THE BOOK OF THE FLAME
In almost all locales and among almost all folk, the use of Fire Magick is tightly controlled by the government or by the most powerful church or cult. This is almost always done through a Fire Lodge which is a paramilitary order that controls the teaching of fire magick in a given area. The Knights Templar of our middle ages would have made a good Fire Lodge. While your GM may design his or her campaign differently, in my campaign it would be very odd to find a free Fire Mage. Most Fire Magicians encountered on their own would fit into one of the following categories: 1. A Mage on detached duty who is overtly or covertly working in the interest of his or her Lodge. 2. A trusted member of a Lodge who has been granted leave to rest or to take care of personal business. Such an individual would probably still keep the interests of his or her Lodge and therefore the Nation or the Church foremost in mind. 3. A fugitive or rebel from the power of a Fire Lodge. This type could be an interesting (perhaps too interesting) companion. Becoming a Fire Mage requires, at least in my campaign, giving up a certain amount of personal freedom and entering a disciplined and hierarchical environment. In return, a Fire Mage acquires great offensive power and the use of powerful and warlike, although extremely unpleasant, Elementals. Magical fire does very intense damage but does not "catch things on fire " with the alacrity of a natural fire. Any young person with the needed Intelligence ( at least 15 ) and Talent ( at least 15 ) can sign up with a Lodge. Resigning is next to impossible! The rolls for doing Fire spells are based on Intelligence and Talent with the usual formula.
FIRE PERCENTAGE = ((IQ+TALENT)/2) + 3 x LEVEL
FEED TORCH-WAND RESEARCH:2 PREREQUISITE(S):NONE TIME:1hr. DURATION:24hrs. RANGE:TOUCH AREA:TORCH-WAND ACTIVITY:PERSONALLY GATHER ENOUGH COMBUSTIBLE MATERIAL, TYPICALLY WOOD, TO MAKE A 2' X 2' X 2' FIRE, PREFERABLY A LITTLE BIGGER IF POSSIBLE. LIGHT A SMALL AMOUNT, BLOW ON IT AND KEEP ADDING MORE, TAKING NO ACTION TO AVOID MINOR BURNS. FINALLY, THRUST YOUR TORCH-WAND INTO THE HEART OF THE FIRE, ALLOWING IT TO FEED ON THE ESSENCE OF FIRE. RESULT:THIS SPELL GRANTS NORMAL MANA RESTORATION. ALSO, IF THIS SPELL IS FAILED FIRE SPELLS WILL NOT BE POSSIBLE FOR YOU FOR THE NEXT TWENTY- FOUR HOURS. YOUR TORCH-WAND, THUS ACTIVATED, IS YOUR CHIEF TOOL FOR DOING FIRE SPELLS. IT IS ALSO USED AS A MELEE WEAPON, IN EXTREMIS. IT IS A LIGHT WEAPON THAT IS INNATELY +3 TO HIT AND DOES (D6+1) SQUARED FIRE DAMAGE WHEN IT HITS. IT ONLY HAS THE REACH OF A HAND MACE. MANA COST:0 # OF ROLLS:7
RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:INSTANT RANGE:TORCH-WAND AREA:LINE OF SIGHT/90 degrees or 180or 360; user's option. ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE HOLDING THE WAND ALOFT. RESULT:A BRIGHT FLASH WHICH WILL STUN ALMOST ANYONE WHO IS LOOKING RIGHT AT IT. ETHEREAL CREATURES AND DEMONS WOULD NOT BE AFFECTED. HUMANS AND OTHER DIURNAL CREATURES THAT HAPPEN TO BE ALREADY IN BRIGHT SUNLIGHT WILL BE NEARLY UNAFFECTED. HOWEVER, THE SUDDEN FLASH AT NIGHT OR IN A DARK UNDERGROUND OR INDOORS ENVIRONMENT WILL CAUSE A ONE ROUND STUN TO THESE DWELLERS IN THE LIGHT. THOSE WITH GOOD NIGHT VISION (INCLUDING ELVES AND DWARVES) WILL SUFFER A ONE ROUND STUN IF THEY HAVE BEEN MOVING ABOUT IN DAYLIGHT AND A TWO ROUND STUN, OTHERWISE. THOSE CORPOREAL UNDEAD WHICH HAVE RETAINED FLESH ON THEIR BONES ARE AS VULNERABLE AS OTHER NIGHT CREATURES. A SECOND FLASH IN A SHORT PERIOD WILL HAVE NO EFFECT EXCEPT TO REDUCE THE VICTIM'S ADD WITH MISSILE WEAPONS BY 3. ALLIES ARE NOT IMMUNE TO THE FLASH SO " WATCH WHERE YOU'RE POINTING THAT TORCH, SPARKY." THE IMPACT OF A FLASH SPELL CAN BE INCREASED BY HOLDING THE TORCH-WAND IN A LARGER MUNDANE FIRE SUCH AS A BONFIRE. THIS WOULD USUALLY DOUBLE THE AMOUNT OF STUN AND CAUSE A ONE ROUND STUN ON HUMANS AND THE LIKE IN DAYLIGHT. MANA COST:2 WITH THE TORCH-WAND ALONE, AS MUCH AS 32 ON A BIG MUNDANE FIRE. # OF ROLLS:5 WITH A TORCH-WAND ALONE; 3 IF USING A MUNDANE FIRE.
HEAT, NO LIGHT RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:AS MAINTAINED RANGE:TORCH-WAND AREA:TORCH-WAND ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE HOLDING THE WAND ALOFT. THIS IS A HIGH MAINTANANCE SPELL. RESULT:THE WAND EMITS NO LIGHT, THUS AIDING CONCEALMENT. ALSO, THE INVISIBLE FLAME BECOMES A BETTER MELEE WEAPON, PLUS AN ADDITIONAL ONE TO HIT AND DOING (D6+2) DAMAGE. MANA COST:2 TO START PLUS ONE EVERY ROUND # OF ROLLS:5, ROLL EVERY ROUND.
