Spellbook Red Order

16 entries found.

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