Scarlet Wizards

The Scarlet Order is one of the powers in the city of Byblos, a secretive cabal of wizards that guards an ancient storehouse of gigantine magical knowledge. It is said that they are at odds with the other forces of the city, but this could not be further from the truth. In fact, the Order is at odds with ITSELF.

The Scarlet Order consists of several Spires and Spire-masters, each a powerful wizard who controls some of the influence of the school and its adherents. There are five Spires, and thus five masters. These five wizards form the Order’s Council.

Ranks in the Scarlet Order

Exocate

Invocate

Student

Magician

Scarlet Mage

Scarlet Master

Spire Master

Spells of the Scarlet Order

Level 1

Safe Passage

(Alteration)

Range: Personal Components: V,S,M
Duration: one hour per level Casting Time: 1 round
Area of Effect: 15’ diameter, centered on the caster Saving Throw: None

Using this spell, the wizard temporarily solidifies the ground upon which he stands, making it as easy to walk upon as packed earth. This applies to any form of earth, sand, or gritty substance. This spell draws the disparate elements of the earth together into a hard surface that a man can stand upon.

A fifteen foot diameter area around the caster is drawn together by the use of this spell and made safe. If the mage moves, the area of safety moves with him. Any unsafe ground that falls out of range of the spell remains compacted and safe to cross for 1d4+1 minutes before crumbling back into its original form.

When cast on a dry surface, this spell requires the caster to pour a quart of water out at his feet. When cast on a wet surface, the caster must instead pour out an equal volume of sawdust.

Scarlet Rebuke

(Evocation)

Range: 60 yards Components: C,S
Duration: Inst. Casting Time: 1
Area of Effect: caster Saving Throw: Neg.

When cast, this spell calls forth a lurid red orb of energy in the caster’s right hand. It may immediately be thrown, or held on to for up to two further rounds. Once thrown, it acts as a ranged attack and is resolved as though the wizard had hurled it with proficiency (a simple d20 roll to hit, ignoring armor but not dex adjustment). If it strikes someone who is not proficient in magic (ie, is not a mage), the orb bursts into a violent red light with no ill effect. If it strikes a wizard, the orb explodes in a blazing shock that deals 1d4+1 points of damage to that wizard.

If the wizard struck is in the act of casting a spell when he is hit, he must immediately save vs. spell or the bolt unravels and resonates through his memory, its evil red light spreading through his very form. Any spell he was casting is immediately lost and he cannot focus his mind properly to use magic (or do very much else other than move around, speak in slow or stuttered speech, or defend himself) for 1d4 rounds.

Sea-shape

(Necromancy)

Range: Touch Components: V,S,M
Duration: Permanent Casting Time: 4
Area of Effect: Coral, shell or bone touched Saving Throw: Neg.

By means of this spell, a mage calls forth a brief and fitful memory of life in calcified things that once were alive, like bones, fossils, or coral of up to 10 lbs per level of the spellcaster. In order to complete this spell, the caster must smear his own blood across the coral or bone he wishes to affect, either by dealing at least 1 point of slashing damage to himself (as part of the casting) or by means of some convenient and bleeding wound he has recently endured. Once the spell is complete, the object effected contorts and warps as if in agony or desperation, destroying all straightness, and in the case of buildings of such material, structural soundness. Door-frames will clench or sag around their doors, thin walls (or sections thereof) might twist and buckle, and tools will become useless and strange.

Creatures made of these materials are a special exception: skeletons or even golems, for instance, subject to this spell, take 1d4 points of damage for every two levels of the caster and may be subject to the deleterious effects of a critical hit if an important part of the creature is deemed to be struck as per the rules for determining critical hit location.

Sigil of the Spire

(Abjuration)

Range: Self Components: V,S,M
Duration: 24 hours Casting Time: 10 minutes
Area of Effect: Caster Saving Throw: None

In order to invoke this sigil, the caster must compound a special magical ink 10gp worth of gold powder suspended in it. Upon casting it, the wizard must trace a series of secret Scarlet sigils upon his chest, drawing them with slow painstaking care. Upon activation, the symbols radiate heat for a brief moment before fading, leaving no sign of their presence save a slight sheen to the caster’s skin where they were drawn.

Once the sigil is in effect, the mage is given a +2 bonus to all saves vs. spell for the next 24 hours.

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Scarlet Wizards

Abridged History of the 10th Age Idabrius