FOLLOWERS OF THE FLAME

Organizational Background and Notes

The Followers of the Flame were founded about 150 years back, scarcely a decade before the Fragmentation of the Empire, by a magician par excellence known as Grithandur Greenflame. The express purpose of the Followers was to provide a common ground for all users of the Elemental Magicks of Fire to meet, do research, and generally live (if they were in need of such assistance). Within a few years after forming the Followers, Grithandur founded the first School of Flame, teaching the few who were interested and met his personal physical and moral standards the ways and means of the Elemental Magicks of Fire as he personally saw them. At the one remaining School, these standards are still rigidly held, although it is as much out of tradition as any other reason.

After the Fragmentation, as Grithandur called it, and several attempts upon his life and his students lives, Grithandur decided that it was far too dangerous to continue teaching the Fire Magicks, and, after collecting his personal effects, he wandered about the lands, staying a few scant steps ahead of the ones who sought his life, closing the Schools he had caused to be. While closing the schools, he took such materials as he felt should be saved for the future generations, research materials, notes, and magic items that were of fine crafting and dweomer, intending to cache them about the lands for future generations to find. As he went about doing this, he kept a diary and left riddle-clues to the locations and guardians of the more powerful items, also with the intent of leaving the book behind for future generations. Unfortunately, he apparently met his end before closing the final two Schools, and no one knows what became of the diary, or of any of the magical notes and items he was trying to cloister away. To this day, there are oftentimes many members of the Followers of the Flame who have their own pet theories.

Of the remaining two Schools, one has long-since been sacked and looted by the followers of the Hammer God, and if the priceless diary was there, it is no more. The remaining school, in a small township called Avernidon, has been active since its founding, and still teaches the magicks as handed down from Grithandur's common-spell books and notes, notwithstanding the fact that they were never shown or taught any of the now-legendary spells that were commonly known to the other Schools. The Avernidon School was the last founded, and never had the pleasure of Grithandur's presence or tutelage, just some of his less-meaningful notes.

Politically, the Followers of the Flame try to remain on everybody's good side, if at all possible. Since, as a general rule, their magic is not very conducive to everyday use (calling rainstorms, mending things, or making work any easier, etc.) this standing is usually not terribly difficult to achieve, so long as there is not already some sort of bias against them from a renegade and/or other parties who have caused problems before. The Followers of the Flame are also fairly careful about policing their own members. If a member has been accused of a crime, they will revoke all privileges until that member has stood trial, and if the crime is a violent one, they will even assist in bringing the person into trial. In those countries that do not have any sort of trial-based judicial system, the journeyman Follower is urged to be most cautious, since the Followers compliance with the laws of wherever they are is one of the key items that keeps them from being hounded by outside forces as much as the other magician's guilds and fellowships.

The Followers of the Flame are a fairly open group; with many magicians who are not members allowed to study at their School, live with their members, etc. so long as they obey the rules concerning their visiting privileges. There are a few magician-groups, however, that the Followers of the Flame are at odds with. The majority of these groups are simply magicians who are responsible (in the eyes of the Followers) for the Fragmentation or any part of the resultant chaos surrounding it. Most notable among these magicians are the very few adepts who have chosen to usurp a rightful ruler, such as Black Dranden of Farranteth. While they are adversaries, the Followers of the Flame will not openly make any move to attack such personages unless the supreme ruler of their kingdom has given them full carte Blanche, or unless that person makes an openly hostile move. They will go out of their way to make trouble for such a person, if there is an adequate chance of not being discovered and/or prosecuted for it.


Magic Schooling and Theory

The theory of magic that the Followers of the Flame are taught is a very simple one. In effect, it states: All magic draws energy from the surrounding environment, sometimes with detrimental results on the caster or the casters environment. To overcome this potential problem, the proficient Magus must learn to tap into existing energy sources within both himself and his environment to cast a spell. Since fire is a prevalent energy source, one that is easily controlled, and easily created, it would seem logical that the Magus learns to tap into that particular energy-type before moving onto the more difficult types. Unfortunately, since Grithandur's notes have been lost, there is no real indication of what other types of energies can be tapped into, and the remainder of the apprentices training is dealing solely with learning to tap and control fire-energy for magical uses.

