House Rules for Fire Mage Base Lists

by Sergio Bruno Fedi de Oro

Date: Fri, 23 Feb 1996 09:04:46 -0500 From: Sergio Bruno Fedi de Oro To: Multiple recipients of list Subject: Fire Mage Base Lists!!!

Finally, I here they are. The spells aren't complete yet, but there are some suggestions on the level they could have. Others have just the idea of what the spell might be. I'll post it further completed when I have time. Hope you like it. Please mail me for any comments about power levels of the spells, or clarifications on some of them. Enjoy!


Brotherhood of the True Flames

Base Spell Lists

The Following Lists are base list for Fire Mages.

The Fire Mage is a Magician that had changed all of his base lists to the ones provided here. In the change he earned more power, at the expense of focusing in just one element; this is a limited form of specialization. No one could learn these lists without re-making up his mental patterns of thoughts, so no other spell users are allowed to pick Fire Magician Base Lists.

Fire Attacks

1-
2-Lesser Firebolt R: 100' D: - A bolt of fire is shot from the palm of
the caster, resluts are determined on the Lesser Elemental Force
Attack Table (EC) with Heat Criticals. Directed Spell Skill with Fire
Bolt apply to the caster's OB. Lesser Firebolt is considered a Medium
Attack.
3-
4-Desert Heat(E) R: 100' D: - Target receives an A heat critical.
5-Fire Bolt (E) D: - R: 100' A bolt of fire is shot from the palm of
the caster, results are determined on the Fire Bolt Table.
6-
7-
8-

9-Enhanced Fire Bolt (E) D:- R: 100' As Fire Bolt except it receives a
+20 bonus to OB.

10-Fire Bolt (E) D: - R: 300' A bolt of fire is shot from the palm of
the caster, results are determined on the Fire Bolt Table.

11-Greater Firebolt (E) D: - R:100' A bolt of Fire is shot from the
palm of the caster. Target is subject to an attack on the Fire Bolt
Attack Table with any criticals rolled twice.  Caster can use Directed
Spell Skill in Fire Bolt as the OB.

12-Fire Ball Bolt (E) D: - R: 100' Caster shoot a Fire Bolt to target
that explodes into a Fire Ball, target receives the greater of the two
damages, not both. Resolve as if the two spells where cast at the same
time (i.e. use Directed Spell for the Fire Bolt and Base Spell Casting
level bonus for the Fire Ball)

13-Corner Fire Bolt (E) D: - R: 300' As Fire Bolt except that the bolt
is allowed one turn of upto 90( before striking target. Directed Spell
skill bonus is halved after turn. Caster must know somehow the
location of target when the bolt is thrown.

14-Triad of Flame (E) D: - R: 100' Three Bolts of Fire are shot from
the palm of the caster, they can strike upto 3 different targets
within 60( of each other, must be in field of vision of
caster). Caster's Directed Spell bonus can only apply to one of the
attacks.

15-Fire Bolt (E) D: - R: 500' A bolt of fire is shot from the palm of
the caster, results are determined on the Fire Bolt Table.

16-
17-

18-Following Fire Bolt (E) D:- R: 300' As Corner Fire Bolt except bolt
can make as many turns as necessary, and can go through openings
larger than 20cm Diameter.

19-
20-

Following Fire Bolt: Tangle Fire Target has a body part holded by a
"fire cord" which inflicts damage every turn.  Lvl 13 through 16 Web
of Fire Target is enveloped in a web of fire that burns him (D or E
crit each round of Concentration)

Bouncing Fire Bolt (Certain Individuals may have this spell) Fire
Ballets Multiple fire balls are fired, each one may attack just one
target (Certain Individuals may have this spell)


Fire Area Attacks

1-
2-

3-Burning Hands R: Touch D: - Target receives a +0 Fire Ball
Attack. No range or skill mods apply. Defender's Shield bonus don't
apply. Add +30 to the roll if the caster uses both hands during the
attack. All hits and Criticals are halved, round down (i.e. A, B, C,
D, E crits become A, A, A, B, B respectivly).

4-
5-
6-

7-Fire Ball (E) D: - R: 100' A 1' ball of fire is shot from the palm
of the caster, it explodes to affect a 10'R area; results are
determined on the Fire Ball Table.

8-
9-

10-Fire Ball (E) D: - R: 100' A 1' ball of fire is shot from the palm
of the caster, it explodes to affect a 20'R area; results are
determined on the Fire Ball Table.

11-

12-Waiting Fire Ball (E) As Fire Ball except it can be delayed upto 24
hr; it can be triggered by one of the following (decided by caster):
time period, certain movements, certain sounds, touch, violent actions
in the area, etc.

13- Fire Ball (E) D: - R: 100' A 1' ball of fire is shot from the palm
of the caster, it explodes to affect a 30'R area; results are
determined on the Fire Ball Table.

14-

15- Fire Ball (E) D: - R: 100' A 1' ball of fire is shot from the palm
of the caster, it explodes to affect a 40'R area; results are
determined on the Fire Ball Table.

