TEXT: Magnamund Spellbook
  Magnamund SpellBook
  Brotherhood Spells
  Below are new spells that can be used by Magicians of the Brotherhood of the Crystal Star.  Thanks to Xex 
  and SableWyvern for these contributions.
  Fiery Soul By Xex 
  When the Brotherhood of the Crystal Star learnt about the Vassagonian Empire’s mastery over the 
  sorceries of wind and flame, they sent guildmembers to try to glean knowledge from the Vassan Warlocks 
  about how to harness these terrible forces into spells and incantations. After many years of toil, and 
  numerous services promised to the Vassan Lords, and many singed eyebrows, the Brotherhood finally 
  managed to coalesce the newfound knowledge into a workable spell. The spell is still relatively unstable 
  however, and is usually only chosen by slightly insane wizards, suicidal wizards, or those who are fond of 
  not only killing, but also cooking and eating their enemies. (cannibal wizards). It is also a great way to 
  impress impressionable young wizardess’s in training...or so the myth goes among the Brotherhood 
  Guildhall Dormitories. 
  Note: Up until level 10, only either this spell OR lightning hand may be chosen by a brotherhood player 
  character. After word: Energy has been gained however, the wizard gains knowledge of lightning hand (or 
  Fiery Soul if lightning hand was chosen) automatically. 
  Tier I: Lance of Fire 
  1 endurance 
  This dangerous spell results in a lance of pure scything flame bursting forth from the brotherhood mage’s 
  palm, and ripping into a single enemy. Upon a successful magical attack roll the lance inflicts the wizards 
  base magical damage as fire damage upon the foe, and also forces it to make a reflex save versus the 
  spells save dc, or burst into flame. If the save is unsuccessful the enemy takes another 1d6 points of fire 
  damage, and must make saving throws each round until the fire is put out, or take 1d6 damage each 
  round. (see the rules for fire in the lonewolf rulebook; note however that all saving throws are at this spells 
  dc. Magical fire is much harder to put out than mundane flames.)A wizard can make additional attacks per 
  round with this spell, if his magical attack bonus so permits, but must also pay endurance for each attack. 
  Note: The sheer power of this spell often makes the lance appear to be a white-hot bar of blazing energy, 
  instead of a fiery lance. 
  Tier II: Crown of Flames 
  4 Endurance + special 
  This powerful defensive magic surrounds the brotherhood wizard in an aura of flame, and discourages 
  opponents from flanking him in great numbers, making him a truly dangerous force on the battlefield. It 
  grants a number of different uses. 
  Its primary function is defensive, and costs 3 endurance. Any opponent that successfully strikes the wizard 
  in melee combat automatically takes the wizards base magical damage as fire damage. The foe must also 
  make a reflex save at the spells dc or catch on fire, taking another 1d6 points of damage, and from thereon 
  follows the normal rules for catching on fire in the lonewolf rulebook. Any opponent within 5ft of the wizard 
  must also make a fortitude save at the spells normal dc, or dazzled due to the immense light and heat 
  generated by the flames. However, all ranged attackers within 60ft receive a +1 to attack and damage rolls 
  to hit the wizard, since his illumination in the fiery aura makes him an easier target. 
  
