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The College of Fire Magics is concerned exclusively with shaping the element of Fire.
Adepts of the College of Fire Magics may only practice their arts in an area where it is possible for fire to exist. They may not practice fire magic underwater or in a vacuum, for example.
The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Fire Magics: Caster or target is in medium or light mist, fog, or rain +5 Caster or target is in heavy fog or rain - 10 Caster or target is within 30 feet of medium fire* +5 Caster is within medium fire** +10
*A medium fire is defined as a good-sized campfire. ** This modifier presupposes that the caster is protecting himself with a spell or charm from the effects of the fire. All modifiers are cumulative. If the cumulative modification to the spell or ritual is greater (less) than 10, then the damage done by the spell (if any) is increased (decreased) by 1.
Talents
1. Infravision (T-1) The Adept may identify the class of a heat source which is within his range of vision. Whenever the Adept attempts to make an identification of this type, his player rolls DI00. If the resulting number is equal to or less than the Adept's Perception, the heat source is identified. The Adept's Perception is modified in the same manner as any Base Chance for success in spell casting. In addition to other modifiers, the Base Chance is modified as follows: For every 10 feet (after the first 10) separating Adept from heat source 1 For each Rank the Adept has with the Infravision Talent 5 The working of this talent may not be resisted. In the event that the heat source is identified, the GM must tell the Adept's player the species of the heat source (if an entity), its general nature (if a physical object), and if it is magical or not. He need provide no other information. The Experience Multiple for this Talent is 75.
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General Knowledge Spell
1. Spell of Pyrogenesis (G-1) RANGE: 25 feet + 5 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 50 BASE CHANCE: 45% RESIST: May only be passively resisted. EFFECTS: One small flammable object (or entity) within range may be caused to burst into flame. Thereafter, the flames are fueled by the object or entity. They may be extinguished. Note: This spell is meant to be used to light matches and cause insects and small furry animals to burst into flames. It is not meant for use against human-size characters.
2. Spell of Heat Production (G-2) RANGE: 25 feet + 5 additional per Rank DURATION: Concentration/maximum of 1 hour x 2 x Rank EXPERIENCE MULTIPLE: 50 BASE CHANCE: 35% RESIST: May only be passively resisted. EFFECTS: The caster may cause the temperature of one 15-foot cube to rise by 2°F per Rank, or he may concentrate the spell on a single object. If he concentrates the spell on a single object, the spell will cause that object to heat up rapidly, making bronze red hot in [100 seconds - (Rank X 6 seconds)] and heating other metals accordingly. At Rank 17, bronze would become instantaneously hot as a result of this spell.
3. Spell of Fire Resistance (G-3) RANGE: May only be cast over self or adjacent character DURATION: 10 minutes X [D - 5] x Rank ( X 1, if unranked) EXPERIENCE MULTIPLE: 100 BASE CHANCE: 40%. RESIST: May not be resisted EFFECTS: The single person or object over which the spell is cast gains 2 per Rank (minimum of 2) to his/its Resistance against a spell of the College of Fire Magics that would normally cause damage to the individual or object. In addition, 1 is subtracted from the damage done by such a spell for every 2 Ranks the caster has with the Spell of Fire Resistance.
4. Spell of Light (G-4) RANGE: 15 feet + 15 additional/Rank DURATION: 15 minutes X [D-5] x Rank ( X 1, if unranked) EXPERIENCE MULTIPLE: 75 BASE CHANCE: 50% RESIST: May not be resisted. EFFECTS: One 10-foot cube (1000 cubic feet) area may be brightly lit. The lighted area may be of any shape (even pencil-thin) but must emanate from the spot occupied by the caster.
5. Spell of Temperature Alteration (G-5) RANGE: Caster must touch target DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 125 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: If the caster succeeds in touching an adjacent character (part of the spell-casting process) or in touching a heat-conductive object in the target's possession (armor, shield, weapon, etc.), the target immediately suffers [D-4]+(1 X Rank) damage. If the target is touched on a non-conductive surface, the damage is halved (round up). If struck on an insulated surface, no damage is incurred.
6. Wall of Smoke Spell (G-6) RANGE: 10 feet + 10 additional/Rank DURATION: 15 minutes X [D - 6] X rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 75 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The caster may create two 5-foot cubes of smoke per Rank. He may vary the intensity of the smoke from light vapors to thick, rolling smoke. The duration of the spell will be decreased if cast out of doors in a breeze, gusting or strong wind.
7. Spell of Fireproofing (G-7) RANGE: Caster must touch target DURATION: 24 hours X D10 X Rank ( X 1, if unranked) EXPERIENCE MULTIPLE: 150 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The spell protects the subject from all non-magical fire and heat effects. He cannot suffer damage from non-magical fire while under the effects of this spell.
8. Spell of Protection Against Magical Fire (G-8) RANGE: Caster must touch target DURATION: 24 hours X D10 x Rank ( x 1, if unranked) EXPERIENCE MULTIPLE: 175 BASE CHANCE: 2% RESIST: May not be resisted. EFFECTS: The spell protects the subject entirely from all magical types of fire or fire spells. He can suffer no physical damage from the flames or heat of a magically generated fire while under the protection of this spell.
General Knowledge Rituals
1. Ritual of Binding Fire (Q-1) The Adept can bind the element of fire to his will by performing a Ritual of Binding Fire in an area where fire already exists. The ritual requires that the Adept spend one hour in its performance during which he may not move and may perform no other action. At the end of the ritual, the Adept's player rolls D100. If the resulting number is less than or equal to 9, the ritual is a success and the fire source over which the ritual was cast is considered bound for a length of time equal to the ability of the Adept to retain his concentration over it (maximum of 1 hour + 1 additional hour per Rank). The chance that the ritual will be successful is modified by the addition of the following numbers: For every 5 feet separating the Adept from the fire being bound -4 Each Rank Adept has achieved in the use of the ritual +5 A bound fire can be shaped by the Adept who bound it into any desired form. Its size can be increased (to a size which is greater than its original size by a factor equal to the square of the Adept's Rank). He can instill in the fire intelligence equal to the Adept's, etc. The higher the Adept's Rank with the ritual, the greater the results of the ritual. For example, whereas at Rank 1, the Adept could create a Fire Elemental which he would have to guide at every turn, at Rank 10, the same Fire Creature might be endowed with free will, but would be loyal to the purposes of the Adept. The ritual cannot be resisted except by an intelligent being composed of fire (and then only passive resistance is possible). It has an Experience Multiple of 750.
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