| THE COLLEGE OF FIRE MAGICS |
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| Special Knowledge Spells 1. Wall of Fire Spell (S-1) RANGE: l0 feet + 10 additional/Rank DURATION: Concentration/maximum of 3 hours X Rank ( X 1, if unranked) EXPERIENCE MULTIPLE: 100 BASE CHANCE: 25% RESIST: No/Yes EFFECTS: The caster can create a 5 foot high x 20 foot long wall of flames or a 5 foot high circle of flames with a 5-foot radius or a pillar 15 feet high with a 2-foot radius. The caster can increase any one dimension by 1 foot per Rank. The spell, itself, cannot be resisted. Any creature passing through the flames must successfully Resist or will suffer [D-5] (+ 1 additional point per Rank) damage due to burning. 2. Bolt of Fire Spell (S-2) RANGE: 25 feet + 25 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 40% RESIST: May only be passively resisted EFFECTS: Any target of the caster's choice is struck by a bolt of fire emanating from the caster's fingers. Unless the target successfully resists, he/it will suffer [D - 5] (+ 1 per Rank) damage from the bolt. The target's resistance is reduced by 10 unless he is also a member of the College of Fire. If the target fails to resist and is, himself, flammable or is wearing flammable clothing, the target will ignite as a result of the bolt if the result of the Resistance Check is 91 or greater. The bolt will always travel its full range unless it hits a target, even if this means bouncing off a wall and turning back on itself to strike the caster. 3. Ball of Fire Spell (S-3) RANGE: 20 feet + 20 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 30% RESIST: May only be passively resisted. EFFECTS: This spell affects either a 20-foot square area or a circular area with a 12-foot radius. The entirety of the affected area must be within the caster's spell range for the spell to be effective. All targets within the blast radius that do not successfully resist suffer [D-4] (+ 1 for every 2 or fraction of 2 Ranks). 4. Web of Fire Spell (S-4) RANGE: 20 feet + l0 additional/Rank DURATION: Concentration/maximum: 15 minutes + 15 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 15% RESIST: May only be passively resisted (which may halve damage). EFFECTS: The caster projects a flaming web, similar to a spider web in construction, from his fingertips at a target (hex or object or character). Any objects or entities standing between the caster and the target are ensnared by the web along with the target unless they successfully resist. Any characters who do not resist suffer [D - 2] (+ 1 per Rank) damage each Pulse that the web is burning. The web continues to burn until cut or until the caster ceases to concentrate on the spell or the flames are otherwise extinguished. The web may only ensnare a number of characters equal to the caster's Rank. Characters who resist successfully suffer only half damage (round up). Individuals ensnared in the web suffer no damage on the first Pulse they are ensnared. In order to cut the web, a character must successfully strike it with a weapon that does type B damage and must inflict at least 5 points of damage as a result of that single strike. 5. Spell of Self-immolation (S-5) RANGE: May only be cast over self or adjacent character DURATION: 45 seconds + 15 additional/Rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 15% RESIST: May be actively & passively resisted. EFFECTS: The target of the spell is temporarily unaffected by heat or flame of a magical nature. He is still affected by non-magical fires. In addition, if the spell is successfully cast, the target bursts into flames, inflicting [D - 5] (+ 1 per Rank) damage upon anyone within 5 feet of him (friend or foe). All characters in hexes adjacent to the target on the Tactical Display would, for example, be affected. The target of the spell suffers [D - 4] damage unless the spell is Rank 10 or higher (total damage, not per Pulse). 6. Imploding Fireball Spell (S-6) RANGE: 20 feet + 20 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 225 BASE CHANCE: 20% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: The caster may strike a single target with a ball of fire. If the target fails to resist after being struck, the fireball does D10 (+ 1 per Rank) damage. If the target successfully resists, he suffers half damage (round up). 7. Weapon of Flames Spell (S-7) RANGE: 5 feet + 5 additional/Rank DURATION: 20 seconds x [D - 5] X Rank ( X 1, if unranked) EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May not be resisted EFFECTS: The spell is cast over a weapon of the Adept's choice causing it to burst into flame without damage to the weapon or the wielder of it. The Base Chance to hit a target with the weapon is increased by 1 and by an additional 1 for each Rank the Adept has acquired with the spell and the damage done by the weapon is increased by 1 for every 3 (or fraction) Ranks the Adept has achieved with th.e spell. The damage caused by the weapon is increased by 1 per Rank (instead of by 1 for every 3 Ranks) when the weapon is used against a creature of cold or water or against an undead creature. All creatures which live in cold environments or in water are considered creatures of cold or water. At Rank 6, this spell may be used to create a sword of flame without the necessity of casting it over a sword (the weapon is created out of air). At Rank 10, the caster can create any flaming weapon of his choice out of air using this spell (including missile weapons). 8. Demonic Firebolt Spell (S-8) RANGE: 25 feet X Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 2% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: This spell works in the same manner as the Bolt of Fire Spell (S-2) except that the damage caused is [D - 2] ( + 1 per Rank). 