  The spell’s second function is offensive. By expending additional endurance over the 3 endurance needed to 
  activate this spell, the brotherhood mage can cause the aura of fire to expand outward in a wave of furious 
  fire, burning all in its wake. For every endurance point spent in this manner, the aura expands 6ft in a rolling 
  ring of fire, and inflicts the wizards base magical damage upon all its passes (no attack roll required), and 
  also forces them to make reflex saves vs. the spell’s dc or catch on fire. Endurance spend in this way cannot 
  exceed the wizards class level. Using the spell in this manner immediately ends its duration. It can however, 
  be used at any time during the spells duration, and canny brotherhood wizards often wait until the last round 
  of the spell’s duration to activate it, in order to ensure that nothing upon the battlefield survives. 
  A side effect of this spell is that it grants the wizard immunity to cold, both magical or otherwise, as long as 
  it remains active. The spell itself can only be cast as a standard action. 
  Crown of Flames lasts for a number of rounds equal to the wizard’s class level, or until the offensive version 
  of this Tier is used, in which case it ends immediately. 
  Tier III: Soul of the Phoenix 
  6 endurance 
  The most powerful Tier of Fiery Soul, Soul of the Phoenix can turn groups of powerful foes into broiled meat 
  and charred ash by a mere incantation and gesture. The brotherhood wizard simply points at the ground no 
  more than 60ft away from himself, and a column of white-hot flame erupts from underneath their feet. This 
  fire does the wizards base magical damage + his class level in fire damage to all foes within 30ft of the point 
  of origin of the flames, but any foe that makes a successful reflex save is unharmed. The spell also forces a 
  reflex saving throw versus the spell’s normal dc, or the opponents catch fire and must follow the standard 
  rules for catching on fire as in the lonewolf rulebook. (all saves are at the spells dc however, as magical fire 
  is harder to extinguish than mundane flames). Also, all opponents caught in the spells range, and who are 
  unsuccessful on their reflex saves to avoid it, must also make an acrobatics check vs. the spell’s dc, or fall 
  prone. This spell can only be used as a standard action. 
  The column of flame can be moulded into any shape the brotherhood wizard desires. Most choose to shape 
  the flames in its namesake; that of a fiery phoenix arising from the from the ground in an earth shattering 
  explosion, while others choose wildly varying forms such as a dragon, jagged spears of flame, or any other 
  that they desire. 
  Meta-Wizardry 
  Any brotherhood mage with the Fiery Soul and requisite spells can use the following meta-wizardry 
  techniques: 
  Burn the Flight (requires Fiery Soul and Levitation spells) 
  Same endurance cost as for Halt the Flight +2 
  If a wizard successfully uses halt the flight on any creature, the creature must then make a reflex saving 
  throw as per the spells dc, or catch on fire, and from thereon follow normal rules for catching on fire as 
  stated in the lonewolf rulebook. (all dc’s are at the spell’s normal dc however, as magical fire is harder to 
  extinguish than mundane flames) 
  If this technique is used on physical projectiles (such as arrows), they are burnt to cinders in midair, instead 
  of simply being held. If the brother desires, he may use this technique on friendly fire, and cause physical 
  projectiles flung by his companions to do additional damage. This focused usage requires a readied action 
  and cannot be used as a free action, and if discharged, it ignites friendly physical projectiles in flight adding 
  the wizard’s base magical damage in fire in addition to their normal damage. This can only affect the same 
  number of projectiles that can normally be affected by halt the flight. 
  
  Magnamund Spellbook
  Wrath of the Flames (Requires Fiery Soul and Vigour Spells) 
  Endurance cost for Wrath of War + 2 
  This technique, which can be cast as a standard action, allows the wizard to shape a sword of pure fire, 
  and wield it in his hands. The wizard can attack with this sword using his magic attack bonus, since he 
  controls the bar of lashing flames with his mind as well as his arm. It inflicts the wizards base magical 
  damage as fire damage upon his foes, and lasts for a number of rounds equal to his caster level. Any foe 
  struck by the sword must make a reflex save at HALF the spells dc(since the flames are focused), or 
  catch onto fire. 
  What makes this technique more attractive than simply using lance of fire is the fact that bonuses from 
  other Tiers of the Vigour spell schools may be used in conjunction with this technique (such as the +2 
  attk/dmg from Tier II). However, no spells from any school except vigour may be used whilst employing 
  this technique. 
  There are tales from the time of the Helghast wars of Brotherhood Elders, growing impatient by the 
  ponderous cavalry charges of knights, entering into battlefield themselves wielding flaming swords and 
  surrounded by the Crown of Flames (Tier II Fiery Soul), laying waste to entire contingents of giaks and 
  drakkarim by themselves. 
  Web of Flames (requires the Fiery Soul and Web spells) 
  Standard endurance for Lashing Webs (tier 2) + 2 ) 
  When the brotherhood mage casts the lashing webs tier of the web spell through this technique, he can 
  cause the web to immediately bursts into flame at any time during the spell’s normal duration. This 
  inflicts the wizards base magical damage as fire damage to all foes stuck in the webs.
  Winter’s Call By SableWyvern
  Tier I: Cone of Frost 1 End 
  A narrow cone of icy cold extends from the caster’s outstretched hands. This does cold damage equal to 
  the caster’s Base Magical Damage, plus his class level, to all targets in a 30’ line from his position. Those 
  affected may make a Reflex save for half damage. No attack roll is required. 
  Tier II: Chill Ray 2 End 
  With this spell, the Mage releases a narrow beam of freezing blue light at a single target up to 60’ away. 
  If the mage succeeds at his magical attack roll, the target takes damage equal to the mage’s Base 
  Magical Damage, plus his class level. In addition, unless the target makes a successful Fortitude save, he 
  will be frozen in place (held) for 1d6 rounds. 
  Tier III: Freezing Sphere 5 End 
  This spell freezes an area up to 20’ in radius, centred up to 80’ from the mage’s position. Everyone within 
  the area of affect takes damage as per the Cone of Frost. Additionally, the surface of the area of affect 
  becomes incredibly icy and slippery for one round per class level of the caster. Anyone attempting to 
  move across the frozen surface must make a Reflex save. Those succeeding at their save may move at 
  half pace only, while those failing the save slip, skid or fall, and cannot move at all. 
  Applying fire or extreme heat will melt the ice, and in very hot conditions (e.g., a foundry, desert) the 
  duration is halved. If the prevailing temperature is below freezing, the duration extends to 1 minute per 
  class level.
  
SOURCE: textdata/thevault/Lone Wolf Adventure Game/Magnamund Spellbook.pdf