Red Magic Spells

Below you will find a list of all of the Red Magic Spells currently available. Some of which are available to buy using points of status. Spells marked (Primary Only) may only be chosen by characters whose Primary Guild is the Red School of Magic.

Spells List

Affinity to Fire 9 - 10 (Primary Only) Flame Blade 1 - 10
Blade Bond 5 - 8 (Primary Only) Flame Shaper 9 - 10
Bladeward 9 Flame Store 6 - 8 (Primary Only)
Bolt Store 6 - 8 Fusillade of Flame 9 - 10
Burning Blade 4 - 9 (Primary Only) Inner Fire 9 - 10
Dispel Magic 1 - 8 Magma Blade 5 (Primary Only, Specialist Spell)
Fire Bolt 2 - 8 Meltdown 6 and 7
Fire Brand 1 - 5 Sorcerer's Dispel 9 - 10
Fire Skin 1 - 10 Spell Attunement 6 - 8
Finger of Flame 5 - 8 (Primary Only at 6 - 8) Wizard's Dispel 6 (Primary Only)

Spell Descriptions

Affinity to Fire 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description The caster becomes connected with the Elemental Plane of Fire and a raging heat burns within his body.

At level 9 the Sorcerer with this spell in effect is always considered "in element" for Red High Magic Spells.

At level 10 the Sorcerer is considered "in element" for Active Red Arcane Spells of level 9.

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Blade Bond 5 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description An individual with a Blade Bond spell cast upon them is better able to wield Flame Blades cast by him. Any Flame Blade of a level equal to or lower than the caster's Blade Bond inflicts +1 Magical damage when wielded by the caster himself. Thus a Flame Blade 3 wielded by a caster with an effective level 5 Blade Bond would call "Magic 2" for his damage. The same caster would inflict "Magic 3" when wielding a Flame Blade 5 cast by himself. If he were wielding a Flame Blade 6 or any other magical blade, cast by someone else or permanently ensorcelled, he would inflict no additional damage.

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Blade Ward 9

Range Self Only

Duration Special

Extendable? No

Description This spell is cast upon the Sorcerors blade. The blade is then immune to being damaged destroyed or vanished.

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Bolt Store 6 - 8

Range Self Only

Duration Special

Extendable? N/A

Description The caster is able to store Fire Bolt spells (including Fire Dart, Fire Blast and Fire Strike), up to level 5, within his body to be released later. Bolt Store can hold an amount of mana as shown below which can be divided amongst any number of Fire Bolt spells up to level 5 provided they do not exceed the mana limit.

Level Mana Stored
6 10
7 20
8 30

Bolt Store is a Spell Store.

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Burning Blade 4 - 9

Range Touch

Duration See Below

Extendable? No

Description This spell is cast upon the wizards' ensorcelled blade. For the duration of the spell the blade is then treated as a fireblade for purposes of all other red blade spells.The duration of this spell is shown below:

Level

Duration

4

15 minutes

5

1 hour

6

4 hours

7

16 hours

8

64 hours

9

Special

At level 9 Burning Blade can be cast before leaving for an adventure and will last for the duration of that adventure, or until dispelled.

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Dispel Magic 1 - 8

Range 20ft

Duration Instantaneous

Extendable? No

Description This spell will remove one magic effect from any one thing. The object must be specified i.e. sword, staff, person etc. It will only take effect if the effective level of the target spell is equal to, or lower than the level of the Dispel Magic. If the particular effect to be removed is of a higher level than the Dispel Magic then the Dispel Magic will fail.

A dispel magic can never be used to dispel another dispel.

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Fire Bolt 2 - 8

Range 20ft

Duration Instant

Extendable? No

Description The caster hurls a searing blast of Flame towards his target, which strikes automatically inflicting the damage listed below.

Level Spell Name Total Damage (Player Life) Locational Damage (Player Life) Monster Hits Inflicted
2 Fire Dart 6 1 2
3 Fire Blast 12 2 4
4 Fire Strike 24 4 8
5 Fire Bolt 48 8 16
6 Fire Bolt 6 72 12 48
7 Fire Bolt 7 96 16 64
8 Fire Bolt 8 120 20 80

After completing the vocals the caster of the Fire Bolt should point to his target and clearly shout The name of the Spell followed by the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout "Fire Strike, 8 Hits" or "Fire Bolt 8, 80 Hits".

The Player Life damage is divided equally per location. A Fire Bolt 7 therefore inflicts 16 points of damage to each location. A Players magical armour class will reduce the damage to each location. Therefore a magical armour class of 6 would reduce the damage from a Fire Bolt 7 to 60 as it would reduce the damage inflicted to each location to 10. A Magical Armour class of 14 would reduce the locational damage of a Fire Bolt 7 to 2 points, reducing the total damage inflicted to 12 (2 damage per location to 6 locations).

