Shamanism - Fire
Level One
Burst
Rond
Range: 10m(33ft)+1m (3.3ft) per level
Duration: Instant
Damage: 1d4 S.D.C (does not increase w/
experience)
Saving Throw: Dodge of 16 or higher
Penetration: None
M.P.: 3
This is possibly the most basic attack spell. The mage creates a
ball of light in their hand(s), and it releases dozens of small
energy bolts. While though it may look impressive, damage is
minimal (sometimes a good way of venting your anger one someone
without seriously hurting them). The energy bolts can hit 1d4+1
targets directly within the casters sight per level. If the
attack is focused on one person triple the damage.
Cloud of Smoke
Range: 30m (100ft)
Duration: 1 minute per level
Saving Throw: None
M.P.: 2
This enables the sorcerer to create a cloud of dense, black smoke
up to 10mx10mx10m maximum in size, up to 30m away. Victims caught
in the cloud will be unable to see anything beyond it, and their
vision is impaired; they can see no more than 1m infront of them.
While in the cloud, victims will be -5 to strike, and -9 to parry
and dodge.
Create Coal
Range: 3m (10ft)
Duration: Instant & Permanent
Saving Throw: None
M.P.: 5
This creates lumps of coal out of thin air. The sorcerer can
create 5k (11lbs) of coal per level.
Flare
Bit
Range: 10m(33ft)+1m(3.3ft) per level
Duration: Instant
Damage: 1d6+1 S.D.C. at every odd level (3, 5,
etc.)
Saving Throw: Dodge of 16 or higher
Penetration: +1
M.P.: 6
A spell which creates several dozen small balls of light which
burst upon contact. Each ball deals about the same damage as a
slightly strong punch, making this a useful spell when wanting to
capture, rather than kill, a target. The spell can also be used
to frighten enemies or to use the smoke to reduce the visibility
of the target. The balls can hit 1d4+1 targets directly within
the casters sight per level. If the attack is focused on one
person triple the damage.
Stench of Hades
Range: 20m (66ft)
Duration: One minute per level of experience
Saving Throw: vs. Non-lethal Poison
M.P.: 6
A heavy sulfur-like stench fills an area 6m (20ft) in diameter;
everyone within that area must roll to save vs. Non-lethal poison
or suffer. The foul odor causes the eyes to water, the nose and
throat to burn causing people to gag, and the stomach to
flip-flop. Those who fail to save take 1 damage per every melee
round exposed and have a 1-50% chance of vomiting once every
melee round, which causes the character to lose initiative, two
melee attacks/actions and is -4 to parry and dodge while
throwing-up. Everybody, even those who save, are -2 to
strike, parry, and dodge while in the area. The stench does not
affect people magically impervious to gasses, the invulnerable,
or those who can breathe without air.
Level Two
Fireball
Range: 30m (100ft)
Blast Radius: 1m per level of experience
Duration: Instant
Damage: 1d6 damage per level
Saving Throw: Dodge of 13 or higher
Penetration: +3
M.P.: 10
A ball of fire appears between the hands of the caster which can
then be thrown. Upon contact with an object, the ball explodes,
spreading flames. Caution is necessary when using this spell in
enclosed area or forests because this spell affects a wide area.
This is the most popular offensive spell. Lina uses variations of
this spell such as making the ball of light appear in places
other than between the hands, or making the ball of fire explode
on the word "Break." Being able to cast this spell is
one of the criteria for a full-fledged mage. Damage and blast
radius may be regulated by the mage, but the damage and blast
radius are related. The level of the blast radius must
be equal to or greater the level of damage, i.e. A 5d6 fireball
cast by a level 10 Sorcerer may have a 5-10m blast radius, but
not lower than 5m. At 1d6 damage, the radius may be negated
completely.
"Oh, source of all power, light which burns beyond crimson,
let thy power gather in my hand. FIREBALL!"
Fireblast
Range: 15m (49.5ft)
Duration: Instant
Damage: 5d6 S.D.C.