Spell research is only lightly defined, since the typical spell developer in the Followers order is a former Journeyman Magus, who has learned the uses of his powers more fully, and thus (in theory) has a better understanding of what forces exist and how best to use them. A great deal of time is spent learning how to set a fire alight under some of the most inclement conditions. Before the apprentice even learns the all-important Flame Glamour (see page 14) he or she is taught to light fires in rain, snow, high winds, while being attacked, ad nauseam. They are also taught how to maintain a fire, and how to make and use the various fire-carrying tools that have been developed to date (punk-pots, lanterns, torches, dwarven matches, etc.) with an intensity that has often been complained about.

The operating theory behind this seemingly ridiculous training is that if the apprentice becomes a Journeyman, he or she may need to be able to get a fire going under some truly odious conditions in order to be able to use the magic they have been trained for, and those conditions may preclude the use of the Flame Glamour. As a general rule, the instructors are satisfied if a student/apprentice is capable of casting any given spell they know 90% of the time, on call, and the apprentices are generally trained with that end in mind. The Followers of the Flame are also predominantly concerned with the versatility of any given spell, rather than its raw power. In Grithandur's own words: When you can cast a spell perfectly, and the spell is as versatile as the spells we have been teaching you, you will be formidable enough in your own right; then you should train for more power.


Membership Requirements

The Followers of the Flame are not a terribly rigorous order, but they do have a few requirements for allowance of membership:

(1). First and foremost, the applicant must have magical potential. There have been occasional exceptions to this rule, but they have all been very few and very far between.
(2). The applicant must be in good health, and be willing to maintain his or her health on her own time. GD Endurance
(3). The applicant must be capable of holding a useful work-skill while in the training program
(4.). The applicant must be of above-average intellect. Minimum: GD


The Followers of the Flame: Basic Skills

Language Enturador (Language of Flames), a language developed by and for the Followers of the Flame
Literacy Native Language
Professional Skill Starting Fires
Up to 3 scholarly studies
1 miscellaneous skill
Flame Glamour Spell (see Flame Glamour)
Watched by the Followers of the Flame
Follower Lots of freedom, very little responsibility, blacklisting.
Professional Skill or Money
Magic Restriction to the types of spells listed herein before.

Legends

The Followers of the Flame have a great variety of legendaria that they have studied thoroughly. Among them are legends about various Magi, Magic Items, and Spells, as well as a smattering of miscellaneous legends:

Legendary Magi

The following are some of the more famous names within the Followers of the Flame, from the days of yore to today, these legends are told within the Followers halls over and again:

Grithandur Greenflame
Legend has it that Grithandur was killed, but quite possibly he still exists in some sort of fiery form, waiting for his School to become worthy of his attentions once again. Or perhaps he was never killed, but sleeps until the wars have ended.

Daraken the Bold
Daraken was a renegade Follower, one of the few who were never caught. His methods were very secretive, and little was ever known of him, even in the days when he was in his prime. Daraken vanished some years back, after the Hammer Gods disciples started hounding his every step.

Leorne
Leorne, one of the first and finest of the Followers, is a court magician for one of the more noble houses left after the Fragmentation. She was, however, the most famous adventurer to come from the Followers ranks so far.


Common Spell Modifiers

All offensive spells have the following advantages: Area, Constant, Double Area, Explosion, Increased Area, and/or Radius.

Common Spell Limitations

All spells of the Followers of the Flame have certain inherent limitations. All spells require a flame-source (except the Flame Glamour spell, which is a method of creating a flame for the other spells to work with). The amount of power usable from any flame is based upon its damage-level, treating the number of damage ranks the fire has as the number of spell slots available to the Magus. While any fire will do nicely, provided that there is enough of it, it does take some time to get a fire lit, and if there isn't enough time, then it takes a specific skill to make the fire fast enough.

Certain effects are not usable at all by the Followers of the Flame, and some effects are extremely difficult to utilize. Affects such as Heal, or Restore, when not dealing directly with a flame-caused wound/whatever is difficult.