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Fire Brand 1 - 5

Range Touch

Duration 15 Minutes

Extendable? No

Description Allows the caster to increase their magical damage with a Flame Blade only for a number of blows as shown on the table below. This damage increase is automatic for as long as the caster wields a Flame Blade and requires no additional activation. The maximum damage achievable for Wizards of the Red School when using this spell is Magic 7.

Level Magical Damage Increase Number of Blows
1 +1 2
2 +1 4
3 +1 6
4 +1 8
5 +1 10

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Fire Skin 1 - 10

Range Touch

Duration 15 Minutes

Extendable? Yes

Description Fire Skin summons a magical cloak of flame around the target. A Fire Skin provides physical and magical armour class as shown on the table below.

Level Physical Armour Class Magical Armour Class
1 2 1
2 4 2
3 6 3
4 8 4
5 10 5
6 12 6
7 14 7
8 16 8
9 18 9
10 20 10

The magical armour class provided by a Fire Skin doubles against all Fire Bolt Spells that affect the target.

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Finger of Flame 5 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description An individual with a Finger of Flame spell cast upon them is better able to control the path of his Fire Bolts (including Dart, Strike and Blast). The Finger of Flame spell extends the range of any Fire Bolt of the same level or below as the effective level of the Finger of Flame to 40ft rather than the usual 20ft.

Thus as caster with an effective Finger of Flame 6 would be able to cast any Fire Bolt of Level 6 at a range of 40ft for as long as the Finger of Flame was in effect.

After completing the vocals for his Fire Bolt the caster of a Finger of Flame enhanced Fire Bolt should point to his target and clearly shout Fire Bolt followed by the level, the phrase "extended range" and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout "Fire Bolt, extended range, 16 Hits".

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Flame Blade 1 - 10

Range Touch

Duration 15 Minutes (1, 2, 4, 6, 8), 1 Hour (3, 5, 7, 10), 4 Hours (9)

Extendable? No

Description The caster enchants a blade with magical flame that burns those struck by it. Flame Blade can only be cast on bladed weapons that are not already empowered, either permanently or due to a spell or invocation. Flame Blade inflicts Magical damage as shown below.

Level Magic Damage Inflicted
1 Magic 0
2 Magic 1
3 Magic 1 for 1 Hour
4 Magic 2
5 Magic 2 for 1 Hour
6 Magic 3
7 Magic 3 for 1 Hour
8 Magic 4
9 Magic 4 for 4 Hours
10 Magic 5 for 1 Hour

Note that a Flame Blade level 1 inflicts no magical damage. It does however make the weapon count as magical, meaning that it cannot be affected by certain spells (such as Destroy Weapon).

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Flame Shaper 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description The caster is better able to control the raging flames he shapes, bolstering all Fire Skins he casts.

At level 9 all Fire Skins of levels 1 - 8 cast by the Sorcerer take effect with their duration increased by a factor of four as if they had been cast down in effect by one level (although this is not the case). Thus a Fire Skin 8 cast by the Sorcerer would last for one hour if cast at an effective level of 8. The same skin cast down to a 6 (which would usually last for four hours) would last for 16 Hours due to the Flame Shaper. Furthermore all Fire Skins cast by the Sorcerer dispel at the level at which they were cast and not their effective level. A Fire Skin 8 cast down to a level 5 would required a dispel 8 in order to remove rather than a dispel 5 as would usually be the case. Skins enhanced with an Flame Shaper may not be cast on others at an effective level higher than 5.

At level 10 all Fire Skins of levels 1 - 8 cast by the Sorcerer upon himself will take effect with their duration increased by a factor of four. This increase in duration stacks is in addition to that provided by Flame Shaper 9.

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Flame Store 6 - 8

Range Self Only

Duration Special

Extendable? N/A

Description Flame Store is a Spell Store that can hold any Red Magic spell of up to level 5.

Level Mana Stored
6 10
7 20
8 30

Flame Store is a Spell Store.

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Fusillade of Flame 9 - 10

Range Self Only

Duration Until used

Extendable? N/A

Description The caster binds the element of fire into themselves allowing them to cast a number of High Level Fire Bolt spells at vocal length.

At level 9 Fusillade of Flame grants the caster the ability to cast three level 6 Fire Bolt spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

At level 10 Fusillade of Flame grants the caster the ability to cast six level 6 OR three level 7 Fire Bolt spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

A Sorcerer may only have a single Fusillade of Flame spell in effect at any one time. Fusillade of Flame does not prevent the Sorcerer from casting Fire Bolt spells using the usual ceremony. Fire Bolts cast in this way do not count as a use of the Fusillade of Flame which will remain in effect until all of the provided vocal lengths are used.

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Inner Fire 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description Inner Fire allows the caster to hold within his body a number of Red Magic Spells including a single spell of level 6 - 8. The maximum amount of Mana that may be held by Inner Fire is shown below;

Level Mana Stored
9 40
10 60

Inner Fire is a Sorcerer's store as described in the Arcane Magic Rules.

