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Art of Fire

In order to cast the following spell you must possess either Spellcraft or Invocation.

Lesser Spells

Greater Spells

The Art of Fire

Fire is a destructive and hazardous substance to deal with at the best of times - but the school of Fire teaches how such power can be harnessed. It is thought that, as Magick relies upon the will of the caster, such destructive power can corrupt. Passionate and full of fury, Fire Magick is a power to be feared.

LESSER SPELLS

Affect Fire			Instant			Ranged Physical effect
The mage uses their Magick to reach out and attempt to control a fire. Each time the spell is cast, the caster can make a single fire up to 10 feet away 
grow or lessen by 50%. This can also cause a reasonably small fire to extinguish.
Fire Dart				Instant			Projectile Physical effect
The caster weaves their Magick into a small but potentially fatal bolt of fire. The spell is cast at any target in sight; the fire dart does 1 point of damage to 
a single location of the caster’s choice, ignoring armour.
Fire Trap				Until sunrise		Area Physical effect
The caster is able to create a trap around a door, or shut item. This spell lasts until set off, and the target setting off the trap suffers is thrown backwards 
as per the ‘Strength’ ability.
Hand of Flame		1 minute			Touch/Self Physical effect
The caster’s hand (one only - choose one) erupts in flame. This spell can also be used as a light source, set fire to things and create torches. Open cuts 
touched by the hand cauterize and have infections removed.
Ignite				Instant			Ranged Physical effect
The caster causes an object they can see to erupt in flame. The target object bursts into flame. If it is an item of clothing, the intended victim’s clothes 
will begin to smoulder and they must spend 3 seconds patting their clothes in panic..
Protection from Fire	30 seconds		Self Physical effect
The caster weaves the heat from fire around themselves, influencing for a brief moment the very Magick that is difficult enough to control. For 30 
seconds, the caster is totally immune to damage or heat from fire - this includes Fire Magick spells. Please remember this is an IC action - don’t do 
anything silly!

GREATER SPELLS

Burst of Flames		As Strike-back		Area Physical effect
The caster causes the area around them to burst with explosive flame. Friends and enemies within 5 feet of the caster are knocked back 5 feet. If 
anything flammable is being worn by those affected, which is not covered by armour, that person must spend 3 seconds putting the fire out.
Fire Ball				Instant			Projectile Physical effect
The caster throws a ball of fire at a target, setting them on fire and causes serious burns. The fire ball does 1 point of damage to each location, through 
armour.
Heat Metal			5 minutes			Projectile Physical effect
The caster uses their power of Fire to heat metal. The heated metal remains hot for 5 minutes, and if armour, deals 2 points of damage through armour 
10 seconds after the completion of the spell - this effect is continuous, at a rate of 1 damage per full 10 seconds. Damage can be avoided by removing 
the armour before it takes affect.
Prison of Fire			30 seconds		Area Physical effect
The caster sends fire to surround their enemies, making witch candles shoot up from the ground. The caster may trap anything in up to a 10’ diameter 
area in a cell of flaming bars. The targets cannot pass through the bars, and will take 1 point of damage to the touching location for every second in 
contact with the bars. This spell lasts for 30 seconds. The spell automatically encases a creature of any height.

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011