FLAME ARROW RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:1 HOUR RANGE:TOUCH AREA:A QUIVER OF 24 ARROWS. ACTIVITY:RUN TORCH WAND OVER ARROWHEADS. RESULT:ARROWS WILL DO (D6+1squared) FLAME DAMAGE ON IMPACT. MANA COST:4+1 PER. ARROW # OF ROLLS:5
FIRE MISSILE RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:PERMANENT RANGE:450'(MUST BE IN LINE-OF-SIGHT) AREA:ONE TARGET ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE POINTING THE WAND AT YOUR INTENDED VICTIM. RESULT:(D6)SQUARED FIRE DAMAGE TO THE TARGET. MANA COST:3 # OF ROLLS:5
IMPROVED FIRE MISSILE RESEARCH:1 PREREQUISITE(S):FIRE MISSILE TIME:1rd. DURATION:PERMANENT RANGE:750'(MUST BE IN LINE-OF-SIGHT) AREA:ONE TARGET ACTIVITY:CHANGE HAND POSITION ON THE TORCH-WAND AND RECITE A BRIEF PHRASE WHILE POINTING THE WAND AT YOUR INTENDED VICTIM. RESULT:(D6+N)SQUARED FIRE DAMAGE TO THE TARGET. MANA COST:3 TO THE POWER OF N # OF ROLLS:5 MINUS N
FIRE CLOAK RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:2rds. DURATION:24hrs. or less RANGE:SELF AREA:SELF ACTIVITY:ACTIVATE THE SPECIALLY PREPARED CLOAK YOU ARE WEARING (SEE THE SPELL PREPARE FIRE CLOAK) RESULT:YOU ARE WRAPPED IN A CLOAK OF FLAME AND YOU WILL TAKE NO DAMAGE FROM MUNDANE FIRE; HALF DAMAGE FROM DRAGON BREATH OR FIRE SPELLS. YOUR TARGET CLASS WILL BE IMPROVED BY SIX DUE TO THE SURROUNDING FLAME AND SMOKE. THE CLOAK WILL DO (D6+1) SQUARED FLAME DAMAGE EVERY ROUND TO ANY BEING WITHIN A 5' RADIUS; (D6+3) SQUARED FLAME DAMAGE TO ANY BEING WHO ACTUALLY TOUCHES IT. NON-SAPIENT ANIMALS WILL NOT APPROACH IT. OF COURSE, A WEARER OF THE FLAME CLOAK CANNOT WELL CONCEAL HIS WHEREABOUTS AND THE NATURE OF HER ABILITIES. NO TOWN, INN, KEEP OR HALL COULD ALLOW A FIRE MAGE IN THIS CONDITION IN TIME OF PEACE. A FLASH SPELL DONE ON AN ACTIVE FLAME CLOAK WILL HAVE DOUBLE ITS USUAL POTENCY FOR ONLY ONE EXTRA MANA POINT WITH THE USUAL NUMBER OF ROLLS. IF A HEAT, NO LIGHT SPELL IS DONE ON A FIRE CLOAK, CONCEALMENT IS POSSIBLE AND DAMAGE IS INCREASED, AS IN THE NORMAL USE OF THE SPELL. MANA COST:24 # OF ROLLS:6
FIRE GOUT RESEARCH:1 PREREQUISITE(S):IMPROVED FIRE MISSILE AND FIRE CLOAK TIME:1rd. DURATION:PERMANENT RANGE:900' (MUST BE IN LINE-OF-SIGHT) AREA:30' RADIUS CIRCLE ACTIVITY:RAISE THE FOLDS OF YOUR ACTIVATED FIRE CLOAK AND PROJECT THE FLAME OF YOUR CLOAK TO THAT SPOT. RESULT:DOES (D6+1+N) FIRE DAMAGE TO ALL IN TARGET AREA. MANA COST:4 TO THE POWER OF N # OF ROLLS:5 MINUS N
SMOKE SCREEN RESEARCH:1 PREREQUISITE(S):FIRE CLOAK TIME:1rd. DURATION:AS MAINT. RANGE:CLOAK AREA:CLOAK ACTIVITY:PULL YOUR HANDS AND TORCH-WAND INSIDE YOUR CLOAK AND FLAP YOUR ARMS. RESULT:A DENSE CLOUD OF SMOKE BEGINS TO SURROUND YOU AND TRAIL OUT BEHIND YOU. YOUR TARGET CLASS IMPROVES BY ANOTHER SIX VERSUS THOSE OUTSIDE THE CLOUD AND YOU BECOME VERY DIFFICULT TO ACQUIRE AS A MISSILE OR MAGICK TARGET, ALTHOUGH FOES WHO HAVE BEEN WATCHING YOU ALL ALONG MAY STILL ATTACK. IF YOU ARE STILL, THE CLOUD WILL FORM A 5' RADIUS CIRCLE, INCREASING IN RADIUS BY 3' ON EVERY SUBSEQUENT ROUND. YOUR HANDS, CLOAK AND TORCH-WAND WILL ALL BE OCCUPIED TO MAINTAIN THE SPELL BUT, FOR INSTANCE, VERBAL MAGICK WOULD NOT BE IM- PEDED BY MAINTAINING THIS SPELL. MANA COST:2 TO CAST PLUS ONE EVERY FOUR ROUNDS # OF ROLLS:6, ROLL EVERY FOUR ROUNDS
FIRE LEAP RESEARCH:1 PREREQUISITE(S):FEED TORCH-WAND TIME:1rd. DURATION:PERM. RANGE:450' AREA:UP TO A LARGE BONFIRE. ACTIVITY:POINT YOUR TORCH-WAND AT THE FIRE AND THEN MOVE THE WAND, PULLING THE FLAME TO A TARGET WITHIN 30' OF A SMALL FIRE, 40' OF A LARGE ONE. RESULT:THE MUNDANE FIRE LEAPS TO ITS TARGET. DAMAGE WOULD DEPEND ON THE TARGET AND THE NATURE OF THE FIRE. (D6)SQUARED, PER ROUND, FOR AS LONG AS THE FIRE BURNED WOULD SEEM CONSERVATIVE BUT REASONABLE. ALSO MUNDANE FIRES "CATCH THINGS ON FIRE " MUCH MORE READILY THAN MAGICAL FLAMES. KEEP THIS IN MIND IF THE TARGET IS OR INCLUDES FLAMMABLE MATERIALS. MANA COST:8 # OF ROLLS:6
FIRE WALL RESEARCH:4 PREREQUISITE(S):FEED TORCH-WAND TIME:4rds. DURATION:N+10min. RANGE:TOUCH WITH TORCH-WAND AREA:5' BY 30' BY 12' (HIGH) ACTIVITY:INSCRIBE A LINE ON A FLAT, RIGID SURFACE. THIS LINE WILL HOLD THE SPELL FOR TEN TO TWENTY DAYS. WHEN YOU, OR SOMEONE ELSE, WANTS THE SPELL TO TAKE EFFECT, SHOOT A FIRE MISSILE INTO THE LINE. RESULT:AN OPAQUE WALL OF FLAME THAT WILL DO (D6+5) SQUARED DAMAGE TO ANY INSIDE IT, REPEATING THE DAMAGE EVERY ROUND THAT THE VICTIM STAYS INSIDE. MANA COST:50 PLUS