Hollowed Fire Ball (Self)
Hollowed Fire Ball (Target)
Hollowed Fire Ball (Self 5'Radius)
Front Fireball
Flame Corridor A corridor of fire extends from the caster
Moving Fire Storm
Multiple Fire Balls


Fire Protections
Note: Certain effects have not been tested fully
(such as Inmunity versus Dragon Breath or the Surface of the Sun,
etc.)

1-Heat Resistance (D) D: 1 min/lvl R:10' Target is totally protected
from heat upto 200(F (90(C) and modifies all RR's versus Heat/Fire
spells by 10; -10 to elemental fire attacks.

2-Protect non-flammables (D) D: 10 min/lvl R: 50' Protects
non-flammable material against the effects of natural fire (i.e. no
heating up, no boiling, no structure damage, etc.). Object can be upto
1'cu/lvl or 1 lb/lvl whichever is less.

3-Protect flammables (D) D: 10 min/lvl R: 50' Protects flammable
material against the effects of natural fire (i.e. no ignition, no
heating up, etc as above). Object can be upto 1'cu/lvl or 1 lb/lvl
whichever is less.

4-Heat Resistance (D) D: 1 min/lvl R:10' All within10'R from target
are totally protected from heat upto 200(F (90(C) and modifies all
RR's versus Heat/Fire spells by 10; -10 to elemental fire attacks.

5-Fire Inmunity (D *) D: 1 rnd R: Touch Target becomes Large versus
any Fire/Heat attacks. Cannot be Extended.

6- Protect non-flammables (D) D: 10 min/lvl R: 50' Protects
non-flammable material against the effects of magical fire (i.e. no
heating up, no boiling, no structure damage, etc.). Object can be upto
1'cu/lvl or 1 lb/lvl whichever is less.

7-Heat Armor (D) As Heat Resistance except modifier is -20 and
protects upto 300(F (150(C)

8-Fire Invincibility (D *) D: 1 rnd R: Touch Target becomes Super
Large versus any Fire/Heat attacks. Cannot be Extended.

9- Protect flammables (D) D: 10 min/lvl R: 50' Protects flammable
material against the effects of magical fire (i.e. no ignition, no
heating up, etc as above). Object can be upto 1'cu/lvl or 1 lb/lvl
whichever is less.

10-Fire Inmunity (D) D: 2 rnds R: Touch Target becomes Large versus
any Fire/Heat attacks. Cannot be Extended.

11-Fire Invulnerability (D *) D: 1 rnd R: Self Target becomes totally
inmune to the effects of natural and magical fire (no hits, no crits,
etc.). Cannot be Extended.

12-
13-

14-Fire Armor (D) As Heat Armor except it also decreases all fire
concussion hits by «, and decreases the severity of Fire criticals by
one.

15-Fire Inmunity (D) D: 3 rnds R: Touch Target becomes Large versus
any Fire/Heat attacks. Cannot be Extended.

16-
17-
18-

19- Mass Heatarmor (D) As Heat Armor (Lvl 7) except it can affect as
many as the caster's level.

20-Fire Invincibility (D) D: 2 rnds R: Touch Target becomes Super
Large versus any Fire/Heat attacks. Cannot be Extended.

25-Fire Inmunity (D) D: 2 rnds R: Touch Target becomes totally inmune
to the effects of natural and magical fire (no hits, no crits,
etc.). Cannot be Extended.

30-Fire Invincibility (D) D: 3 rnds R: Touch Target becomes Super
Large versus any Fire/Heat attacks. Cannot be Extended.


Fire Constructions

( - Means that spell cannot be cast on where there's something/body else more dense than a Gas.

1-Fire (E () D: C R: 100' Creates a fire of 1'cu. Must rest on a
non-gas stable surface.

2-Wall of Fire (E () D: C R: 100' Creates an opaque wall of fire (upto
10'x10'x1'). Anyone passing through it takes an A Heat critical.

3-Wall of Smoke (E) D: 1 min/lvl R: 100' Creates an opaque wall of
smoke (upto 10'x10'x5'). Anyone in the wall will suffocate if they
remain within the wall. Smoke will not leave the wall.

4-Wall of Fire (E () D: 1 rnd/lvl R: 100' Creates an opaque wall of
fire (up to 10'x20'x1'). Anyone passing through it takes an A Heat
critical (no RR).

5-Column of Fire (E) D: 1 min/lvl R: 50' A column of fire is created,
anyone within the column takes a A Heat critical. Column is 3'R at
base and 20' high.

6-Curved Fire Wall (E () As Fire Wall (Lvl 4) except Wall can be
curved upto a semicircle.

7-Great Wall of Fire (E () As Fire Wall (Lvl 4) except it delivers a B
heat critical.

7-Invisible Wall of Fire (E () As Fire Wall (Lvl 4) except Wall is
invisible. Its heat can be sensed from upto 4" (10 cm). It is
noiseless, as Fire Wall.

8-Fog of Fire (E) D: 1 rnd/lvl R: 100' Creates an opaque cube of fire
that delivers an A heat critical to anyone inside or passing through.

