Red Magic II
Spells:
Fire Blood II (Aura)
Required Ranks: 60
Description: So long as this spell is on a mage's spell list, she gains + 50 to athletics, +20 to sequence and her maximum hit point score is reduced by 8.
Dragon Skin II (Aura)
Required Ranks: 70
Description: So long as this spell is on a mage’s spell list, that mage is immune to the first 40 damage from fire she takes per round.
Basic Infusion
Required Ranks: 75; Energy Cost: 0; Casting Time: 1 action; Duration: 1 minute; Range: caster’s person
Description: Caster gains 30 hit points and 30 energy. When the spell wears off the caster takes 40 damage and losses 40 energy.
Wall of Fire
Required Ranks: 75; Energy Cost: 40; Casting Time: 1 action; Duration: 1 minute; Range: 20 lurks; Save: damage - avoid
Description: Creates a wall of flame up to 2L high and 10L long. It can be shaped to suit the caster during the casting. Attempting to pass through the wall deals 75 damage. If some one is standing where the wall is cast they take 75 - avoid damage (This assumes that they are jumping out of the way).
Shatter
Required Ranks: 80; Energy Cost: 40; Casting Time: 1 action; Range: 10 lurks; Save: none
Description: Target solid object (something that can be shattered) takes 200 damage. (Note: most creatures that could be targeted by this spell are made from multiple parts.)
Misfortune
Required Ranks: 80; Energy Cost: 60; Casting Time: 1 action; Range: 10 lurks
Save: Characters with high luck scores are less affected by this spell.
Description: Something bad happens to the target with in a few seconds of being hit by this spell (a.k.a. a critical failure). The nature of this bad event is up to the GM.
Heat Ray II
Required Ranks: 85; Energy Cost: 0; Casting Time: 1 action; Range: 10 lurks; Save: avoid vs. attack
Description: This spell shoots a ray of heat at an opponent with Spell’s Power + 10 accuracy and 0 damage.
Fly
Required Ranks: 90; Energy Cost: 80; Casting Time: 1 action; Duration: 1 hour; Range: touch
Description: Target can fly at a speed up to 40 lurks. This grants a +40 to avoid. When the spell duration ends, the target, if still in the air, drifts back to the ground.
Flame Jet
Required Ranks: 90; Energy Cost: 50; Casting Time: 1 action
Range: 10 lurks; Save: avoid vs. attack
Description: Caster shoots a 1L by 10L jet of flame from her hand. All caught with in it are targeted by an attack with Spell’s Power + 20 accuracy and +40 damage.
Fire Blood III (Aura)
Required Ranks: 100
Description: So long as this spell is on a mage's spell list, she gains + 60 to athletics, +30 to sequence, +3 lurks to speed and her maximum hit point score is reduced by 12.
Explosion
Required Ranks: 100; Energy Cost: 60; Casting Time: 1 action; Range: 10 lurks; Save: standard blast
Description: Creates an explosion at a point with in range. All near by take 80 + Spell’s Power damage – (20 / lurk away) - avoid.
Accelerate
Required Ranks: 100; Energy Cost: 50; Casting Time: 1 action; Duration: 1 minute; Range: touch
Description: Target creature gains +30 to avoid, +30 accuracy, +30 to sequence, and one extra action per round.
Door Switch
Required Ranks: 110; Energy Cost: 60; Casting Time: 1 round
Description: All doors in the same structure as the caster (dungeon, building, starship etc.) if locked, unlock. All doors that were unlocked lock. Doors that couldn’t be unlocked or locked by a picklock check of Spell’s Power + 10 or are locked by a more powerful spell, can not be manipulated by this spell.
Fire Lance III
Required Ranks: 120; Energy Cost: 15; Casting Time: 1 action; Range: 20 lurks; Save: avoid vs. attack
Description: When this spell is cast, it shoots a beam of fire at a target with Spell’s Power + 50 accuracy, 50 damage and a range of 20 lurks.
Flame Strom
Required Ranks: 120; Energy Cost: 120; Casting Time: 1 action; Duration: 1 minute; Range: 5 lurk radius around caster; Save: damage - avoid
Description: Creates a vortex of fire that deals 60 + Spell’s Power - avoid damage to all with in 5L of the caster each round. The caster is safe in the eye of the storm.
Misdirected Rage
Required Ranks: 120; Energy Cost: 60; Casting Time: 1 action; Duration: 3 rounds; Range: 10 lurks; Save: will check vs. Spell’s Power + 10
Description: -Target gains +20 damage, +2 lurks to speed and must make a melee attack against another target specified by the caster. The caster can force the target to spend up to 20 energy per round.
Infusion
Required Ranks: 120; Energy Cost: 0; Casting Time: 1 action; Duration: 1 hour; Range: caster’s person
Description: Caster gains 50 hit points and 200 energy. When the spell wears off the caster takes 70 damage and losses 225 energy.
Fire Breath (Aura)
Required Ranks: 130
Description: So long as this spell is on a mage's spell list she can take an action to exhale flame. This does Spell’s Power - avoid damage a target with in 2L.
Master Dragon Skin (Aura)
Required Ranks: 130
Description: So long as this spell is on a mages spell list, that mage is immune to damage from fire.
Seeker of Fire
Required Ranks: 130; Energy Cost: 70; Casting Time: 2 actions; Range: 500 lurks; Save: avoid vs. attack
Description: Creates a ball of flame that moves at 20 lurks. It tracks down a target specified during the casting. It flies into the target making an attack with Spell’s Power + 60 accuracy and 30 damage. If it misses it will turn around the next round and try again. It will continue in till it is destroyed ether by hitting the target or otherwise or in till it travels a total of 500L.
Flame Form
Required Ranks: 140; Energy Cost: 80; Casting Time: 1 action; Duration: 10 minutes; Range: caster’s person
Description: Casters body turns into living flame. All her unarmed attacks gain a +30 bonus to damage. When ever a creature or a flammable object touches her, it takes 30 damage. Also the caster can move like a flame in addition to her normal ability to move. This includes between narrow spaces, up vertical flammable surfaces and through, with enough time, thin walls.
Caffeinate (Aura)
Required Ranks: 140
Description: So long as this spell is on a mage’s spell list, that mage can not fall asleep even if magically induced. However, healing and energy recovery rates are cut in half.
Siege Spell
Required Ranks: 150; Energy Cost: 150; Casting Time: 1 action; Range: 30 lurks; Save: none
Description: Target solid (made of something that can be shattered) structure (building, wall, fortification) takes 2000 damage.
Fire Blood IV (Aura)
Required Ranks: 170
Description: So long as this spell is on a mage's spell list, she gains +80 to athletics, +40 to sequence, +5 lurks to speed, the cost of additional actions is reduced by 5 and her maximum hit point score is reduced by 20.
Intensify (Aura)
Required Ranks: 180
Description: So long as this spell is on a mages spell list, the power of all the mages spells is increased by 50. Also, as long as this spell is on a mages spell list, the mage's max hit points score is reduced by 40.
Incinerate
Required Ranks: 220; Energy Cost: 200; Casting Time: 1 action; Range: 10 lurks; Save: none
Description: Target takes 500 damage.
Damage Doubler (Aura)
Required Ranks: 250
Description: long as this spell is on a mage's spell list, all damage done by the mage's spells is doubled. The mage's max hit points score is reduced by 30.
<-----Return to
BU Red Magic
<-----Return to
Burn Up Magic
<-----Return to
Burn Up