FIRE TRAP RESEARCH:2 PREREQUISITE(S):FIRE WALL TIME:12min. DURATION:1rd. RANGE:TOUCH WITH TORCH-WAND AREA:10'*10' surface ACTIVITY:BUILD UP A VERY HOT FIRE COVERING THE AREA WHICH MAY BE LESS THAN THE MAXIMUM 10' SQUARE. SMOTHER THE FIRE TO STORE THE POTENTIAL IN THE TARGET AREA. CREATE A SPELL MATRIX TO RELEASE THE POTENTIAL IF THE CENTER OF THE AREA IS TOUCHED BY A SAPIENT BEING OR AN OBJECT WORN OR HELD BY ONE. RESULT:AFTER A BIT OF MUNDANE CLEANING UP, THE TRAP WILL BE VERY DIFFICULT TO SPOT (A ONE ROLL TASK FOR A THIEF TYPE). IF IT IS NOT TRIGGERED WITHIN 120 TO 150 DAYS, THE SPELL WILL WITHER. IF AND WHEN IT IS TRIGGERED, A FLAME WILL SHOOT OUT OR UP FROM THE SURFACE TO A DISTANCE OF 15' AND DO (D4+5) SQUARED DAMAGE TO ANYONE WITHIN. MANA COST:100 # OF ROLLS:3
FIRE STORM RESEARCH:4 PREREQUISITE(S):FIRE LEAP AND FIRE GOUT TIME:10min. DURATION:5min. RANGE:LINE-OF-SIGHT AREA:1mile radius ACTIVITY:HAVE ANOTHER MAGICIAN READY TO CREATE A GALE-FORCE WIND, USING HIS OR HER OWN SPELL AND MANA. PROJECT THREE MASSIVE FLAME CENTERS INTO THE TARGET AREA AND HAVE THE WIND RELEASED WHILE YOU STIR THE FLAME ABOUT WITH MOVEMENTS OF YOUR WAND. RESULT:DEPENDING ON WHAT IS IN THE AREA, LOSS OF LIFE WILL BE BETWEEN 10% (DESERT) AND 95% (DRY FOREST OR POORLY ORGANIZED WOODEN OR PAPER CITY OR TOWN). A STONE-WALLED CITY WITH MOSTLY WOODEN BUILDINGS WOULD SEE ABOUT 60% LOSS OF LIFE IF CAUGHT UNAWARES, 20% IF PREPARED FOR THAT EXACT EVENTUALITY AND BETWEEN THE TWO EXTREMES IF ON GENERAL EMERGENCY FOOTING. AFTER A FIRE STORM, FLAMES DO TEND TO SPREAD NATURALLY. MANA COST:33 # OF ROLLS:3
FLAME SWORD RESEARCH:5 PREREQUISITE(S):FEED TORCH-WAND TIME:ONE MONTH DURATION:PERMANENT RANGE:TOUCH AREA:ONE SWORD OR OTHER MELEE WEAPON ACTIVITY:USING THE MAGICAL FIRE OF YOUR WAND, ASSIST A SMITH IN THE FORGING OF A BLADE. THIS WILL REQUIRE ABOUT TEN HOURS OF YOUR ATTENTION EVERY DAY FOR A MONTH. RESULT:WHENEVER THE WEAPON IS DRAWN AND A MENTAL COMMAND IS GIVEN, AN AURA OF FLAME APPEARS AROUND THE BLADE. THE AURA IS +3 TO HIT, OVER AND ABOVE THE CHANCE OF THE BLADE HITTING. OF COURSE, IF THE WEAPON HITS, THE AURA HITS AS WELL. THE FLAME DOES (D6+2) SQUARED DAMAGE BUT DOES NOT HARM THE WEAPON OR ITS WIELDER. MANA COST:81, OF WHICH 3 ARE PERMANENTLY SACRIFICED. # OF ROLLS:3
FLAME BRAND RESEARCH:3 PREREQUISITE(S):FLAME SWORD TIME:ONE MONTH DURATION:PERMANENT RANGE:TOUCH AREA:ONE SWORD OR OTHER MELEE WEAPON ACTIVITY:USING THE MAGICAL FIRE OF YOUR WAND, ASSIST A SMITH IN THE FORGING OF A BLADE. THIS WILL REQUIRE ABOUT TEN HOURS OF YOUR ATTENTION EVERY DAY FOR A MONTH. RESULT:WHENEVER THE WEAPON IS DRAWN AND A MENTAL COMMAND IS GIVEN, AN AURA OF FLAME APPEARS AROUND THE BLADE. THE AURA IS +3 TO HIT, OVER AND ABOVE THE CHANCE OF THE BLADE HITTING, WHICH ITSELF IS IMPROVED BY ONE. OF COURSE, IF THE WEAPON HITS, THE AURA HITS AS WELL. THE FLAME DOES (D6+3) SQUARED DAMAGE BUT DOES NOT HARM THE WEAPON OR ITS WIELDER. A SEPERATE MENTAL COMMAND CAN BE USED TO PROJECT THE FIRE LIKE A MISSILE WEAPON OR THE FIRE MISSILE SPELLS. THE RANGE OF THE PROJECTION IS 750'; IT IS INNATELY +3 TO HIT AND DOES (D6+2) SQUARED FIRE DAMAGE. MANA COST:243, OF WHICH 9 ARE PERMANENTLY SACRIFICED. # OF ROLLS:3
BURN SYMBOL RESEARCH:4 PREREQUISITE(S):FEED TORCH-WAND TIME:2hrs. DURATION:PERMANENT RANGE:INFINITE AREA:A SINGLE FLAMMABLE OBJECT. ACTIVITY:CREATE A MODEL OF THE TARGET OBJECT, PREFERABLY CONTAINING ITEMS ASSOCIATED WITH THE OBJECT. RECITE A SIMPLE FORMULA AND TOUCH YOUR TORCH- WAND TO THE MODEL. REPEAT THE FORMULA, NAMING THE TARGET AS COMPLETELY AND ACCURATELY AS POSSIBLE AND TOUCH THE TORCH-WAND TO IT AGAIN. FINALLY, TOUCH YOUR TORCH-WAND TO THE MODEL SILENTLY, THIS TIME SETTING IT ON FIRE. RESULT:THE OBJECT ERUPTS WITH AN INTENSE FLAME. MANA COST:ALL THE AMOUNTS ARE SACRIFICED: 1 IF WITHIN 100'; 5 IF WITHIN 101 TO 10000; 25 IF WITHIN 10001 TO 10000; AND SO ON. # OF ROLLS:4 AGAINST AN INANIMATE OBJECT, 1 AGAINST A LIVING BEING. ADJUSTED DOWNWARD IF THE MODEL IS INCOMPLETE, IF THE ASSOCIATED OBJECTS ARE NOT WELL CHOSEN OR IF THE NAMING IS NOT PROPERLY DONE. IF THE SPELL FAILS, THE GM SHOULD ROLL % DICE. ON A 96 TO 00, THE CASTER WILL BURN TO A CRISP, NEITHER A FLAME CLOAK NOR THE TRUE FIRE SPELL GRANTING PROTECTION.
