ARCANE SPELL
LIST
MANA FIRES
1 – Torch
Hand (E) – D:
1 min /
lvl R: S Caster’s hand
flickers with red-orange
flame. Touch will
ignite, kindle, burn
or scorch depending on the material contacted, but will not harm the
caster and
objects on his person. If
the caster
makes an unarmed attack that results in a critical, there is a 50%
chance that
the target will also sustain an ‘A’ heat critical.
Caster’s hand must be bared and open when
this spell is initiated.
2 – Warm (F) -
R: 10’
D: 24 hr after concentration ceases.
Up to 1 cu ft / lvl of any inanimate, nonmetal solid or
liquid material
can be warmed to a maximum temperature of 100F at the rate of 1 cu ft /
rnd of
concentration. Material
carried on
someone’s person gets a RR to remain unaffected.
Material continues to maintain this warmth
for 24 hours (or until effect is magically dispelled).
3 – Glaze (F) – R: 1’
D: P
Caster, starting with a small amount of a solid material
held in his
cupped hand, magically applies a uniform glaze of the material to a
solid,
inanimate object not more than 1’ across its longest dimension as
though the
glaze had been melted, applied and cooled.
4 – Wall of Fire (E) - D: 1 rnd / lvl R: 100’
Creates a wall of orange-yellow flames (up to
10’x10’x6’). Anyone
passing through it takes an ‘A’ heat
critical (no RR).
5 – Heat (F) – As Warm,
except material is heated to some
temperature up to 500F. This
is hot
enough to kindle and eventually ignite many materials, though it should
still
be considered a “natural” temperature.
6 – Heatarmor (F) - R: 10’
D: 1 min/lvl
Target is protected from all naturally
occurring heat. Target
gets an
additional bonus of 20 on RR against heat or fire attacks and adds 20
to
defense vs. elemental fire attacks.
7 – Fireball (E) – R: 100’
A brilliant, streaking orange ball is
launched from the palm of the caster.
It
explodes to affect a 10’R area; results are determined on the Fire Ball
Table.
8 – Lesser Fireblade (E) – R: S
D: 1 rnd/lvl
A thirty-inch “blade” of intense orange
flames and black smoke appears in the caster’s hand.
The blade is essentially a +10 magical melee
weapon, requiring one hand to wield (fumble 01-02), striking on the
broadsword
table but substituting a heat critical for any indicated critical. For the purposes of OB the caster can wield the
blade as either “similar” to a broadsword (half ranks) or
learn directed spell ranks in Lesser Blade
(same skill applies to both Ice and Fire).
While Speed
or Haste can enable up to two
attacks
per round, Strength magic or
enhancers (e.g. herb, adrenal, exceptional) will not multiply the
concussion
damage. If the
blade is released,
dropped, or in any way “fumbled,” the spell ends early and the blade
collapses
and disappears.
9
– Mass Ignition (E)
D: P R:
5’ / lvl Every
common implement of fire-based
illumination within range (e.g. candle, torch, fireplace, lantern)
becomes
lit. If implement
is being held by a
person, person’s RR may prevent ignition of that specific item.
10 – Fireball (E) – R: 300’
As Fireball,
except range is 300’.
11 –
Circle Aflame
(E) - As Wall
of Fire, except “wall” is 10’ high and forms a 10’R circle
(6” thick) with
the caster at the center. The
wall will
not subsequently move with the caster.
A
22nd level caster can opt to spend 22 PP for a
12” thick wall that
does ‘B’ criticals, at 33rd level an 18” wall
doing ‘C’, etc.
12 –
Evaporation
(E) – D: P
R: 100’ Gradually
evaporates
5000 cu ft / lvl of water into vapor or mists over the course of an
hour. If space is
confined, a thick fog and/or
heavy condensation may result, possibly returning quantities of water
to the
original location.
13 –
Rain of Fire
(E) - D: 1 rnd / lvl R:
20’
An arbitrary region up to the size of a cube 20’ on a side
is suffused
with orange flame and fiery ash. Anyone
passing through it during the round or remaining inside for the round
takes an
‘A’ heat critical (no RR). The
region
takes one complete round to coalesce and take effect.
