COLLEGE OF FIRE WIZARDS

Common limitations: Gestures, Incantations, Doesn't work in rain, underwater, or under obscured conditions.

Basic Spells

BURNING EYES

When this spell is cast, narrow red beams radiate from the caster's eyes. Wherever they contact a nearby surface, the material begins to heat up - burning, then turning white hot within a few moments. The beams can be used to ignite fires, burn ropes, and even cut through metal. If the caster fails his Spell Rank Feat Roll, he suffers temporary but painful burn blisters all over his face. Casting Time: 1/2 round.

CAGE OF FIRE

Upon casting this spell, a cage of flame appears, centered on the target area and capturing anybody therein. The bars of the 2-area cell are made from solid fire. If the spell is miscast, then the wizard and anybody else within the radius are trapped by a cage. Casting Time: 1 Round.

CHOKING CLOUD OF SMOKE

This spell causes a campfire or larger fire to emit a thick, choking, incendiary cloud of smoke in a 3" radius centered on the fireplace. (It is a derivative of the Smoking Fire spell, but more effective.) The Energy Blast is ineffective on anyone with an airtight head covering, using a Force Field, or with no need to breathe. If the casting roll is failed, the wizard's lungs are filled with smoke, leaving him stunned and gasping for air. Casting Time: 1 round.

DANCING FLAME

This spell is used primarily as a parlour trick by Fire Wizards to impress visitors. However, once in a while it comes in useful out in the field. The wizard can take an image from an existing flame, such as that from a torch or camp fire, and have it move about within a area and change shape at the whim of the caster. The flame never grows larger than a spread human hand. It feels hot to the touch and seems to radiate warmth, but causes no burn damage. If the spell is miscast, flames run up the arm of the caster, causing pain but no permanent damage. Casting Time: 1 turn.

DETECT FIRE

With this spell, the caster is capable of detecting the presence of flames nearby. The Intuition Feat roll receives a +1 modifier to any range penalties. If the wizard fails his Spell Rank Feat Roll, he is temporarily blinded by a bright flash of light. Casting Time: 1 Round.

HEAT SENSE

This spell allows the caster to sense radiated heat, allowing him to distinguish warm and cold objects at night like Thermal Vision. Casting Time: 1 Round.

PROTECTION FROM FIRE

This spell will protect the caster and up to four others against the energy effects of Heat and Flame. The protection remains in effect as long as the caster maintains the spell and the others stay within sight. If the spell fails, the character suffers painful burns on his hands and face, but nothing permanent. Casting Time: 1 Round.

WARMTH

This spell allows the caster to increase the temperature of a small, sheltered area by 40 degrees Fahrenheit. Any wind stronger than a slight draft is enough to disrupt the spell. If he fails his Spell Rank Feat Roll, the caster suffers painful burns on his hands, but no permanent damage. Casting Time: 1 Round.

College Spells

DELAYED BLAST FIREBALL

This spell is identical to the Fireball spell from the same college. However, the caster can specify a time delay of up to 5 minutes when the Fireball will go off. If the caster fails his Spell Rank Feat Roll, flames burn his hands. Casting Time: 1 round.
Note: due to the similarity to the Fireball spell, the GM can award this spell at a reduced point cost if Fireball is already known. (Or vice versa.)

EXTINGUISH FIRE

With this spell, the caster can extinguish fires within a 1 area radius of the target area. Since extinguishing fires is going against the grain in this college, it requires an Endurance Feat roll as well. Casting Time: full round.

FIRE TRAP

This is a spell of warding, used by fire magi to protect chambers or compartments from prying eyes. The trap is activated when the door is opened by anyone other than the spell caster, causing spell rank damage. If the spell caster is invisible or in disguise, the trap will go off anyway. If the inept wizard fails his Spell Rank Feat Roll, the trap will go off during the casting. Casting Time: 1 round.

FLAME ARC

When this spell is cast the caster crosses his wrists before his face, producing an arc of roaring flame for spell rank damage in the same area as the caster. A rare oil is required for this spell, which is splashed over the hands during casting. If the spell fails, the character suffers painful burns on his hands and face, but nothing permanent. Casting Time: 1 round.

FLAMING WEAPON

This allows the caster to wreathe the business end of a weapon in flames, increasing the damage to any targets by the spell rank. The weapon must be touched by the caster, but it can be used up to 3 areas from the caster. Wooden weapons are quickly burnt by this spell, while most metal weapons become hot to the touch and require gloves to handle. If the spell is miscast, the flames run up the arm of the caster, causing pain but no permanent damage. Casting Time: 1 Round.