8-Moving Fire Wall (E () D: 1rnd/lvl(C) R: 100' Caster creates a Fire
Wall (Lvl 4). If caster concentrates, the wall can be moved at a rate
of 10'/rnd. The ( don't apply when moving.

9-Circle of Fire (E () D: 1 rnd/lvl R: - As Wall of Fire (Lvl 4)
except "wall" is 10' high and forms a 10'R circumference (6" thick)
with the caster at its center. Wall is non-mobile.

10-Greater Wall of Fire (E () D: 1 rnd/lvl R: 100' As Wall of Fire
except it delivers a C critical.

11-Call Flame (E) D: 1 rnd/lvl R: 20' An opaque 20'x20'x20' cube of
fire is created. Anyone passing through it (or in) takes an A heat
critical. The cube takes 1 round to form and be completely effective.

12-Waiting Flame (E) As Call Flame except size is upto a 10' cube and
the effect can be delayed upto 24 hr; it can be triggered by the
following (decided by caster): time period, certain movements, certain
sounds, touch, violent actions in the area, etc.

13-Firestorm (E) As Call Flame except cube is 10'x10'x10' and it
delivers a B heat critical.

14-Long Circle of Fire (E () D: 1 rnd/lvl R: 100' As Wall of Fire (Lvl
4) except "wall" is 10' high and forms a 10'R circumference (6"
thick). Wall is non-mobile.

15-Wall of Fire (E) D: 1 rnd/lvl R: 100' As Wall of Fire except it
delivers an E heat critical.

16-Waiting Firestorm (E) As Firestorm, except it can be delayed upto
24 hr; it can be delayed by the following (decided by caster): time
period, certain movements, certain sounds, touch, violent action in
the area, etc.

17-
18-Call Flame (E) As above except size is upto a 50' cube and the range is 50'.
19-
20-

Fire Jail (E () - Target is surrounded by a cage made of fire. Trying
to pass through it causes target to suffer a X Heat Critical.

Multiple Fire Walls Many Fire Walls in one spell casting
Wall of Smoke Lvl 3
Column of Fire Lvl 5
Curved Fire Wall Lvl 6
Circle of Fire Lvl 9
Dome of Fire
Long Circle of Fire
Fire Roof
Inclined Fire Wall, upto 45(
Floating Fire Wall
Line of Fire En realidad es un trail of fire, una l¡nea que recorre el
piso, de la cual surge una Fire Wall, esto le permite adoptar diversas
formas, en particular: curvada, circular, etc.
Invisible Wall of Fire


Fire Utilities/Manipulations

0-Finger Flame (E) D: C R: Self Caster makes a tiny flame (como la de
un encendedor) to spring from one of his/her fingers. Must have at
least 1 PP left to cast this spell.
1-Ignite Flammable (F) D: - R: 10' 
2-
3-
4-
5-
6-
7-Fire Breath (U) D: 10 min/lvl  R: 10' Target can breath in fire normally.
8-
9-
10-
11-
12-
13-
14-
15-
16-
17-
18-
19-
20-

Warm Gas
Warm Liquid
Warm Solid
Heat Gas
Heat Liquid
Heat Solid
Limited Light Spells
Illusionary Heat
Illusionary Fire
Illusionary Fire Wall
Minor Inmolation - 1D10 Hits
Lesser Inmolation - M x 10 hits and an A Heat Crit.
Normal Inmolation - M x 20 hits and a B Heat Crit.
Level ¨5,6?    Waiting Ignite Flammables.
Mass Ignite Flammables.
Long Ignite Flammables.
Detect Heat (Tipo Infravision)
Heat Presence Area of Effect: 20'R x Level (as Presence, except that
caster is aware of all Heat Sources within range that has intensity
enough to burn human flesh to be detected. The caster is aware of its
positions and intensity)
Fire Lore Caster gets: Origin, Duration Left, Path it will take.
Control Flame/Fires Allows control of height, size, spreading
direction, path, intensity, etc.
Extinguish Flame/Fire up to a fire occuping an 1' R x Lvl Surface
Mass Extinguish Flame/Fire
Fire Trap D: until triggered (en una abertura se puede colocar un
spell de fuego de nivel hasta 20% Caster's Level x feet de per¡metro
de la abertura)
Gate Fire Trap As Fire Trap except that trap is activated when
someone/thing passes through gate. Traps can distinguish between
inorganic (non-flammable) - organic (flammable) - Living (???)
Hold Fire D: C A temporary Extinguish
Fire Wall Trail - Target leaves a fire wall as he walks (certain
individuals may have this spell)
Fire Ward
Fire Shield - A contingency spell, delivers damage ¨equal? to the one
inflicted to the target of the Fire Shield spell.


Fire Summons

1-
2-
3-
4-
5-
6-
7-
8-
9-
10-
11-
12-
13-
14-
15-
16-
17-
18-
19-
20-

Fire ants
Fire Bees
Scorpions
Fire Snakes
Fire Birds
Weak Elemental
Salamander
Lesser Elemental
Efreeti
Greater Elemental
¨Phoenix?

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