Crimson Magic

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the spells below. I picked numbers which I think are good, but most of them have not been tested.

Using Crimson Magic
Unlike most "colors" of magic, Crimson Magic specifies more than just the mechanics of its spells. Crimson Magic regards spells as sapient entities called “hexengeists” and will not work if characters fail to treat their hexengeists with respect.

Acquiring Spells
Bob must learn a Crimson spell's glyph, its pronunciation, and its carving ritual from a teacher (or in some cases from a book). During or after that learning period Bob must attract a hexengeist by spending 30 Blocks of Chore Time ritually carving the glyph into an appropriate token. Bob cannot attract more than one hexengeist of the same spell.

When the carving is complete Bob rolls his Nerves + Spirit + Magic against the 15 dice Threshold. If he succeeds, Bob obtains the spell. If Bob fails, he may make additional attempts (30 days each) which need only exceed the 12 dice Threshold to succeed. After succeeding, Bob must spend 5 ep to bring the spell (narrow skill) to 1 die.

Tokens
Bob must carve the spell's glyph into a token which has a resonance with the desired spell. For spells which cost Fat, the token can also store 1 point of Fat (useable for this spell only) if charged after sunset and immediately before at least 4 hours of sleep. Such tokens are typically about the size of a half-dollar coin. Alternatively, multiple glyphs can be carved on a much larger object, such as a staff, but in this case each threshold is 3 dice higher and no Fat can be stored.

Casting
To cast, Bob must both view the token and speak the name of the glyph. Casting without one results in disadvantage; without both results in double disadvantage. The spell cannot be recast until 13 minutes have passed.

Arcane Circle
Creates a barrier which obstructs spells and less than fully-corporeal creatures. A less than fully-corporeal target cannot cross the circle. Use the spell's action roll as an automatic attack on any less than fully-corporeal creature attempting to cross. Successful attack blocks creature and inflicts default damage. Use the spell's action roll as an additional defense roll against any spell. Crossing by a fully-corporeal creature larger than a house cat breaks the circle.

Arcane Torch
Allows vision in darkness to specified distance.

Augmentation
Assist another character by rolling the lesser of
 * 1) the same number of dice as that character (ignoring that character’s damage but reducing for your own damage); or
 * 2) your own roll of SPI + Magic + SD.

The other character may use your roll instead of his own if your roll is better.

Banish
Force an undead, summoned or animated creature to return to its home plane. Must be cast from within (or at a creature within) an Arcane Circle. On success recover 1V-1 Fat.

Blind
Target takes 1 stun damage and remains blinded until he makes a Magic Save against the spell's original action roll. (Roll on target's initiative). This save does not require an action, so target may still act on his initiative.

Fear
Target takes 1 stun damage and must immediately flee VSD × 10' from caster.

Fireball
Creates a fiery explosion. Allies and neutrals add 3 × VSD dice to their saving throw; mundane animals take 1 Victory less damage, physical objects are unaffected.

Fireblade
A fiery blade appears in Bob's hand. Attacks with the Fireblade get Full Advantage, do Normal Damage, and can hit incorporeals. Note that the roll to strike with the Fireblade is Bob's normal attack roll, not the roll to cast the spell.

Firedart
Fiery missile strikes target. Single casting enables 2 × VSD uses: first must be used immediately; others within 3 × VSD rounds.

Firehands
A single arc of fire deals damage to adjacent creatures. Bob can control start and stop of arc (up to 360°) but can't make it skip over friends within arc. Physical objects are unaffected. Single casting enables VSD uses: first must be used immediately; others within 2 × VSD rounds.

Raise (Ability)
Raise Muscles, Raise Nerves, Raise Combat, Raise Missiles, Raise Athletics, and Raise Stealth are each a separate spell, but use the same mechanics. Adds VSD dice to the relevant attribute or general skill for duration of spell.