Magic: Sphere of Fire
Magic: Sphere of Fire

Fire Mages are among the most dangerous in terms of raw destructive power. They are often sought after to provide "fire support" for armies on the surface, and sometimes are even trained in the ways of physical combat, so that they can properly defend themselves when lines are overrun.

The Sphere of Fire deals with the control of heat, and many of these spells have decidedly hostile applications.


Cantrips

  • Ignite
    Lights a candle, sheet of paper or combustible material a short distance away from the caster. This can also be reversed to snuff out a candle or comparable flame.
  • Illuminate
    This creates a magical flame that the caster can hold in one hand (or wear on his head, or carry on the tip of his staff, etc.) that provides illumination and a faint sensation of warmth, but does not actually burn anything. The duration can be extended so long as the caster focuses on it.
  • Pop
    Creates a tiny explosion, much like a small firecracker being set off, at a spot within ten feet of the caster.
  • Shape Fire
    This spell causes an existing fire (campfire, candle, bonfire, etc.) to change color and/or shape under direction of the caster. Precise control isn't possible since it is a flame, after all, but it can be caused to create faint images for those who focus on the fire. The accuracy of such images is greatly limited by the familiarity the caster has with the subject, and artistic ability. This spell can also be varied to shape smoke produced by a fire, producing very short-lived shapes, and altering the color of the smoke temporarily.
  • Warmth
    This spell creates a sensation of warmth in the area around the caster, capable of staving off the chill of winter, or making a cool area toasty warm. It can also be focused to cause a "touch" of warmth on someone or something, but the latter effect can be resisted. The duration can be extended so long as the caster focuses on it.

  • Minor Spells

  • Familiar
    Creates a creature shaped by the caster's wishes out of flame. The Familiar can move as the mage commands and perform certain tasks... although it holds no true substance and anything it touches risks getting burned by the flames. In instances where there is no fuel for the fire, this spell requires constant attention from the mage to maintain.
  • Fireworks
    Creates a "light show" for people to see. It's a combination of explosions and colored flames. Nobles love hiring Fire Mages to use this spell during parties.
  • Flame-Bolt
    This conjures up a bolt of flame that launches at a target, causing severe burns upon impact.
  • Halt
    A spell every Fire Mage is taught: how to stop a fire. The range is limited, but should a mage find himself in the middle of a forest fire, he can put out an area large enough to clear a path through and escape.
  • Hot-Foot
    The caster can cause one or several "recipients" to suddenly feel hot sensations, though this causes no actual damage. The exact number of targets varies, but it is generally sufficient to keep swarms of pests at bay, or to distract several weak-willed thugs.
  • Resist Elements
    The caster or a recipient is limned in magical flame that does not burn, and is protected from natural extremes of hot and cold temperature. Furthermore, the recipient is resistant to heat/fire and ice/water-based attacks.
  • Torch
    This is a more potent version of Illuminate, causing a torch-like flame to sprout from the caster's hand (or crown or top of staff, or blade of weapon, etc.), and can remain there for an extended duration without any special concentration from the caster. If the caster wishes, the flame can be hot enough to burn, though it does not require fuel, and will not harm the caster. It can also generate a heat effect equivalent to the Warmth cantrip, and it can be instantly extinguished as desired. It can be affected by cantrips such as Shape Fire, for interesting effects.

    Furthermore, the "torch" can be hurled at a target as a thrown weapon, causing damage and effects appropriate to a thrown torch flame.


  • Rituals

  • Eternal Flame
    Although not quite "eternal", this ritual will make a flame burn for an extended period of time. The flame's shape, size, heat, and color can be determined by the caster. Often these flames are kept active in areas where people travel or at places of great importance that deserve some kind of magical memorial.
  • Fireball/Fire Wall
    This spell causes a ball of flame to materialize directly in front of the caster, then shoot toward the intended target and explode violently. It is quite capable of burning enemies to a crisp instantly, though the time it takes for the fireball to materialize and shoot toward the intended target may give targets a chance to dive for cover. Furthermore, if used in enclosed spaces, there is a chance for the caster to get caught in the backblast.

    Alternatively, this spell can be modified to create a roaring bonfire (minus the explosion), or a standing wall of flame that will remain for a few minutes before dying down. These alternate applications cannot be summoned directly on a living creature. (A regular fireball, however, can be launched at living creatures just fine.)

  • Firewalk
    The caster and his possessions (or a recipient) is protected from hot/cold extremes and non-magical flame. The recipient is also resistant to magical fire-based and cold/water-based attacks. The recipient appears to glow faintly, in a way that suggests super-heated iron.

  • Fuse
    This spell will ignite normally combustible substances at a location no further than a mile away at the time of casting. Alternatively, the enchantment may be placed on a material at hand, acting as a sort of "fuse" to go off at a later time specifically set at the time of casting. (In the meantime, the item will count as "enchanted", and may possibly register with those who are capable of sensing active magic.) At the designated time, the item, if still intact, will spontaneously combust.
  • Ghost Blaze
    A ritual that makes everything in an area look as though it's caught on fire or is made out of flame, yet nothing actually burns. This is more of a novelty ritual than anything else, but Fire Mages often use this ritual to impress people.
  • Lava
    This very complex ritual can take days to prepare. Upon completion, it is capable of summoning lava to the surface, with great destructive capacity over a wide area of effect.
  • Rain Fire
    This moderately difficult ritual takes several hours to accomplish, but will cause fire to rain down from the sky on a wide area (such as an enemy camp).

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