Crimson Magic

Please Consider Whether the Number of Uses, Durations and Effects are Reasonable
I picked numbers I think are good, but most of them have not been tested.

Using Crimson Magic
"Crimson" is mostly a shorthand for the mechanics which these spells share, rather a separate type of magic. However, some groups learn and teach only Crimson spells. Crimson Magic regards spells as sapient entities called “hexengeists.”

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 3 hours each day for 30 days ritually carving the glyph into an appropriate token (count every day as 3 days when learning the spell is Bob's full-time activity).

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). 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.

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 attract 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.

Arcane Circle, Greater
Creates a barrier which obstructs spells and less than fully-corporeal creatures. Use the spell's action roll as an automatic attack on any spell or creature attempting to cross. Successful attack blocks spell or creature and inflicts Ectoplasmic Damage on creature. Spells (coming or going) defend with their action roll. Crossing by a fully-corporeal creature larger than a house cat breaks the circle. Each boost add another VSD turns to the duration

Arcane Circle, Lesser
Creates a barrier which obstructs spells and less than fully-corporeal creatures. Use the spell's action roll as an automatic attack on any spell or creature attempting to cross. Successful attack blocks spell or creature and inflicts Ectoplasmic Damage on creature. Spells (coming or going) defend with their action roll. Crossing by a fully-corporeal creature larger than a house cat breaks the circle. Each boost add another 7 rounds to the duration

Arcane Torch
Allows vision in darkness to a distance of 5’ per VSD 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 and adding any boost dice); or
 * 2) your own roll of SPI + Magic + SD + any boost dice.

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 loses unused action in the current round and remains blinded until he makes a Magic Save against the spell's original action roll. This save does not require an action, so target may still act at an appropriate penalty.

Fear
Target loses both his action in the following round and any unused action in the current round. Targets must immediately flee VSD × 10' from caster.

Fireball
Creates a fiery explosion. Allies and neutrals add 4 × SD dice to their saving throw; physical objects are unaffected. Ectoplasmic Damage.

Fireblade
Fiery blade immediately appears in Bob's hand. Attacks gets Initiative Advantage. Damage inflicted is Ectoplasmic Damage. Note that the roll to strike with the Fireblade is Bob's normal attack roll, not the roll to cast the spell. Blade can be used to parry in the same round that Fireblade is cast.

Firedart
Fiery missile strikes target. Single casting enables 1 + VSD uses: first must be used immediately; others within 1 + (2 × VSD) rounds. Ectoplasmic Damage

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. Ectoplasmic Damage.

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.

Ideas for Possible New Spells
Ice Storm (like Fireball) Demon Armor (small demons appear to intercept blow) Spell Parry Make trap which summons monster spell to resist detection (how general??) summon poltergeist ?? azure predict weather azure make talisman for combat use of spell which cannot be cast in combat