Crimson Magic

Consider allowing use of better of two types of save

Procedures for Casting Crimson Magic
You cast a Crimson Magic spell by looking at a carved glyph and speaking a its name. Crimson Magic regards spells as sapient entities called “hexengeists.”

Capturing a Hexengeist
After learning the spell's glyph, its pronunciation, and its carving ritual, you must spend 10 days ritually carving the glyph into an appropriate object, then exceed the 15 dice threshold rolling Nerves + Spirit + Magic. If you fail, you may make additional attempts (10 days each) which need only exceed the 12 dice threshold to succeed. After succeeding, you must spend 5 ep to bring the spell (narrow skill) to 1 die. A few items, such as an enchanted staff, can hold multiple glyphs but in this case no fatigue can be stored, and each threshold is 3 dice higher.

Costs and Limitations
A crimson spell has a casting time of 1 or more rounds, a cost of 0 or more Fatigue dice, and cannot be recast until 13 minutes have passed. You cannot capture more than one hexengeist of the same spell.

Storing Up "Fatigue"
An appropriate object with only 1 carved glyph can also store 1 die of fatigue (usable with that same glyph only) if charged after sunset and immediately before at least 4 hours of sleep.

Dangers of Crimson Magic
[ Spell effect +/-, summon foe, temp increase/decrease in spirit, attract stalker, big "noise", stun self, twisted effect, personal spirit guide/pest, leave a trail or a marker, take damage, attract pests,

Arcane Circle
Creates a barrier difficult for spells or spirits to cross. Treat as an automatic attack on spell or spirit attempting to cross. Successful attack blocks spell or spirit and inflicts damage on spirit. Spells (coming or going) defend with their action roll. Crossing by physical creature with >0 magic dice breaks circle.

Arcane Torch
Allows vision in darkness to a distance of 5’ per spell die plus distance based on number of targets: 1 target = 20’; 2 = 15’; 3 = 10’; 4+ = 5’.

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 arcane roll. 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 1 Fat per Victory.

Fireball
Creates a fiery explosion. Normal animals add 1 victory to their saving throw; physical objects are unaffected.

Fireblade
Fiery sword appears in caster's hand. Attack and parry use the same roll: Nerves + Melee + SL dice. Attack gets Initiative Advantage. Damage inflicted by attack or parry is 1-V-3V.

Firedart
Fiery missile strikes target. Normal animals add 1 victory to their saving throw; physical objects are unaffected. Single casting enables 5 uses: first must be used in same round; others within 4 + (2 × SL) rounds.

Firehands
A single arc of fire deals damage to adjacent creatures. Caster can control start and stop of arc (up to 360°) but can't make it skip over friends within arc. Normal animals add 1 victory to their saving throw; physical objects are unaffected. Single casting enables 3 uses: first must be used right away; others within 4 + (2 × SL) rounds.

Mass Stun
Does Fat and Stun damage to all in take-away area. Always gets full advantage.

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 1 die plus 1 die per SL to the relevant attribute or general skill for duration of spell.

Ideas for Possible New Spell
Ice Storm (like Fireball) Demon Armor (small demons appear to intercept blow) Spell Parry