Site hosted by Angelfire.com: Build your free website today!

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.

Flame Friend
Range: Immediate area
Duration: 15 minutes per level of experience
Saving Throw: None
M.P.: 20
This spell enables the warlock to summon and command a fire elemental. The flame friend will stay at the sorcerer's side unless commanded to do otherwise and can be used to help guard something or someone, create light, help out in battle, chase and burn up animated dead, and so on. Natural A.R.: 10
Hit Points: 50, S.D.C.: 20
Attribute Equivalents: I.Q. 8, M.E. 8, P.S. 22, P.P. 16, Spd. 40kmph/25mph
Natural Abilities: It's natural state is one of living flame, 2m (6.6ft) tall, nightvision 60m (200ft), can see the invisible, doesn't fatigue, is impervious to heat, fire, poison and diseasem and the friend can carry up to 460kg (1012lbs) and still move at it's maximum speed! Obeys the caster only. Bonuses: +2 on initiative, +3 to strike, parry, and dodge (P.P. bonuses included). Three actions per melee and inflicts 2d6 damage from a strike and 4d6 damage from a power strike (two attacks). Note: The flame friend will set ablaze any combustible material it touches; 1-60% likelihood. Normal and magic fire do no damage, but magic weapons and most spells have full effect. Cold and water based attacks do double damage.

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.