In addition, any active effects that are constant (without an advantage used to make them so) are visible. As an example, Shields are active (and thus visible), while the Arid Flowering spell is not, since it operates by preventing the moisture of the body from leaving due to normal sweating/etc.


Spell List

Following is a list of commonly-taught spells from the order of the Followers of the Flame. A starting character may take six spells as package deals before formal training is completed.

Individual Spell Descriptions

ARID FLOWERING

This spell was originally developed by Grithandur, and was one that he felt useful enough to recommend for instruction to the Followers when he formed them. Arid Flowering is a passive spell that keeps the moisture of the subject's body (or whatever else the spell is cast upon) from being evaporated away by any normal forms of heat or fire. It does not completely eliminate the need for water, and can get very uncomfortable (the subject is rendered incapable of perspiration, and thus can overheat quite easily), but it is a very useful effect, especially when combined with the Thrive in Blaze spell, to overcome the overheating problem. Limited: renders subject incapable of long-term recovery if environment is too warm.

AMELIORATE BURNS

The Ameliorate Burns spell was originally derived by Grithandur for the express purpose of surviving some of the more difficult-effect spells, which all have Side Effects. Generally, it is guaranteed to be able to ameliorate any burn from normal fires or miscast difficult-effect spells, and it is capable of healing small third-degree burns as well.

AMELIORATE AFFLICTION

The Ameliorate Affliction spell was one of the first difficult-effect spells developed by the Followers after Grithandur's disappearance. It is a difficult-effect spell, since the logical mind has difficulty harnessing destructive flame to burn away the poison without injuring the subject. After many years of use, the spell was redesigned such that the side effects would not affect the person being healed, but would affect the magus casting the spell if he or she made a mistake in the casting attempt.

BE WARM

Be Warm is another of Grithandur's original Followers-spells, created by him before he had even started the Followers. Be Warm is an active (and thus visible) spell which sheaths the subject in light flame, keeping the subject at whatever temperature the magus controlling the spell desires, so long as it is warmer than the temperature of the environment about him.

BIND FLAME

The Bind Flame ritual is the method by which most of the magic items currently available to the Followers of the Flame are created. It is a fairly simple create-effect, which simply binds the power(s) of one or more of the spells listed herein to an item. However, since the spells listed here are so diversified, it is not feasible for one single create-spell to be used for all items. Most of the effects that are difficult require a completely separate Bind Flame spell because of their unique natures, and, in fact, most of the completely different spell-effect types require separate spells as well. Similar effect-types are possible with a single create-effect spell (Blast and Killing Blast, and any spells which utilize them heavily or use similar special effects to any of the Blast or Killing-Blast spells, etc.) Limitation: takes 1 hour to cast.

BLINDING FLASH

The Blinding Flash spell was one of the few spells created by Daraken the Bold and released to the Followers of the Flame by him before his abrupt leave-taking. Precisely how it operates is not known (as far as the effect of the spell on the physical world), but it has been theorized that the spell somehow collects the flammable power in the nearby air, and ignites all of it at once, causing a flame as bright and hot as it is short of life. The Followers are still trying to puzzle out the one book of notes that Daraken left them on his disappearance, but to date the cipher-like language has eluded their grasp, and thus forestalled any efforts to understand how this spell functions.

BLOCKADE FLAME

The actual origins of the Blockade Flame spell are unknown at this point in time, having been pieced together from notes left by Daraken, Grithandur, and one of the first spell-researchers for the Followers, one Faramil Horn by name. It is an active spell.

BOIL BLAST

The Boil Blast is a spell derived directly from the Seething Flash spell created by Leorne of the Followers. While the Followers of the Flame do not condone assassination or unfair battles, they did feel that it was wise to create an upgraded version of the Seething Blast spell, since it had been shown by Leorne time and again that an invisible spell could come in very useful under legitimate circumstances.

