Crimson Magic

Please consider uses, durations and effects. I picked numbers I think are good, but they have not been tested.

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.”

Attracting 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 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.

Dangers of Crimson Magic (in Work)
[ 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 which obstructs spells and less than fully-corporeal creatures. Use the spell 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.

Order/Good/Light

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’.

Light

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 SPI + Magic + SD 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.

Order

Fireball
Change Proposed: Allies not fully exempt

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

Violence?

Fireblade
Fiery blade immediately appears in caster's hand. Caster's attacks and parries with the Fireblade use the same roll: Nerves + Melee + SD. Target defends with Parry or Dodge. Attacks gets Initiative Advantage. Damage inflicted by attack or parry is Ectoplasmic Damage. Note that the roll to cast the spell is not the same as the roll to strike with the Fireblade, and that the blade cannot be used to attack in the same round that Fireblade was cast.

Firedart
Fiery missile strikes target. Single casting enables 1 + VSD uses: first must be used in same round; others within 5 + VSD rounds. Ectoplasmic Damage

Violence?

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. Physical objects are unaffected. Single casting enables VSD uses: first must be used in same round; others within 3 + VSD rounds. Ectoplasmic Damage

Violence?

Mastaze
Does Fat and Stun damage to all in take-away area. Allies and neutrals add VSD dice and 1 victory to their saving throw

Violence? Order?

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.

Nature? Order

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