Saving Throw: Dodge 15 or higher
Penetration: +3
M.P.: 8
A concentrated alternative to Fireball, the fireblast creates
flame straight infront of them. The blast is 1m (3.3ft) wide and
extends 15m (49.5ft). Everything in the path of the blast will
take damage damage unless those in its path dodge. The blast can
be stopped by anything wider than the blast, but only if the
spell's damage does not destroy the object. Otherwise, the flames
keep going. This is great for clearing out hallways and such when
an explosion might not be such a good idea.
Heat Object/Boil Water
Range: By sight
Duration: 1d4 melee rounds per level of
experience
Saving Throw: None:
M.P.: 10
In a minute or less, the sorcerer can heat an object or boil
water simply by staring at it and chanting. They can boil 8
liters (2.1 gallons) of water per level of experience or make an
object to hot to hold or wear in the case of armour (touching
causes 1d4 damage); cools down enough to hold in about 2d6 melee
rounds. The warlock can even cook food this way (YUM!). Note:
This spell takes concentration to maintain, and cannot perform
any other magic or skill until they spell is done or they cancel
it.
Spontaneous Combustion
Range: By sight
Duration: Instant, FWOMF!
Saving Throw: None, BURN!
M.P.: 10
Causes spontaneous combust (no, REALLY?). The magic will ignite
any one dry, flammable material that can burn. This means old
rags, rope, paper, dry grass, a couch, robe, etc., on fire or
ignite the wick of a candle or coals in a fireplace. The initial
fire is tiny, roughly equal to a match or candle, but will spread
like normal fire. Volatile substances that are contained in
something, like bottleded lantern oil, alcohol, and similiar
substances cannot be ignited. However, if the containiner is not
sealed shut, it can be ignited. Hard woods, leather, rubber,
meat, human flesh, green plants, and similiar items do not easily
ignite, so this magic does not work on them. If somebody's
clothes or hair are set on fire, they have two actions (about 5
seconds) to get it off or put out the fire before damage is
inflicted. Damage is 2d6 per melee.
Level Three
Circle of Flame
Range: 30m (100ft)
Area of Affect: Encircles a 10m (33ft) diameter.
Duration: Three minutes per level of experience
Saving Throw: None
M.P.: 20
The sorcerer can create a ring of flame with 2m (6.6ft) thick
walls of flame shooting 3m (9.9ft) high. The heat and smoke
causes 1d6 damage to anyone withing 1.2m (4ft), attemtping to run
or leap through the flames causes 4d6 damage, and there is a
1-50% chancethat combustible items on the person will catch on
fire, unless protected by magic or psionics.
Fire Blossom
Range: Touch, appears above the open palm of the
mage's hand
Damage: Varies
Duration: One month per level of the spell
caster, but burns out within 1d6 minutes after it is activated
Saving Throw: None
M.P.: 20
This is a unique spell in which the mage creates a Fire Blossom,
a small tongue of flame (about three inches tall). It flickers
but does not burn and can be held, put in one's pocket or placed
in a bag or backpack without fear of starting a fire. The fire
does not burn until the mage or recipient (it can be created and
given as a gift) activates it. Once activated, the bollosm bursts
into a ranging fire 1m (3.3ft) tall and 0.6m (2ft) wide. It will
burn without combustibles for 1d6 minutes and then vanishes. If
placed on or stoked with combustibles, these items will
immediately catch fire and burn, thus the campfire can be used to
create a campfire, light torches, or to start a fire.
Fire Fist
Range: Self
Duration: One minute per level of experience
Saving Throw: Dodge or parry only
Penetration: +2
M.P.: 15
The spell casters fist seems to be enveloped inflame that does
not burn his own flesh but inflicts 3d6 damage from punches plus
any P.S. or physical skill damage bonuses! This is considered a
magic attack/weapon and can hurt supernatural beigns as well as
be used to parry other magic weapons. The first fist strik can
only be parried by weapons (magical or otherwise) without
inflicting damage.
Flare
Arrow
Range: 30m (100ft)
Duration: Instant
Damage: 2d4 S.D.C per arrow
Savings Throw: Dodge
Penetration: +2
M.P: 10
In this spell the person conjures up a flaming bow and arrow.