A note concerning the Summon effect spells of the Followers of the Flame. Daraken, who seemed to specialize in such things to some degree, created most, if not all of the Summon effect spells possessed by the Followers of the Flame. Although Daraken was never able (to the best of anyone's knowledge) to actually use anything above a Call level spell, the extensive notes he left that have been translated so far (these notes precede his use of a mysterious cipher-language) are, in and of themselves, a worthy treatise on the existence of other planes of existence, and the methodology and implementation procedures for bringing denizens of those other planes of existence to the world we live in. All of the standard summon-effect spells possessed by the Followers of the Flame were derived from these notes, and the six creatures listed herein are specifically used as examples in the notes. Other creatures might be summoned by a minor variation of one of these spells, but the chances are that the creatures so summoned would also be somewhat fire-oriented, due to an effect that has come to be known as Daraken's Law of Elemental Resonance.

CALL LESSER FIRE SPIRIT

A fire spirit is a small creature, physically intangible and very hard to see, which is capable of manipulating fire and flames, apparently by some form of Psychokinesis or a similar effect. It cannot generate flames or fires of its own powers, being a lesser creature of fire, possessing no flame in and of itself. As with all of the summon-effect spells listed herein, the actual creatures characteristics and abilities are left up to the judge.

CALL FIRE NEWT

Fire Newts are immature Salamanders.

CALL SALAMANDER

Salamanders are small, lizard-like creatures of flame, whose merest touch causes whatever is touched to burst into flame until it is consumed or extinguished (salamander-fire can only be extinguished on materials which are normally incapable of taking flame).

CALL LAVA SPIRIT

Lava spirits are relatively powerful creatures of the world, dwelling in the molten rock inside volcanoes. They are extremely susceptible to cold, being rendered into mere stone if they are cooled down too much.

CALL LESSER DRAGON

Summon Red Dragon.

CALL FIRE ELEMENTAL

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 manifestation 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, 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.

CORRUPTING FLAME

The Corrupting Flame spell is one of the nine flames of spite spells developed early on by researchers. In effect, it causes the subject afflicted with it to become sick due to interference with his/her/its body temperature, causing rapid fluctuations that confuse and distort the body's immune-system and temperature-regulation system, effectively rendering the victim incapable of catching his breath or fighting off infections. While this spell, and the other eight of the nine similar spells are generally frowned upon, practical experience has shown that the use of all but two of these spells (namely the Ruining Flame and Impairing Flame spells) generally cannot result in death for the victim unless that victim is stupid enough to remain active while under the influence of the spells, and in the case of the Impairing Flame spell, it is highly unlikely that death will result unless the magus applies the spell many times, or relatively constantly. Under most conditions, the use of these spells is considered tolerable, but they are not a preferred course of action.

DEFENSIVE SHROUD

In an attempt to generate a physically-protective shield-effect, Asuraka of Township Charaka created this spell, some three years after the founding of the Followers of the Flame. Initially, the spell erupts from the caster as a field of glimmering fire which fades into crystalline transparency almost immediately. While this spell is in operation, any material object which meets with it will be buffeted by the invisible flames to such a degree that smaller weapons are turned away almost immediately, and even many of the larger weapons cannot pass through the Shroud without being slowed to some extent. When confronted with an energy attack, the field quickly absorbs a certain amount of the energy (which is controlled by the caster), and disperses it into the air as a visible burst of flame.

DISPERSE MAGIC

The disperse Magic spell was the last spell created by Grithandur specifically for the Followers of the Flame, to demonstrate how the magicks of fire could be used to burn away mana used by magicians of other practices/schools. While it is a difficult effect, it is so primarily due to the unfamiliarity of the caster with other forms of magic, and is one of the spells that are most easily learned/upgraded to non-difficult with experience.

DOUSE FLAMES

This is a fairly simple, straightforward dispel of fire magicks, an effect that is so easy to the Followers that the origins of the spell have long-since been forgotten.

EMBER SPRAY

The Ember Spray was developed exclusively for the purpose of allowing a Follower of the Flame to make an attempt to escape by mundane means when faced with a hostile. It is not a terribly powerful or effective spell unless used against someone who is not protected against blinding-flash effects, or who can be damaged/inconvenienced by the accompanying spray of red-hot embers.

ENFEEBLING FLAME

This is another of the Nine Flames of Spite spells, one that is more often used against magicians and brute-force warrior types than others.