FIRE SIGHT RESEARCH:2 PREREQUISITE(S):FEED TORCH-WAND TIME:5rds. DURATION:3rds. RANGE:12miles AREA:variable ACTIVITY:STARE INTO THE FLAMES OF YOUR TORCH-WAND AND RECITE A PATTERN OF SYLLABLES. RESULT:YOU SEE WHAT YOU WOULD SEE AND HEAR WHAT YOU WOULD HEAR IF YOU WERE SITTING WITHIN A NEARBY OPEN FIRE (WHICH NEARBY FIRE WOULD BE ENTIRELY RANDOM, YOUR GM WILL DETERMINE). MANA COST:6 # OF ROLLS:5
TRUE FIRE RESEARCH:4 PREREQUISITE(S):FIRE CLOAK TIME:5min. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:OPEN YOUR BEING TO THE NATURE OF FIRE; STEP INTO A LARGE, HOT BONFIRE; OPEN THE FRONT OF YOUR CLOAK AND INHALE THE ESSENCE OF FLAME. RESULT:YOU WILL EITHER BURN UP COMPLETELY AND UTTERLY (IF YOU FAIL THE SPELL ROLLS) OR YOU WILL BECOME A PILLAR OF TRUE FIRE. AS A PILLAR OF TRUE FIRE, YOU WILL BE IMMUNE TO MELEE ATTACKS AND YOUR TARGET CLASS AGAINST MISSILES WILL BE IMPROVED BY 20 AND YOU WILL HAVE TWO POINTS OF PROTECTION VS. SPELL ATTACKS WHICH WILL STACK WITH ANY OTHER PROTECTION YOU MAY HAVE. YOU WILL BE UNABLE TO USE WEAPONS BUT YOU CAN USE SPELLS OR ATTACK WITH TWO FLAME TENDRILS PER COMBAT ROUND WHICH CAN REACH OUT TO 250' AND ARE INNATELY PLUS 13 TO HIT (ADJUSTED BY YOUR BONUSES AND COMBAT ADD) AND DO (D6+3) SQUARED DAMAGE. ONLY A MAGICIAN WHO KNOWS THIS SPELL CAN ATTAIN LEADERSHIP IN A FIRE LODGE. WHEN YOU HAVE SUCCEEDED IN THIS SPELL ONCE, IT BECOMES AN AUTOMATIC ABILITY, REQUIRING NO BONFIRE AND NO SPELL ROLLS AND, THEREFORE, NO RISK OF FAILURE AND DEATH. SHIFTING INTO THE TRUE FIRE STATE REQUIRES ONE MINUTE OF INACTION AND CONCENTRATION AND NO MANA. MANA COST:3 POINTS, SACRIFICED, THE FIRST TIME # OF ROLLS:2
CREATE TORCH WAND RESEARCH:2 PREREQUISITE(S):TRUE FIRE TIME:1hr. DURATION:PERMANENT RANGE:TOUCH AREA:WAND ACTIVITY:TAKING A WAND PREPARED FROM IRON-WOOD WRAPPED IN DRAGON-HIDE, INTRODUCE IT TO THE ELEMENT OF FIRE AND BIND WITHIN IT A VERY MINOR MINDLESS FIRE ELEMENTAL. RESULT:A TORCH-WAND COMES INTO EXISTENCE FOR YOU TO SELL OR AWARD TO A FOLLOWER. MANA COST:1 POINT, SACRIFICED # OF ROLLS:4
CREATE FLAME-CLOAK RESEARCH:2 PREREQUISITE(S):CREATE TORCH-WAND TIME:2hrs. DURATION:PERMANENT RANGE:TOUCH AREA:CLOAK ACTIVITY:TAKING A CLOAK MADE FROM SALAMANDER AND DRAGON HIDES, INTRODUCE IT TO THE ELEMENT OF FIRE AND BIND WITHIN IT A MINDLESS FIRE ELEMENTAL. RESULT:A FIRE-CLOAK COMES INTO EXISTENCE FOR YOU TO SELL OR AWARD TO A FOLLOWER. MANA COST:2 POINTS, SACRIFICED # OF ROLLS:3 FIRE ELEMENTALS
Fire Elementals can be summoned in the hour centered around noon. They may be anywhere that combustion can occur. They are summoned by the burning of a living being. In most cases, a sacrifice of mana is also neccessary. While Fire Elementals lack greed for material gain, their taste for burning and torture are too much for any but the most callous Magician to work with. They enjoy destroying life, especially the innocent and the helpless. The desttruction of useful, especially vital, property also gives a Fire Elemantal great satisfaction. No bond of friendship will prevent the summoner from being the victim of his or her Elemental if he or she loses control or fails to word orders to it with enough precision. The basis for controlling an Elemental is Will, or Stability plus Charisma plus three times level , in other words: WILL =((STABILITY + CHARISMA)/2)+ 3 X LEVEL
If the summoner fails a control roll, the Fire Elemental is free to do as it wishes, which is usually to attack the summoner but it may choose to return to its own plane if it does not like its chances. The following chart gives the situations under which a control roll is needed and the usual number of rolls for each situation. The GM should subtract rolls if the Elemental has been subject to abuse or if the Elemental's sadistic nature has not been afforded the proper scope. Rolls may be added for establishing a strong positive bond with the Elemental, note that the behavior that could establish a close bond with one of these monsters could also alienate most civilized companions and many less sophisticated ones as well.
* In many cases, the Elemental will be readily amenable to dismissal. In a large minority of cases, a control attempt will be needed.
! A failed attempt to regain control will cause the Elemental to attack automatically. A succesful attempt will bring the Elemental back into line.
SUMMON FIRE IMP RESEARCH:2 PREREQUISITE(S):FEED TORCH-WAND TIME:10min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:BURN AN AROMATIC LIVING PLANT OR A SMALL ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH-WAND, WHILE QUESTING IN THE PLANE OF FIRE FOR A HELPER AND COMPANION. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A FIRE IMP APPEARS. MANA COST:3, 0 OR 1 OF WHICH IS SACRIFICED. # OF ROLLS:1 WITHOUT A SACRIFICE; 6 WITH ONE
CONTROL FIRE IMP RESEARCH:0 PREREQUISITE(S):SUMMON FIRE IMP TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
SUMMON LIVING FLAME RESEARCH:2 PREREQUISITE(S):SUMMON FIRE IMP TIME:15min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:THE SACRIFICE OF A SMALL ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH- WAND WHILE YOU CAST ABOUT MENTALLY IN THE PLANE OF FIRE. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A LIVING FLAME APPEARS MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:THE NUMBER SACRIFICED
CONTROL LIVING FLAME RESEARCH:0 PREREQUISITE(S):SUMMON LIVING FLAME TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
SUMMON AFREET RESEARCH:3 PREREQUISITE(S):SUMMON LIVING FLAME TIME:60min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:SACRIFICE A LARGE ANIMAL (ALIVE) IN THE FLAME OF YOUR TORCH-WAND WHILE STATRING INTO THE FLAME TO SEEK AN AFREET ON THE PLANE OF FIRE. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN AFREET APPEARS MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:.5*(THE NUMBER SACRIFICED) PLUS FOUR IF THE SACRIFICE IS A SAPIENT BEING.