When the arrow is fired is diverges into several arrows (1 per
level up to level 3, then one more arrow can be conjured at
levels 6, 9, 12, and 15, i.e. a level 5 caster would only get
three arrows, but a level 6 would get four arrows). The strike
roll for this is exactly like a volley (but 4 or more can be
dodged), or an experienced mage (level 5 or higher) can divert
the arrows at different targets. If the caster has W.P. Archery
& Targeting it will aid to strike with this spell. NOTE: The
flaming arrows have an 85% of setting combustables aflame.
Wall of Flame
Range: 30m (100ft)
Area of Affect: 10m (33ft) long
Duration: Three minutes per level of experience
Saving Throw: None
M.P.: 20
Creates a wall of flame that stretches 10m (33ft) long, towers
10m (33ft) high, and is 2m (6.6ft) thick; the thickness can be
increased by 2m (6.6ft) per level of experience. The heat and
smoke causes 1d6 damage to anyone withing 1.2m (4ft), attemtping
to run or leap through the flames causes 4d6 damage per 2m
(6.6ft) depth, and there is a 1-60% chancethat combustible items
on the person will catch on fire, unless protected by magic or
psionics.
Level Four
Balus Wall
Range: Can be cast up to 1m (3.3ft) infront of
the caster
Duration: Instant
Saving Throw: None
M.P.: Varies
This spell is effective against flaming attacks (fire-shamanism,
dragon's breath, and normal fire). Flames heading towards the
caster would, instead of striking, would be diverted to the left
and right of the spellcaster. This is one of the few spells that
can actually be cast in reaction to an attack because of it's
simplicity. There are a few requirements though. First the caster
must be able to see or know that the attack is coming, and they
must be facing it. The ammount of fire damage that is diverted is
dependant on how much M.P. the caster can draw in one action
(remember that's 1/5 of your total C.A.), and the spell will
divert 15 points of fire damage (and ONLY FIRE DAMAGE) for 1
every M.P. put into it. This spell uses up an action until the
caster reaches level 13, at which point they are able to cast it
without using up an action. The parry role is determined by the
characters mental agility, not physical (take the characters M.E.
score and compare it to the P.P. parry bonus table, i.e. an M.E.
of 18 would be at +2 to parry). If the attack exceeds the ammount
fire that the wall can divert, then the rest of the fire
penetrates the wall to perhaps damage the caster or whatever they
were trying to defend.
Fire Gout
Range: 10m (33ft) per level of experience
Duration: Instant
Damage: 6d6+1 damage per level of experience
Saving Throw: Dodge
Penetration: +4
M.P.: 30
The caster can magically conjure and direct a stream of fire
similar to a flame thrower, only wider. It can be directed with a
wave of the hands, point and shoot. The fiery stream extends the
full length of it's range (stopped or blocked only by large
obstacles in its path) and is about 2m (6.6ft) in diameter. If
the intended target can attempt to dodge, it is -3 to do so.
There is a 1-70% likelihood that combustible materials will be
set on fire.
Flare Lance
Range: 30m (100ft)
Duration: Instant
Damage: 2d4 per level
Saving Throw: Dodge
Penetration: +1 every other level
M.P.: 25
Forms a spear of fire which is then shot at a target. The spell
can be used for destruction or to light fires, but by controlling
the strength of the spell (can be reduced to as little as 2
damage), it is possible to turn a large rock into a heater or a
medium sized rock into a frying pan. If the caster has W.P.
Javelin it will aid to strike with this spell. NOTE: The flaming
spear has an 85% chance of setting combustables aflame.
Fuel Flame
Range: By sight
Duration: Instant
Saving Throw: None
M.P.: 20
Feeds any existing fire, tripling it in size. Affects a 6m (20ft)
radius and can be cast on any fire as long as it is within sight.
Level Five
Bamu Rod
Range: Self, the whip has a length of up to 4m
(13ft).
Damage: 4d6+1 per level of experience
Duration: 1 melee per level of experience.
Saving Throw: Dodge -2!
Penetration: +4
MP: 25
A whip of fire appears in the caster's hand, which can then be
used to attack the enemy. Since the caster can control the whip's
movement, there is a greater chance of hitting the target, and it
is possible to attack a target in ways which wouldn't be possible
with a normal spell, such as swinging the whip horizontally and
cutting the target.