14 –
Fire Armor
(F) - R: 10’ D:
1 min/lvl As
Heatarmor,
except it also decreases all concussion hits due to fire by a factor of
½, and
decreases heat critical strikes by one level.
15 –
Greater Fireblade (E) – R: S
D: 1 rnd/lvl
As Lesser
Fireblade, except as follows:
A
fifty-inch pillar of blazing torchfire and smoke appears in the
caster’s
grasp. The mighty
magical force-blade is
+30, requires two hands to wield (fumble 01-04), and strikes on the
two-handed
sword table, rolling any critical on the heat critical table. For the purposes of OB the caster can wield the
blade as either “similar” to a two-handed sword or
learn directed spell ranks in Greater Blade
(same skill applies to both Ice and Fire).
16 –
Long Fireball
(E) – As Fireball above, except
range is 30’ /
lvl.
17 –
Mass Ignition True
(E*)
D: P R:
5’ / lvl As
Mass
Ignition, except cast is instantaneous and
caster may choose which light sources ignite.
18 – Immolation (F) -
D: 1 rnd / lvl
R: S
Caster is cloaked in swirling flames that radiate intense
heat. Caster and
items on his person are immune to
any natural heat as well as A, B, and C heat criticals; otherwise
caster takes
¼ damage from magical heat and fire attacks and D or E criticals are
treated as
A or B respectively. Caster
suffers
double damage from successful cold attacks.
Those who attempt to melee the caster (approaching within
5’) will take
an ‘A’ heat critical by the end of the round.
Those struck by the caster in melee will sustain a ‘B’
heat critical.
19 –
Firestorm
(E) – D: 1 rnd / lvl R:
50’
As Rain of Fire,
except region
can be up to 50’ on a side, range is 50’, and a higher-level caster can
opt to
spend more PP to increase the intensity (38th
level caster may
expend 38 PP for ‘B’ criticals, etc.).
20 –
Bombardment
(F) – As Fireball, except range is
100’ / lvl,
ball is fired in a ballistic trajectory and penalty at any distance
starts at
–100. Caster does
not need direct
line-of-sight to the target to attack it, but overhead clearance equal
to the
distance-to-target is a must. As
such,
this spell is better suited for attacking areas with fire rather than
specific
targets, though the penalty for a specific target can be gradually
reduced to
–50 if there is a “forward observer” who can communicate targeting
information
back to the caster.
25 –
Waiting Hellrune
(E) – As Firestorm, except spell is
stored in a
drawing embedded into stone during the cast, the spell effects are
delayed by
up to a month, and the effects are triggered by one of the following
(decided
by caster): time period, certain movements (10’ range), certain sounds
(10’
range), touch, violent actions in the area (10’ range), etc. Drawing (rune) cannot be
obscured by ordinary
means, as it will either burn or shine through most materials trying to
cover
it. Nature of the
rune and its trigger
mechanism can be interpreted with a successful Runes skill check should
it be
noticed before it is triggered. An
unsuccessful attempt to Dispel a
hellrune will generally detonate it.
A
higher-level caster can opt to spend more PP to increase the intensity
of the
rune’s resulting Firestorm (50th
level caster may expend 50 PP for a ‘B’ critical firestorm, etc.).
30 –
Flamethrower
(E) – D: 1 rnd / lvl
(C) R:
200’ Caster
extends arm to project a
hurricane-force jet of heat, flame, and burning coals 5’ across at the
origin
and 20’ across at the 200’ range.
Exposed targets in the attacked region (determined by RR)
take 2d10
points concussion damage from the impact of coals and debris plus an
‘A’ heat
critical. A level
60 caster can opt to
spend 50 PP for a 4d10-points concussion ‘B’ critical attack spell, lvl
90 can
do 6d10-pts ‘C’ attack, etc.
Alternately,
concussion damage from Flamethrower
can take armor into account by using a sling +60 attack to determine
hits,
using only the inherent magical/quality of armor as a mitigator. Roll two sling attacks to
determine
concussion from a level 50 Flamethrower,
et cetera. Note
that Flamethrower bears some
similarity to
the Wind Law Hard Wind spell.
Heatarmor is not cumulative with
arcane Fire Armor, Cold
Armor, Ice Armor nor any
other spell from essence’s Elemental Shields.