CONTROL AFREET RESEARCH:0 PREREQUISITE(S):SUMMON AFREET TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1500' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
IMPRESS FIRE ELEMENTAL RESEARCH:4 PREREQUISITE(S):SUMMON FIRE IMP TIME:24hrs. DURATION:SEMIPERMANENT RANGE:25' AREA:THE ELEMENTAL ACTIVITY:SUMMON THE ELEMENTAL AND KEEP IT WITH YOU, MAKING ALL THE NORMAL CONTROL CHECKS, FOR A FULL DAY. OBVIOUSLY, THIS MEANS GOING WITHOUT SLEEP. AFTER 24 HOURS, ATTEMPT TO GAIN PERMANENT DOMINANCE BY FORCE OF WILL. IF THE MAGICIAN IS UNABLE TO RETAIN THE ELEMENTAL FOR THE FULL TWENTY- FOUR HOURS, ONLY ONE THIRD OF THE MANA FOR THE SPELL IS LOST. RESULT:THE ELEMENTAL WILL BECOME THE MAGICIAN'S ALLY AND SERVANT. A CONTROL CHECK WILL ONLY BE NEEDED ONCE A MONTH IF THE ELEMENTAL IS TREATED WITH CONSIDERATION. THE ELEMENTALS SADISTIC NATURE MUST BE GIVEN ITS SCOPE AND THE REACTION OF OTHERS MUST BE ALLOWED FOR. THE ONLY WAY THE ELEMENTAL CAN REGAIN LOST HIT POINTS OR MANA POINTS IS TO RETURN TO THE PLANE OF FIRE FOR FORTY-EIGHT HOURS. IF GIVEN THIS LEAVE, THE ELEMENTAL WILL ALWAYS RETURN. MANA COST:FOR IMP: 4 POINTS PERMANENT FOR LIVING FLAME:16 POINTS PERMANENT FOR AN AFREET: 64 POINTS PERMANENT # OF ROLLS:FOR IMP: 2 FOR LIVING FLAME: 1 FOR AN AFREET: 2?
THE Elementals Themselves
Fire Elementals are generally foul-natured and extremely sadistic and destructive. A Living Flame that has been very useful on an adventure might well ask permission and aid for some project such as burning down a hospital or an orphanage. The demands of an Afreet would be similar but even more vicious and aggressive.
SHARED QUALITIES 1. It has a telepathic link to its summoner, up to 1500'. 2. It can see in the Air even without light of any kind. 3. It takes only half damage from Air Magick. 4 It can move on or just above the surface of the earth at 1800' per minute (that is 150' per melee round). 5. It takes double damage from Earth and Water Magicks. 6. It cannot move over large bodies of water, even on a ship.
FIRE IMP
The Fire Imp appears as a fist sized boy or girl made of flame substance which hisses and crackles as it hovers in the air or sits on, and burns, a surface. When bored, which happens a lot, the Imp tends to try practical jokes like setting fire to a pack mule or scortching a Dwarf. On the other hand, a Fire Imp will sometimes take a positive interest in the summoner's goals and give cheerful aid. TC:-2 DA: 0 HTK: 10, but it must be extinquished with one blow. ATTACK(S):TENDRIL(TO 40') ADD:12 DAMAGE:(D6+1)SQUARED FLAME MANA:21 SPELL%:26 SPELLS:FLASH; HEAT/NO LIGHT; FIRE MISSILE LIVING FLAME
While a Living Flame appears as a handsome man made of flame substance, it has a surly and vile nature. Using one requires tolerating truly abhorrent behaviour or making a series of very difficult control checks. It will attack if uncontrolled unless it feels totally outclassed. It seems to exist to burn living things. TC:-2 DA: 0 HTK:40, but it must be extinquished in one blow. ATTACK(S): (2)TENDRILS (TO 50') ADD:12 DAMAGE:(D6+3)SQUARED MANA:35 SPELL%:33 SPELLS: FLASH; HEAT/NO LIGHT; FIRE MISSILE; IMPROVED FIRE MISSILE; FIRE GOUT
Afreets appear as tall noble-looking men of flame. They are even more vile and sadistic than Living Flames, although sometimes more subtle. An Afreet will plot and plan to destroy the being that had the temerity to summon it. TC:-1 DA: 0 HTK:75 but it must be extinguished with one blow. ATTACK(S):(3)FLAME WHIPS(TO 50')ADD:20 DAMAGE:(D6+4)SQUARED MANA:50 SPELL%:56 SPELLS:FLASH; HEAT/NO LIGHT; FIRE MISSILE; IMPROVED FIRE MISSILE; FIRE GOUT; SMOKE SCREEN; TRUE FIRE; ALL POWER WORDS
# OF ROLLS TO CONTROL FIRE ELEMENTALS
Situation |
FireImp |
Flame |
Afreet |
1Hr. |
05 |
02 |
01 |
Easy Melee |
03 |
03 |
04 |
Tough Melee |
02 |
01 |
02 |
Suicidal Melee |
01 |
2? |
2? |
Resisted Dismissal |
05 |
2? |
2? |
Regain Control! |
03 |
02 |
2? |
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THE BOOK OF THE WAVE
The use of magic to control water was discovered first in the desert lands. There, the simple ability to create a small amount of water was often a life saver. Now, a great variety of water spells is used in naval warfare and peaceful navigation as well as in the deserts. Any character with an Intelligence and Charisma both over 15 would be able to find a teacher for this type of magic. The rolls for doing Water spells are based on Intelligence and Charisma with the usual formula:
WATER Percentage = ((IQ+CHARISMA)/2) + 3 x LEVEL
COMPLETE IMMERSION RESEARCH:1 PREREQUISITE(S):NONE TIME:4hrs. DURATION:24hrs. RANGE:SELF AREA:SELF ACTIVITY:IMMERSE YOURSELF COMPLETELY IN A BODY OF WATER. A DEVICE NOT UNLIKE A CHILD'S WADING POOL CAN BE USED IN A PINCH. RESULT:YOU CAN DO WATER MAGIC FOR THE NEXT TWENTY-FOUR HOURS AND RECIEVE NORMAL MANA RESTORATION. MANA COST:0 # OF ROLLS:7