ERUPTED

Erupt is one of the very few movement-spells that is fairly common to the Followers of the Flame. The Erupt spell operates by fueling the subject with fire-like energies allowing the subject to maintain a faster rate of speed than would normally be feasible. It is, however, quite draining on the subject, and is a difficult spell to begin with due to the nature of the energy-linkage the magus must set up within the subject. Erupt is an active spell, the subject using any of the additional energies leaves a fiery trail that lasts for approximately ten seconds in the air, making stealthy use of the spell a virtual impossibility.

ESPY FLAMES

The set of Espy spells are fairly common to most journeymanlevel magi of the Followers of the Flame. They are very simple effects, but are very versatile as a set, even considering their obvious limitations.

Espy FlameHomeá: Detect: Flammables
Espy Fire Magická: Detect: Fire-magicks
Espy Bygone Flames: Detect: Fires in the past
Espy Bygone Flames is a spell designed to allow the magus to seek into the past of an object and detect where and when it has been burned, and possibly under what circumstances the fire was operative. In rare cases the subject of the detection can be read or reconstructed from such a glimpse into the past, such detail is possible.

EVOKE LESSER FIRE SPIRIT

Summon: low-level Lesser Fire Spirit. Please see note concerning the Summon-effect spells of the Followers of the Flame.

Evoke Fire Newt: Summon: low-level Fire Newt
Evoke Salamander: Summon: low-level Salamander
Evoke Lava-Spirit: Summon: low-level Lava-Spirit
Evoke Lesser Dragon: Summon: low-level Lesser Dragon
Evoke Fire Elemental: Summon: low-level Fire Elemental

FEND FLAME

The Fend Flame spell, intended as a direct passive defense against fire-based attacks, relies on the distance of the attacker from the subject to give it sufficient time to act. Typically it causes a fuel-up of the fire-effect, causing the attack to consume itself or (in the case of a flaming arrow) its carrier. If this is not possible, then it simply attempts to turn the attack by forcing the attack to burn unevenly, thus veering off of its course.

FIERY PALL

The Fiery Pall spell produces a cloud of flame, making sight difficult, and causing slight damage to any within the Pall.

FIRE FLICKER

Fire Flicker is a generic Blast-spell.

FIRE SCRY

The Fire Scry spell is the only sensory-enhancement spell the Followers of the Flame possess, and is one of their most carefully guarded secrets. It is commonly believed among the Followers that few, if indeed any other magi have a similar spell that functions (however poorly) at the same distances. At the heart of the spell lies a mind-bogglingly simple concept: since all fires are one, what is visible relative to any individual flame should logically be visible in the same relative manner from any other flame, given sufficient perceptiveness on part of the Scryer.

FLAME GLAMOUR

The Flame Glamour is the one spell that is common to all Followers of the Flame, with no exceptions. It is the heartspell that- all Followers of the Flame learn for the express purpose of having a flame about with which to cast other spells, and is the only spell that does not draw power from flames directly.

FLAME PORTAL

The Flame Portal operates on a principle similar to the Fire Scry spell on this page, but instead of moving the subjective viewpoint, it moves the subject. It is also a full portaleffect, and w-ill remain for as long as the caster maintains it, allowing any who enter the portal to appear at the other end of the mystical linkage.

FLAMING APPARITION

This spell simply allows the magus to create a virtual image out of fire, and manipulate it where and how he/she will. It is occasionally useful, but is inherently limiting since the image must be composed entirely of fire.

FLARE DART

This spell generates a heat-shimmer over the subject, rendering it very difficult to see him/her/it. Its usefulness is questionable under certain circumstances, but for the most part it is highly effective.

IMPAIRING FLAME

This spell weakens the target's Endurance rank. See Corrupting Flame spell.

INFERNO GLARE

See Fiery Pall spell.

INFERNO SPARK

Generic Killing Blast spell.

INTERPRET GLOW

This spell was demonstrated only recently at the one remaining School, and is not a very common spell-effect, since fire lends itself towards destruction rather than the gathering of knowledge. Only recently has the effect been perfected so that the spell being analyzed is not subjected to dispel-attack if the caster makes a mistake. It is hoped by the research group within the Followers that this spell, properly applied, will allow them to regain some of the old teachings of Grithandur and the other legendary magi of the Followers history.

