Date: Fri, 23 Feb 1996 09:04:46 -0500 From: Sergio Bruno Fedi de OroTo: 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!
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?