DETECT WATER RESEARCH:0 PREREQUISITE(S):COMPLETE IMMERSION TIME:1min. DURATION:1hr. RANGE:SELF AREA:2500'radius circle ACTIVITY:ATTUNE YOURSELF TO WATER. SEEK IT OUT, UNCLOTHED AND ON FOOT. RESULT:WHEN WATER IS IN RANGE, YOU WILL FEEL THE DAMPNESS. AFTER A MOMENT OF TURNING IN A SLOW CIRCLE, YOU WILL SENSE THE DIRECTION AND AMOUNT. THIS WILL NOT DETECT THE WATER IN A LIVING BEING. MANA COST:1 # OF ROLLS:6
MIST RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1rd. DURATION:AS MAINTAINED RANGE:300' AREA:50'radius circle ACTIVITY:CONCENTRATE ON RAISING THE TOP LAYER OFF A BODY OF WATER TO CREATE A DENSE MIST. RESULT:THE MIST WILL RISE TO FILL THE AREA AND THICKEN AS IT IS MAINTAINED. IF IT IS CENTERED ON THE CASTER, IT WILL MOVE WITH HIM OR HER. OTHERWISE, IT IS STATIONARY. AFTER IT IS DROPPED, IT WILL DISPERSE AS IF IT WERE NATURAL. MANA COST:1 TO START PLUS ONE EVERY FOUR ROUNDS. # OF ROLLS:6
CREATE MIST RESEARCH:3 PREREQUISITE(S):MIST TIME:2rds. DURATION:AS MAINTAINED RANGE:300' AREA:30' radius circle ACTIVITY:SPRINKLE A HANDFUL OF WATER IN THE DIRECTION OF THE TARGET AREA. RESULT:WATER FROM THE ELEMENTAL PLANE WILL ENTER THE TARGET AREA AND ACT AS PER THE SPELL MIST. MANA COST:8 TO START PLUS ONE EVERY FOUR ROUNDS. # OF ROLLS:4
CHOKING MIST RESEARCH:3 PREREQUISITE(S):MIST TIME:2rds. DURATION:AS MAINTAINED RANGE:300' AREA:30' radius circle. ACTIVITY:USING EITHER A NATURAL MIST OR ONE THAT YOU HAVE CREATED, CONCENTRATE ON CHANGING THE NATURE OF THE WATER IN THE TARGET AREA. RESULT:ANYONE IN THE TARGET AREA WILL HAVE ONE CONSTITUTION SAVE ATTEMPT. THOSE WHO SUCCEED WILL FEEL SOMETHING WRONG WITH THEIR BREATHING BUT SUFFER NO OTHER ILL EFFECTS. THOSE WHO FAIL WILL FALL UNCONSCIOUS AT -11 HIT POINTS. ANYONE WHO SUCCEEDS IN THE SAVE AND STAYS IN THE TARGET AREA WILL HAVE TO SAVE ON EACH SUBSEQUENT ROUND SPENT IN THE AREA. ANYONE ENTERING OR REENTERING THE TARGET AREA WHILE IT IS ACTIVE WILL HAVE TO SAVE. ANY VICTIM LYING IN THE TARGET AREA WILL LOSE 3 HIT POINTS PER ROUND AS LONG AS THE SPELL IS ACTIVE. MANA COST:16 TO START PLUS ONE EVERY FOUR ROUNDS # OF ROLLS:2
HEAT (OR COOL) WATER RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:3rds. DURATION:AS MAINT. RANGE:50' AREA:50' radius globe of water. ACTIVITY:CONTROL "MAXWELL'S DEMONS " WITH HAND MOTIONS. RESULT:TEMPERATURE WILL CHANGE AT 10*N DEGREES FAHRENHEIT PER ROUND. THIS IS AN EXTREMELY HIGH MAINTANANCE SPELL! MANA COST:4 TO THE POWER OF N, EVERY ROUND. # OF ROLLS:4 MINUS N, ROLL EVERY ROUND EYE BLUR RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1rd. DURATION:2to24hrs. RANGE:N*30' AREA:ONE BEING ACTIVITY:MAKE GESTURES TO DRAW OUT THE WATER IN THE VICTIM'S TEAR DUCTS. RESULT:THE VICTIM'S EYES FILL WITH TEARS. THIS WILL REDUCE HIS OR HER ADD FOR MISSILE ATTACKS BY FIFTEEN AND FOR MELEE ATTACKS BY FIVE. MANA COST:2 TO THE POWER OF N # OF ROLLS:6 MINUS N
MOVE WATER RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1to5 minutes DURATION:AS MAINTAINED RANGE:TOUCH AREA:UP TO 5,000 GALLONS OF WATER . ACTIVITY:TOUCH THE SURFACE OF A BODY OF WATER AND LEAD IT ACROSS THE LAND. RESULT:THE WATER FOLLOWS. MANA COST:1 PER 500 GALLONS PER HOUR # OF ROLLS:5
WAVE ATTACK RESEARCH:2 PREREQUISITE(S):MOVE WATER TIME:1min. DURATION:PERMANENT RANGE:1/4mile AREA:900' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:A MODERATE WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. SEAWORTHY SHIPS ON THE OPEN WATER WOULD LIKELY SUFFER LITTLE OR NO HARM. THE SAME SHIPS BY THE SHORE WOULD PROBABLY BE DRIVEN AGROUND. SMALL BUILDINGS WOULD BE SWAMPED ON AN AFFECTED SHORELINE, ETC. . . MANA COST:12 # OF ROLLS:5
MAJOR WAVE ATTACK RESEARCH:2 PREREQUISITE(S):WAVE ATTACK TIME:1min. DURATION:PERMANENT RANGE:1mile AREA:1600' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:A POWERFUL WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. VERY SEAWORTHY SHIPS ON THE OPEN WATER WOULD LIKELY SUFFER LITTLE OR NO HARM. THE SAME SHIPS BY THE SHORE WOULD CERTAINLY BE DRIVEN AGROUND. ALL BUILDINGS WOULD BE SWAMPED ON AN AFFECTED SHORELINE, ETC. . . MANA COST:24 # OF ROLLS:3
TSATSUMI RESEARCH:2 PREREQUISITE(S):MAJOR WAVE ATTACK TIME:1min. DURATION:PERMANENT RANGE:4miles AREA:6400' of shoreline or ships and boats. ACTIVITY:SWEEP YOUR ARM MAJESTICALLY FROM THE DEEPS TO THE TARGET AREA. RESULT:AN ENORMOUS WAVE SWEEPS OVER THE TARGET AREA AND THEN RECEDES NATURALLY. DAMAGE WOULD DEPEND ON THE NATURE OF THE TARGET. SEAWORTHY SHIPS ON THE OPEN WATER WOULD HAVE A FAIR CHANCE OF SURVIVAL IF WELL HANDLED. THE SAME SHIPS BY THE SHORE WOULD BE CRUSHED AGAINST THE LAND. BUILDINGS WOULD BE SWAMPED. MOST WOULD BE DESTROYED, THESTURDIEST WOULD BE MERELY FLOODED. MANA COST:48 # OF ROLLS:2
