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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