into white ash instantly.
Wind Mount
KeywordsSummon
DurationMaintained
EL1
cast1
learn8
This spell enables the Mage to summon up a cloud of churning air which can be used as a mount. The wind Mount will carry the Mage into the air and speed him to his destination, covering 30 klegs every hour. The wind mount remains under the Mage's control until he chooses to land.

Rank 5

Desecrating Summoning of the Hunter
KeywordsSummon
DurationSummoned
EL2
cast3
learn8
The White Order Mage must mount to the highest place within a kleg and light there a fire before casting this spell. He then makes a Level + Corruption roll. If he succeeds his spell calls D4 Hunters to his service. These foul creatures serve the Mage until they have each slain seven Keldians, until they are slain, or until a day has past. If they have not slain their fill by then then they will attempt to slay the Mage instead, and they will usually succeed.
Blood+1 on the summoning roll to summon per blood 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
Obsidian Golem
KeywordsSummon, Creation
DurationPermanent
EL4
fatigue32
difficulty-15
This spell can be used to create a mighty magical servant from a huge form carved from Wealth 16's worth of obsidian with a heart made from Wealth 15's worth of iron. This statue takes a smith with at least skill 5 and two obsidian carvers with at least skill 5 100 days to complete. Each extra worker reduces the total time by 5 days, to a minimum of 20 days. Normally the statue is carved in a Keldian's form, but it may be made in any shape, without altering its stats.

Once made the Golem must be enchanted, which involves casting this spell 5 times on 5 days, not necessarily consecutive. When the final enchantment is cast a life force must be forced into the Golem's shell. Any other summoned Black Order creature (such as a Greater spirit of the Dark) can provide the force, but it must already be bound to the Mage that casts the final spell. Add the Circle of the sacrificed Demon 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 Golem is slow and can only comprehend the simplest of orders but it is almost impossible to destroy and horrendously strong. The Golem’s armour counts equally against magic and physical attack, and it is also mostly immune to the passage of time, thus it makes the perfect guardian for a site of great importance. Alternatively it may be employed as a siege weapon. The anger of the Demon bound within makes the Golem nearly incapable of constructive acts. It is far better suited to tear down a wall than to build one.
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
20
3
8
6
40
12
6
100
3
0
8
0
0
0
159
Crushing Fists
:
A20
D3
Init8
damD12+8