PURIFY WATER RESEARCH:1 PREREQUISITE(S):COMPLETE IMMERSION TIME:1minute per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER OF WATER ACTIVITY:FILL A CONTAINEER WITH IMPURE WATER AFTER TAKING OUT ALL THE TWIGS AND OTHER LARGE IMPURITIES. TOUCH THE CONTAINER AND DRAW OUT THE IMPURITIES WITH YOUR POWER. RESULT:THE SURFACE OF THE CONTAINER WILL "SWEAT " OUT THE IMPURITIES, LEAVING CHEMICALLY PURE WATER. MANA COST:1per gallon # OF ROLLS:4 REMOVE POISON RESEARCH:2 PREREQUISITE(S):PURIFY WATER TIME:5minutes DURATION:PERMANENT RANGE:TOUCH AREA:ONE LIVING BEING ACTIVITY:PULL OUT THE POISON IN THE BLOOD STREAM. RESULT:THE POISON WILL APPEAR ON THE GROUND. MANA COST:3 TO WHATEVER POWER IS DESIRED # OF ROLLS:FROM 4? TO 3 ROLLS DEPENDING ON THE VIRULANCE OF THE POISON AND THE AMOUNT OF MANA USED (GM'S DISCRETION)
CREATE WATER RESEARCH:2 PREREQUISITE(S):CREATE MIST AND PURIFY WATER TIME:1hr. per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER ACTIVITY:CONCENTRATE ON PULLING WATER INTO THE CONTAINER. RESULT:WATER WILL COME IN FROM THE ELEMENTAL PLANE. MANA COST:3per gallon # OF ROLLS:4
CREATE FOOD RESEARCH:2 PREREQUISITE(S):CREATE WATER TIME:2hrs. per gallon DURATION:PERMANENT RANGE:TOUCH AREA:A CONTAINER ACTIVITY:AS CREATE WATER BUT ALSO DRAW IN SMALL NON-SAPIENT ELEMENTALS FROM THE PLANE OF WATER. RESULT:A THIN NOURISHING (yucky) SOUP THAT IS SURPRISINGLY PALATABLE (to whom?). ONE QUART CAN KEEP A MAN ALIVE (but miserable) for twenty-four hours. MANA COST:8 per gallon # OF ROLLS:3
CAUSE RAIN RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:2hrs. DURATION:1 to 8hrs. RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. RESULT:AS MUCH RAIN AS THE AVAILABLE CLOUDS CAN PRODUCE. MANA COST:8 # OF ROLLS:3
CAUSE HAIL RESEARCH:2 PREREQUISITE(S):CAUSE RAIN TIME:2hrs. DURATION:1 to 8hrs. RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. TURN IT TO HAIL. RESULT:AS MUCH HAIL AS THE AVAILABLE CLOUDS CAN PRODUCE. MANA COST:16 # OF ROLLS:3
KILLING HAIL RESEARCH:2 PREREQUISITE(S):CAUSE HAIL TIME:2hrs. DURATION:FIVE TO FORTY MINUTES RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:DRAW RAIN FROM EXISTING CLOUDS WITH YOUR POWER OVER WATER. TURN IT INTO A BRUTAL FALL OF HAIL. RESULT:AS MUCH HAIL AS THE AVAILABLE CLOUDS CAN PRODUCE. HAIL IN THIS CONCENTRATION WILL DESTROY FLIMSY STRUCTURES AND KILL PLANTS OTHER THAN STURDY TREES AND SOME TENACIOUS SMALLER SPECIES. IT WILL DO 4D8 BLUNT DAMAGE PER MINUTE TO ANYONE CAUGHT IN THE OPEN. MANA COST:32 # OF ROLLS:2
GATHER CLOUDS RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:1 to 24hrs DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:ONE MILE RADIUS ACTIVITY:STAND WITH YOUR HANDS RAISED. CREATE AN ELEMENTAL FOCUS TO DRAW CLOUDS. RESULT:THE CLOUDS GATHER INTO A COMPACT MASS. THE TIME FOR THE SPELL DEPENDS ON THE AVAILABILITY OF CLOUDS AND THE SPELL MAY BE IMPOSSIBLE IN SOME CASES. MANA COST:4 # OF ROLLS:3
SCATTER CLOUDS RESEARCH:1 PREREQUISITE(S):GATHER CLOUDS TIME:10minutes DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:TWO MILE RADIUS ACTIVITY:WHIRL IN A CIRCLE MAKING PUSHING MOTIONS TOWARD THE SKY AND SINGING "RAIN RAIN, GO AWAY ". RESULT:THE CLOUDS WILL DISPERSE FROM THE AREA AND NOT RETURN UNTIL NATURE OR ANOTHER SPELL CAUSES THEM TO. MANA COST:6 # OF ROLLS:6
CREATE CLOUDS RESEARCH:2 PREREQUISITE(S):GATHER CLOUDS; CREATE MIST TIME:1hr. DURATION:PERMANENT RANGE:LINE-OF-SIGHT AREA:ONE MILE RADIUS ACTIVITY:OPEN A CHANNEL TO THE PLANE OF WATER AND BRING IN MIST TO FORM A CLOUD. RESULT:YOU HAVE THICK CLOUDS WHICH CAN BE USED FOR MANY PURPOSES INCLUDING OTHER SPELLS. MANA COST:32 # OF ROLLS:3
LIGHTNING STRIKE RESEARCH:5 PREREQUISITE(S):CAUSE RAIN TIME:4rds. DURATION:PERMANENT RANGE:2500' AREA:15' RADIUS CIRCLE ACTIVITY:DRAW LIGHTNING FROM A CLOUD (YOU MUST HAVE A CLOUD) RESULT:DOES (D6+N)SQUARED LIGHTENING DAMAGE ZOTT!! MANA COST:3 TO THE POWER OF N # OF ROLLS:7 MINUS N
WATER BREATHING RESEARCH:4 PREREQUISITE(S):COMPLETE IMMERSION TIME:Nrds. DURATION:Nhrs. RANGE:TOUCH AREA:ONE BEING ACTIVITY:ATTUNE THE BEING TO BREATH WATER. RESULT:THE BEING CAN BREATHE WATER AND WILL NOT GET THE "BENDS ". IT ALSO WILL HAVE NEGATIVE BOUYANCY IN WATER. MANA COST:N ON SELF; 10*N ON ANOTHER, NO COST FOR DOING IT ON A FISH. # OF ROLLS:3
WATER WEAPON RESEARCH:2 PREREQUISITE(S):WATER BREATHING TIME:1rd. DURATION:PERMANENT RANGE:1250' AREA:ONE BEING IN THE WATER ACTIVITY:AN ARCANE UNDERWATER SHOUT. RESULT:DOES N*(D6 SQUARED) DAMAGE TO THE TARGET. MANA COST:N POINTS # OF ROLLS:7 MINUS N
AREA WATER WEAPON RESEARCH:2 PREREQUISITE(S):WATER WEAPON TIME:2rds. DURATION:PERMANENT RANGE:2500' AREA:50'radius circle ACTIVITY:AN ARCANE UNDERWATER SHOUT. RESULT:DOES N*(D6 SQUARED ) TO ALL IN AREA. MANA COST:4*N # OF ROLLS:5 MINUS N