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Magma Blade 5

Range Touch

Duration 15 Minutes

Extendable? No

Description Magma Blade may only be cast upon a weapon that is already enchanted with any level of the Flame Blade Spell. Magma Blade increases the damage inflicted by the Flame Blade Spell by one rank (so a level 3 Flame Blade would inflict "Magic 2", a level 6 Flame Blade would inflict "Magic 4") for as long as the Magma Blade is "in effect". The two spells on the weapon do not merge; the level and duration of each spell remains the same and each must be dispelled separately. If the Flame Blade is dispelled but the Magma Blade remains on the weapon then a new Flame Blade may be cast onto the same weapon and will gain the benefit of the Magma Blade.

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Meltdown 6 and 7

Range Touch (6), 20ft (7)

Duration 15 Minutes

Extendable? No

Description This spell will melt one metal weapon targeted by the caster, making it useless for the duration of the spell. Meltdown will affect metal weapons that are empowered or ensorcelled, either permanently, or as a result of a spell or invocation. A repairing spell (such as Mend or Reform) will not restore the weapon to its usual state whilst the Meltdown is in effect, however a dispel magic of level 6 or above would reverse the effect immediately. Once the spell duration has expired the metal weapon returns immediately to its previous form: no repairing spell is necessary.

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Sorcerer's Dispel 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description This spell allows the Sorcerer to store a Dispel Magic of level 6 - 8 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Sorcerer's Dispel was targeted by a level 8 Dumbness spell which would prevent them from casting then they could choose to trigger their Sorcerer's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Sorcerer's Dispel, "I am the master of the Elements - Dispel 8 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Sorcerer's Dispel is not considered a Sorcerer's Store and as such a Sorcerer may have both a Sorcerer's Store and a Sorcerer's Dispel. Sorcerer's Dispel uses one level 9 or 10 spell slot and the spell slot of level 6 - 8 to be stored within it. A Sorcerer may have both a Sorcerer's Dispel 9 and a Sorcerer's Dispel 10 in effect at the same time. These spells are considered out until either the dispel is used or the Sorcerer's Dispel is itself dispelled. Sorcerer's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike most other prepared Arcane Spells Sorcerer's dispel may be recast on events provided that the Sorcerer meets all of the requirements to cast Active Arcane Spells (have a good enough Ceremonial Casting Kit and Ceremony).

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Spell Attunement 6 - 8

Range Self Only

Duration Special

Extendable? N/A

Description The caster uses his knowledge of his element to reinforce his skill with a particular spell. Casters who are attuned to a particular spell are always considered to be "in element" for that spell.

Spell Attunement is taken as a spell choice from the Learn Spells Levels 6 - 8 Status skill and you must choose a spell to which to be attuned. To attune to a spell of level 7 you must first attune to the level 6 version of that spell if there is one and to attune to a level 8 spell you must attune to the level 7 version.

For one status sworn to the Red School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Red School may choose to learn Fire Bolt 6, Fire Blade 6 and Fire Blade Attunement 6. With his next point of status he may choose Fire Bolt 7 Fire Blade 7 and Fire Blade Attunement 7. He would not be able to learn Fire Bolt 7 Attunement until he had learnt Fire Bolt 6 Attunement.

Spell Attunement is a spell and the caster will be "out" one slot for each spell that he wishes to be attuned to on a particular adventure. You must always be attuned to the lower level versions of spell before attuning to the higher levels. For example if a Wizard wished to be attuned to Fire Bolt 8 on an adventure then he would begin that adventure "out" a level 8 slot for Fire Bolt Attunement 8. However he would also need to be attuned to Fire Bolt 6 and Fire Bolt 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Fire Bolt at levels 6, 7 and 8, every time he cast a Fire Bolt 6 - 8 he would count as being "in element", reducing his casting time by 5 minutes. If later in his career the same wizard also wished to attune to Fire Skin 6 and 7 then he would begin his Adventures "out" two level 6 slots, two level 7 slots and a level 8 slot. Spell slots "out" on Spell Attunements cannot be regained by resting or Memonicing unless the Spell Attunement is dispelled first.

Spell Attunement is a spell but it is cast at the School's Ceremony area before an adventure begins. Spell Attunement will last until the Character returns to the Towers after an Adventure. Spell Attunement cannot be cast on Adventures.

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Wizards Dispel 6

Range Self Only

Duration Special

Extendable? N/A

Description This spell allows the wizard to store a Dispel Magic level 5 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Wizard's Dispel was targeted by a level 5 Dumbness spell which would prevent them from casting then they could choose to trigger their Wizard's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Wizard's Dispel, "I am the master of the Elements - Dispel 5 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Wizard's Dispel is not considered a Spell Store and as such a Wizard may have both a Spell Store and a Wizard's Dispel. Wizard's Dispel uses one level 6 spell slot and one level 5 spell slot to be stored within it. These spells are considered out until either the dispel is used or the Wizard's Dispel is itself dispelled. Wizard's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike spell stores Wizard's Dispel may be recast on adventures.

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Spells Index