9. Spell of Hellfire (S-9) RANGE: 10 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 675 BASE CHANCE: 5% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: This invisible fire attacks one human-sized target for every 3 (or fraction of 3) Ranks the caster has achieved with the spell. The target's Magical Resistance is automatically reduced by 20. The spell does [D + 1] (+ 2 for each Rank) damage. If a character successfully resists, he suffers only half damage (round up). 10. Spell of Dragon Flames (S-10) RANGE: 25 feet + 25 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 525 BASE CHANCE: 25% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: The caster can designate a single target for this spell that is then struck by the flames if the cast is successful. If the target fails to resist the spell, it does [D + 1] (+ 4 per Rank) damage. If the target resists, the damage is halved (round up). 11. Web of Dragon Flames Spell (S-11) RANGE: 20 feet + l0 additional/Rank DURATION: Concentration/maximum: 15 minutes + 15 additional/Rank EXPERIENCE MULTIPLE: 650 BASE CHANCE: 2% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: This spell operates in the same manner as the Web of Fire Spell (S-4} except that the flames do [D + 1] (+ 2 per Rank) damage and the web of dragon flame requires 10 damage points in a single Strike to be cut. 12. Storm of Fire Spell (S-12) RANGE: 20 feet + 20 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 425 BASE CHANCE: 1% RESIST: May only be passively resisted. EFFECTS: This spell is similar to the Ball of Fire Spell (S-3) except that the caster throws a group of three fireballs all of which overlap at least one other fireball by one cubic foot. 13. Malignant Flames Spell (S-13) RANGE: 20 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 550 BASE CHANCE: 1% RESIST: May be actively & passively resisted. EFFECTS: Any target of the caster's choice within range is immediately wrapped in flames which are visible only to the victim. The flames do [D-5] (+2 per Rank) damage. In addition, the target is subject to other damage if the spell is Rank 5 or higher. In this case a number of points equal to [D - 3] are removed from one characteristic of the victim. The victim may not regain these points for a number of weeks equal to 4+ Rank of the spell. To determine what characteristic is affected, the victim's player rolls D10 and consults the list of results shown below: Die Characteristic 1,2 Physical Strength 3,4 Manual Dexterity 5,6 Agility 7,9 Magical Aptitude 9,10 Willpower A characteristic may not be reduced below 1 as a result of this spell. 14. Spell of Incineration (S-14) RANGE: 25 feet + 10 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 500 BASE CHANCE: 2% RESIST: May be actively and passively resisted. EFFECTS: If the target fails to resist, it is reduced to a pile of ashes. However, the spell will have no effect on a character whose Willpower is greater than the modified chance of casting the spell (though the spell could still backfire). 15. Spell of Summoning Salamander (S-15) RANGE: Works at any range DURATION: Until dispelled EXPERIENCE MULTIPLE: 200 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The caster may summon a salamander which will then attempt to set afire anything flammable that it can reach. The summoner will have no control over the salamander. It may not even be sent away except by dispelling it by casting a Special Knowledge counter spell over it. 16. Spell of Summoning Efreet (S-16) RANGE: Works at any range DURATION: Until dispelled EXPERIENCE MULTIPLE: 225 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The caster may summon an Efreet which will be sympathetic to the summoner as a fellow fire-user and will usually attempt to aid him. If the Efreet does not agree to aid him voluntarily, the Adept may still demand one service in exchange for allowing the Efreet to depart. This service must take the form of a defined task to be performed in a matter of hours or days (though the service may take place in future at some indefinite time). The Efreet will almost always serve the summoner in battle against entities not associated with the College of Fire Magic, but will never assist the summoner in battle against a member of the College of Fire Magic. Even demanding that the Efreet attack a fellow Adept of the College of Fire Magic as his obligatory service to the summoner will not cause the Efreet to change his attitude in this regard. Special Knowledge Rituals 1. Ritual of Summoning and Controlling Fire Elemental (R-1) The Adept may summon a Fire Elemental and bind him to temporary service by performing this ritual. The ritual takes two hours. It may only be performed if the summoner remains stationary and takes no other action during the time the ritual is being performed. At the end of the two hour ritual, the summoner's player rolls DI00. If the resulting number is less than or equal to the summoner's Magical Aptitude (modified), then the Elemental is summoned and controlled. If the result is 30 or more higher than the modified chance of summoning and controlling the Elemental, then the ritual backfires and the Elemental appears, but is uncontrolled and will attack the summoner and his friends. Any other result has no effect. The chance that the ritual will be entirely successful is modified by the addition of the following numbers: Each Rank that the Adept has achieved in the performance of the ritual +5 Each point the Adept's Willpower is above 15 +1 A Fire Elemental always appears within 20 feet of the summoner. It has a combined Endurance and Fatigue equal to 15 (+ 15 additional points per Rank of the ritual) and, unless controlled by the summoner will attack and burn until dispelled by a Special Knowledge Counterspell of the College of Fire Magics. Once controlled, the Fire Elemental remains controlled until the summoner's concentration is broken or he chooses to send the Elemental to his own dimension with a Special Knowledge Counterspell of his College. The Experience Multiple for this ritual is 250. |
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