INCINERATION STRIKE

The powerful spell creates a column of intensely hot flames in the target area. These flames are hot enough to incinerate normal flesh, and will cause iron objects to glow red. If the spell is miscast, the column of flame appears in the caster's own area with deadly effect unless he is well protected. Casting Time: 1 Round.

ORB OF FLAMES

The spell creates a sphere of tight, boiling flames next to the caster which then rolls about under the control of the Wizard. Each round the Orb is maintained, it will roll along a string of contiguous areaes specified by the caster, and can hop across barriers up to 1 meter in height. (Due to inertia, the Orb can only change direction by a maximum of sixty degrees per area moved.) Anyone in the area path of the Orb is attacked, and flammable objects will begin burning. If the spell is miscast, the flaming Orb burns the caster. Casting Time: 1 Round.

SALWIN'S JOURNEY OF THE TORCH

This spell allows the caster to step into a fire at one location and emerge from a fire in a site up to 5 areas distant. The place must have been previously selected by the wizard, and both fires must be lit at the time the spell is cast. If the remote fire has died out, the spell fails. The spell provides no protection to the wizard from the flames, to which he will be exposed for a round. Casting Time: 5 minutes.

SIZZLING WEB

Cast like a circular fishing net made with strands of fire, this spell entangles the target and continues to burn until he escapes or is released. The net has GD material strength and remains in place until reduced to zero. If the spell is miscast, then the wizard is entangled by the web. Casting Time: 1 round.

TALE OF THE FLAME

Upon casting this spell, the fire wizard is able to gain certain information from a fire or its remains. The information can include how and when it was started, for how long it burned, the types of wood and other material used for fuel, and so on. At least a handful of the ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire. If the wizard fails his Spell Rank Feat Roll, he is temporarily blinded by a bright flash of light. Casting Time: 5 minutes.

WALL OF FLAMES

Upon casting this spell, the wizard creates a wall of flames that inflicts heat damage on anybody attempting to pass through. The wall extends for 12" along a line of areaes within range of the caster. The wizard needs to keep up a steady incantation while maintaining the wall. If the caster fails his Spell Rank Feat Roll, his hands are burned, causing pain but no permanent damage. Casting Time: 1 round.

Unique spells

SUMMON FIRE ELEMENTAL

This powerful incantation allows the fire wizard to summon a Fire Elemental. The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 hour.

Greater Fire Elemental

(Realms of Magic)
F- IN
A- PR
S- EX
E- GD
R- PR
I- FB
P- FB
H- 74
K- 8

Specials:
Natural Armor: Since a Greater Elemental is made up of any one of the four basic Earth elements, air, earth, fire, or water, it is extremely difficult to hurt them physically. A weapon composed of the same element as the elemental has no effect on the monster. If the weapon used to strike is magical no body armor is considered. Otherwise their body armor is RM.

Elemental Movement: A living manisfestation of one of the four elements, it is quite simple for Greater Elementals to speed along in its own element. For example, an earth elemental that wishes to move along the ground can leave its form and simply recreate itself farther along in the direction it wants to travel. All of the Greater Elementals move a 1 area per round outside of their element. Within their element their movement rate is as follows:
Air - 7 areas per round
Earth - 4 areas per round
Water - 6 areas per round

Powers: Nature Control IN
A greater elemental can create shields or make attacks of or in whatever element it is composed.

Background: Greater Elementals are strong magical creatures that can be conjured forth from the basic substance of a planet, either air, earth, fire or water. Those that exist on Earth respond most readily to druidic spells and other forms of Nature Magic. Though not actually demons and not usually chaotic, they can be employed in such a fashion by master magic wielders.

Generally a Conjure spell combined with a Nature Control spell is necessary to call forth a Greater Elemental. When they appear, they usually take the form of a humanoid composed of their element. Once vanquished, a Greater Elemental will simply revert back to its inanimate substance.

No Greater Elemental can take form in substances that are mixtures of elements, such as concrete and plastics. A Greater Elemental can pass through substances of which its element composes the primary part. It must reform from its pure element.

SUMMON FIRE DEMON

This spell allows the wizard to summon a Muspelheim Demon. The demon will seek to set afire anything it can reach, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will be angry at the caster and will be difficult to control. Casting Time: 1 hour.

Muspelheim Demon

(Ragnarok and Roll)

F- AM
A- RM
S- MN
E- RM
R- TY
I- TY
P- GD
H- 185
K- 22
R- PR
P- (-10)

Powers: Resistance to Fire and Heat CL. 1000
Body Armor AM vs. Blunt, Edged and Shooting attacks
Heat Generation AM (5 areas)

By Dark Matter


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