Eat Fire
Range: Self
Duration: Two melees per level of experience
Saving Throw: None
M.P.: 40
Enables the warlock to consume fire. This is similiar to the
fire-eaters seen in circuses, but the warlock can truly eat the
flames and be nourished by them in place of normal food! A large
campfire or three torches is the equivalent of a full meal. This
magic can also be used as a means of entertainment.
Meteor
Range: 30m (100ft) per level of experience
Area of Affect: 10m (33ft) radius
Duration: Instant
Damage: 1d6x10+4 per level of experience
Saving Throw: Dodge of 16 or higher to all those
within the radius, target can not dodge.
Penetration: Automatic
M.P.: 75
A powerful spell to envoke a large, flaming meteor, bringing it
plunging from the sky above. Trailing flame, it thunders and
erupts on impact.
Level Six
Eternal Flame
Range: Can be cast up to 10m (33ft) away
Duration: 3,000 years plus 250 per level of
experience
Saving Throw: None
M.P.: 35
A powerful shamanistic ritual creates a one foot tall flame that
will burn for centuries. This flame cannot be extinguished by any
means. Water, cold and magic (even dispelling magic!) have no
affect.
Rune Flare
Range: 30m(100ft)+5m(16.5ft) per level of
experience
Duration: Instant
Damage: 2d6x10 S.D.C.
Saving Throw: Dodge of 20 or higher
Penetration: +8
M.P.: 80
Creates a flaming spear by drawing power directly from the fire
spirit. This spell is slightly weaker than Burst Flare, but it is
the one of strongest fire spirit magics which can only effect a
single target. Since the spell is pure energy, rather than flame,
there is no need to worry about objects catching on fire.
Level Seven
Exodus (By Prettz)
Range: 20m (66ft)+10m(33ft) per level
Damage: 1d6x10+20 per level
Saving Throw: Dodge -5
Penetration: Automatic
M.P.: 100
Another powerful fire-based spell where the caster becomes
surrounded by vicious flames and can rocket himself towards an
enemy (at SPDx3) or release the energy towards them.
Level Eight
Burst
Flare
Range: 100m (330ft)
Blast Radius: 10m (33ft) per level of experience
Damage: 3d6x10 to all within the radius
Penetration: Automatic
Saving Throw: Don't be in the blast
M.P.: 200
A ball of light appears in the targeted area, and in the next
instant the ball bursts, raising a tongue of blue white flame.
The flames can melt even a golem with ease. Against a human, not
even the bones will remain. This is the strongest fire-shamanist
magic a normal human can cast.
"Source of all power, crimson fire buring bright! Gather
together in my hand and become an inferno... BURST FLARE!"
Spells of Legend
Burst Into Flame
Range: Self
Duration: One minuter per level of experience
Saving Throw: None
M.P.: 140
The shaman turns into a human torch completely engulfed in flame,
although neither he nor his possessions burn. While in this form,
he is totally impervious to all fires and heat, except magic
energy attacks, but even they inflict half damage. The aura of
fire works like a suit of firey armour that provides 100 S.D.C.
and a natural A.R. of 12. Furthermore, punches, kicks, and weapon
strikes inflict 3d6 points of damage ain addition to normal
damage, and there is a 1-50% likelihood of setting combustibles
on fire. The flaming shamn sheds light for 20m (66ft); and can
cancel the spell at any time.
Blast
Bomb
Range: Each ball can be projected up to 200m
(660ft) away; line of sight
Blast Radius: Each ball creates a blast with a
radius of 5m (16.5ft) per level of experience.
Duration: Instant
Damage: Each ball does 2d6x10+20 damage
Penentration: Automatic
Saving Throw: Book your ass out of the blast
radius
M.P.: 300
The strongest fire-shamanist magic, said to be castable
only by the legendary mage, Rei Magnus. When the spell is cast,
1d4+2 balls of light about the size of a fist appear. Up to this
point, the spell is similar to Flare Bit, but each ball nearly
has the same destructive power as Burst Flare.