MESMERIZING FLAME

This spell draws on the natural fascination that fire poses for most living beings, and utilizes it with a sympathetic-feedback process to cause the flame to be more fascinating, and harder to not watch until the subjects mind is so preoccupied with the flame that he or she will often follow any command(s) given them, provided that they are not too outlandish.

MOLTEN MISSILES

Generic multi-blast Killing Blast spell.

PAINFUL FLAME

See Corrupting Flame spell.

REMEDY BURN

See Ameliorate Burns spell.

REMEDY INJURY

See Ameliorate Affliction spell for explanation of difficulty factors.

RUINING FLAME

See Corrupting Flame spell.

SCREEN ATTACK

This is a unique spell among the Followers of the Flame. It is simple at lower levels, and Difficult as the power progresses upwards. It operates in much the same manner as the Fend Flame spell, save that it must parry incoming attacks by using miniature explosions to kick them away.

SECLUDING FLAME

Amerkin created this cloak-effect spell the Brave approximately 100 years ago, as a direct result of his attack by a dragon. Just barely surviving the dragons' breath, he reasoned that the beast probably would not have seen him as a threat at all if he had vanished in the fiery onslaught the beast spewed forth. To this end, he devised a method by which he could cause a flame to cover his body, burning in exact synchronization with any flame nearby, effectively rendering hi invisible so long as he was being viewed in or against the flame itself. Amerkin's next dragon-fight proved the efficacy of this particular spell, and it is fortunate that his notes were salvageable after the dragon landed upon him.

SECURE FROM CLIMATE

Generic fire-proofing spell. Note that it has the same variable advantage as an offensive spell.

SEETHING FLASH

This is the infamous Seething Flash spell of Leorne, the one that started research into the Boil Blast. It is not in and of itself dangerous, but since it is invisible, the user of this spell can assault with near impunity if he or she is careful.

SHROUD REGION

See Defensive Shroud spell description for a description of how this effect functions. Shroud Region is simply a ward-effect of the Defensive Shroud Shield-effect spell.

SMOKE APPORT

Smoke Apport is another Transport-effect spell, discovered by accident during the research into the Flame Portal spell. They are basically the same spell, but the Smoke Apport is very short-ranged, and has extremely obnoxious effects (filling the air at beginning and ending points with smelly black smoke).

SPARKSTORM

See Ember Spray spell.

SUMMON LESSER FIRE SPIRIT

Summon: high-level Lesser Fire Spirit See note concerning the Summon-effect spells of the Followers of the Flame.

SUMMON FIRE NEWT

Summon: high-level Fire Newt.

SUMMON SALAMANDER

Summon: high-level Salamander.

SUMMON LAVA SPIRIT

Summon: high-level Lava Spirit.

SUMMON LESSER DRAGON

Summon: high-level Lesser Dragon.

SUMMON FIRE ELEMENTAL

Summon: high-level Fire Elemental 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 manifestation 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, 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.

SPIRIT FLAME

See Corrupting Flame spell.

THRIVE IN BLAZE

Active/visible spell.

TRAUMATIC FLAME

See Corrupting Flame spell.

UNBURN

One of the Followers most unusual spells, Unburn allows the magus to do just that: un-burn something that has been burned away. If the magus has the entirety of the burned objects remains, he can restore it to full, perfectly-functional form, but this is a rare occurrence, as ashes tend to be blown about on the wind, and smoke escaping from the burned object carries a considerable part of the object away. Full physical restoration is possible regardless (i.e. a burned sheet of paper can be reverted to a complete unburned sheet of paper), but details can easily be lost (in the preceding example, there would be little, if any writing on the restored paper, assuming that there was some there to begin with). This spell can only be cast a very few times on any single object, since the mass of the object gets smaller and smaller with each successive burning-up. The reversion condition is to burn the object again.

WITHERING FLAME

See Corrupting Flame spell.

WEAKENING FLAME

See Corrupting Flame spell.
By Scott Nolan with Bob Greenwade
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