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Chapter 5: Magic Spells
Fire Spells
Fire Blast
Fire
A jet of fire which scorches its targets.
Cost: 1 MP
Casting time: 1 standard action
Range: 80 feet
Target: 1 creature or object
Duration: Immediate
Saving Throw: Reflex, see text
Casting: Arm held out with spread fingers.
This spell is often used because it is fairly accurate and offers lots of elemental damage. Before the advent of Spellchrome weaponry, this spell was significantly more powerful than mundane weapons.
Stage 1: This spell does 2d10 fire damage a single target within range. A reflex save of 15 or higher partially dodges this attack, reducing the damage to 1 half. A reflex save of 25 or higher dodges this attack, avoiding all damage. At Stage 3, the caster can choose two separate targets.
Stage 2: does 3d10 fire damage to a single target. Partial dodge reflex DC is 15; Full dodge reflex DC is 25.
Stage 3: does 3d10 fire damage to two separate targets. Partial dodge reflex DC is 20; Full dodge reflex DC is 30.
Stage 4: does 4d10 fire damage to two separate targets. Partial dodge reflex DC is 20; Full dodge reflex DC is 30.
Fire Blast Secondary Effects: Additional damage. The target avoids this secondary effect if they roll 10 or higher on their reflex save. If the target’s reflex save is 9 or less, 1d10 fire damage is added to the primary damage.
Targeting objects: Most objects can’t dodge to make a Reflex save. Still, some objects are more resistant to fire than others. The GM should add what she feels is an appropriate bonus (between +0 to +10) and roll a d20 to determine the object's Reflex save. Depending on the results, objects may continue to burn.
Free: This spell may be cast without expending a Magic Point. The damage is, however, severely reduced. The target still gets to make a reflex saving throw to halve or fully avoid the damage. There are no Secondary Effects due to the low power of this method of casting.
(Free) Stage 1 damage: 1d6. Stage 2: 1d8. Stage 3: 1d0. Stage 4: 1d12.
The free version always only allows one target. Obviously a character must be able to cast a spell normally in order to be able to cast a free version of any spell.
Fire Blast Notes: Physical armour provides protection, reducing damage from Fire Blast. The Fire Based spell Fire Protection also adds protection, as does some specific equipment and power alterations. The Protection based spell Magical Shield does not offer any protection from the Fire Blast spell.
Some creatures take double damage from fire, while others are highly resistant.
Fire Protection
Fire
Protects against fire and heat.
Cost: 1 MP
Casting time: 1 standard action
Range: 20 feet
Target: 1 creature or object
Duration: 1 hour
Saving Throw: None
Casting: A slow waving of the hand.
This spell is only visible when it comes in contact with fire or dangerous heat, glowing orange in a wavering pattern.
Stage 1: provides 1d10 Damage Reduction from fire damage.
Stage 2: provides 2d10 Damage Reduction from fire damage.
Stage 3: provides 3d10 Damage Reduction from fire damage.
Stage 4: provides 4d10 Damage Reduction from fire damage.
Fire Protection Notes: the first damage from fire in a round, roll for Damage Reduction. For any additional fire damage that round, refer to the initial roll result. Next round, a new roll should be made as needed.
If the target of this spell is a person, their immediate belongings, such as clothing or armour, are protected.
This spell does not provide protection from smoke.
Heat Object
Fire
Warms and heats normal objects.
Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: 1 object
Duration: see text
Saving Throw: None
Casting: A slow rising of the hand.
A spell that is still popular for heating homes, despite the advent of new technologies (which are more expensive). Used by adventurers to heat foot on the road and to stave off cold weather.
Stage 1: Can heat an object, such as a brick, that will continue to give off heat. Can cook a meal or boil water in half the time it would take on a fire. Can cast the spell on worn clothing, warming a person even in a harsh cold. Heat lasts on an object up to 8 hours, or until cancelled.
Stage 2: Heat lasts on an object up to 24 hours.
Stage 3: Heat lasts on an object up to 4 days.
Stage 4: Heat lasts on an object up to 8 days.
Heat Object Notes: The original arcane architect specifically designed this spell to be utilitarian in nature, and is difficult to use as a weapon. Clothing or held objects take several minutes to heat up, and even then is designed to try and prevent damage. Once cast, the spell caster may raise or lower the desired heat of the affected object, if in spell range; other wise the object gives of the same amount of heat continually until the spell duration ends.
Fists of Fire
Fire
Fire erupts from the caster’s hands, to be used as a melee attack.
Cost: 1 MP or 2 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: 1 hour
Saving Throw: None
Casting: Flexing a hand into a fist.
Various types of warriors have found this spell to be effective and economical over the years. The spell lasts a long time, can be cast quickly and does reasonable damage. On the down side, it does not auto hit like some one-shot spells, such as fire blast, nor does it have any secondary effects. Effectively, this spell becomes the caster’s sword.
It costs one Magic Point to have a single Fist of Fire, or two Magic Points to dual attack with two Fists of Fire. The same combat rules apply for dual wielding in Spellchrome. After casting this spell, the caster can take a standard action as normal.
Stage 1: A successful melee attack does 2d6 fire damage, plus the character’s strength bonus. Physical armour provides damage reduction against this spell.
Stage 2: 3d6 fire damage, plus strength bonus.
Stage 3: 4d6 fire damage, plus strength bonus.
Stage 4: 5d6 fire damage, plus strength bonus.
Notes: After 1 hour the Spell expires. During that hour the caster may "simmer" down the spell, allowing her to touch objects with minimal side effects. The spell may be cancelled by the caster at anytime.
The caster takes no damage from the fire surrounding her fist, however, this spell does not provide protection from other heat or fire.
Some creatures take double damage from fire, while others are highly resistant. For the purposes of determining damage, treat additional strength damage as fire damage.
A character can attack effectively with this spell and a Power Alteration weapon, such as a Liquid Crystal Dagger. In such cases, the Power Alteration damage is capped at 1d8 (a larger blade that normally does 1d12 would only roll 1d8). Strength Damage is only applied once. A character cannot effectively attack with this spell and a held melee weapon.
Flaming Surface
Fire
Ignites an area of ground on fire.
Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet
Target: a surface, 4 five foot squares
Duration: 1 minute
Saving Throw: Reflex halves
Casting: The pointing of a finger, an incantation.
Casters find this spell useful in creating barriers, creating showy distractions and as a limited attack.
The caster may target 4 five foot squares on a grid map. One of the squares must be within 10 feet at the time of casting. The squares may be arranged in many different patterns, as long as one connects to another along one side.
Stage 1: Moving into or through an effected square causes 2d8 fire damage. Physical armour provides damage reduction against this spell, as does the Fire Protection Spell. A successful reflex save of 15 or higher halves this damage.
Stage 2: Fire damage raises to 3d8. Reflex save raises to 18 or higher.
Stage 3: Fire damage raises to 4d8. Reflex save raises to 20 or higher.
Stage 4: Fire damage raises to 5d8. Reflex save raises to 22 or higher.
Flaming Surface Notes: The caster is not immune to this damage. The caster may position this in a square that an opponent occupies. This spell burns the surroundings, including wood floor if cast upon. The fire may be put out before the spell duration ends, although not without extraordinary effort.
Up Next: Healing Spells