WATER VISION RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:Nrds. DURATION:Nhrs. RANGE:TOUCH AREA:ONE BEING ACTIVITY:TOUCH THE EYES AND ATTUNE THEM TO WATER. RESULT:THE SUBJECT DEVELOPS THE ABILITY TO "SEE " OBJECTS IN THE SURROUNDING WATER BY FEELING THE VIBRATIONS COMING FROM THEM. THIS RESULTS IN THE EQUIVALENT OF EYESIGHT IN BROAD DAYLIGHT FOR A DISTANCE OF 500' BUT LARGE OR NOISY OBJECTS CAN BE SEEN FOR UP TO THREE TIMES THAT DISTANCE. MANA COST:N ON SELF; 10*N ON OTHERS # OF ROLLS:3
SNOW (ICE) BALLS RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:1 rd. DURATION:PERMANENT RANGE:SNOWBALLS WITHIN 10' AREA:TARGET WITHIN 200' ACTIVITY:THROW A SYMBOLIC SNOWBALL. RESULT:SNOWBALLS FLY UNNERINGLY TO TARGET AND DO d10 BLUNT DAMAGE. SUBTRACT ARMOR FROM EACH SNOWBALL'S DAMAGE. MANA COST:3*N FOR N SNOWBALLS # OF ROLLS:6 MINUS N
BIG SNOWBALLS RESEARCH:2 PREREQUISITE(S):SNOWBALLS TIME:1 rd. DURATION:PERMANENT RANGE:SNOWBALLS WITHIN 10' AREA:TARGET WITHIN 250' ACTIVITY:THROW A SYMBOLIC SNOWBALL. RESULT:EACH BIG SNOWBALL DOES 3d10 BLUNT DAMAGE. MANA COST:6*N FOR N SNOWBALLS # OF ROLLS:4 MINUS N
SNOW SCULPTURE RESEARCH:2 PREREQUISITE(S):SNOWBALLS TIME:1 rd. DURATION:N DAYS RANGE: TOUCH AREA: A SNOW STATUE ACTIVITY:BUILD OR CAUSE TO BE BUILT A SNOW STATUE OF A KNOWN CREATURE. THE TIME TO BUILD THE STATUE IS NOT INCLUDED IN THE TIME FOR THE SPELL AND WILL BE ADJUDICATED BY YOUR GM. AFTER IT IS COMPLETED, TOUCH IT ON THE HEART, THE LOINS AND THE NOSTRILS. RESULT:THE CREATURE WILL LOOK NORMAL. IT WILL MOVE TO A LIMITED EXTENT BUT NOT TRAVEL. IT WILL MENACE INTRUDERS BUT IT CANNOT FIGHT. A DAY OF ABOVE FREEZING TEMPERATURES OR ANY CONTACT WITH FIRE WILL DESTROY IT. MANA COST: 3*N FOR SMALL / 4*N FOR MAN SIZED/ 5*N FOR TROLL SIZED /MORE FOR LARGER (THESE CAN BE RECHARGED) # OF ROLLS:4
SNOW GUARDIAN RESEARCH:4 PREREQUISITE(S):SNOW SCULPTURE TIME:1 rd. DURATION:N DAYS RANGE:TOUCH AREA:A SNOW STATUE ACTIVITY:BUILD OR CAUSE TO BE BUILD A SNOW STATUE OF A KNOWN CREATURE. THE TIME TO BUILD THE STATUE IS NOT INCLUDED IN THE TIME FOR THE SPELL AND WILL BE ADJUDICATED BY YOUR GM. AFTER IT IS COMPLETED, TOUCH IT ON THE HEART, THE LOINS, THE NOSTRILS, THE EARS AND THE EYES. RESULT:THE CREATURE WILL LOOK NORMAL. IT WILL MOVE TO A LIMITED EXTENT BUT NOT TRAVEL. IT WILL MENACE INTRUDERS AND FIGHT AS A PRIME EXAMPLE OF ITS KIND BUT IT WILL HAVE NO TACTICAL ABILITY SINCE IT IS JUST A SNOW STATUE. AND SO, IT CANNOT THINK. A DAY ABOVE FREEZING TEMPATURES OR ANY CONACT WITH FIRE WILL DESTROY IT. MANA COST: 9*N FOR SMALL/ 16*N FOR MAN SIZED/25*N FOR TROLL SIZED/MORE FOR LARGER (THESE CAN BE RECHARGED) # OF ROLLS:2
WATER ELEMENTALS
Water Elementals can be summoned in the hour of dew, that is the hour centered around the dawn or the dusk. They may be summonmed in any natural body of water. They are summoned by a sacrifice of mana. While Water Elementals lack greed for material gain, their taste for peace and quiet makes them difficult to involve in an adventure. They do like to see the boundries of the waters extended over the dry land but it is difficult for most magicians to offer such events as a bribe. About the only other inducement a summoner might try is a further sacrificeo of mana. Otherwise, the summoner must make many control rolls. The basis for controlling an Elemental is Will, or Stability plus Charisma plus three times level , in other words:
WILL =((STABILITY + CHARISMA)/2)+3*L
If the summoner fails a control roll, the Water Elemental is free to do as it wishes, which is usually to return to its own plane. The following chart gives the situations under which a control roll is needed and the usual number of rolls for each situation. The GM should subtract rolls if the Elemental has been subject to abuse. Rolls may be added for establishing a solid business-like relationship with the Elemental.
* In most cases, the Elemental will be readily amenable to dismissal. In a tiny minority of cases, a control attempt will be needed.
! A failed attempt to regain control will cause the Elemental to attack or flee to its own plane. A succesful attempt will bring the Elemental back into line.
SUMMON WAVELET RESEARCH:2 PREREQUISITE(S):COMPLLETE IMMERSION TIME:10min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:WADE INTO A POND OR BROOK OR A LARGER BODY AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A WAVELET APPEARS. MANA COST:1,SACRIFICED. # OF ROLLS:9
CONTROL WAVELET RESEARCH:0 PREREQUISITE(S):SUMMON WAVELET TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
SUMMON WAVE RESEARCH:2 PREREQUISITE(S):SUMMON WAVELET TIME:15min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:ENTER A SIZEABLE STREAM OR A LARGER BODY AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:A WAVE APPEARS MANA COST:1 OR MORE POINTS, SACRIFICED # OF ROLLS:THE NUMBER SACRIFICED
CONTROL WAVE RESEARCH:0 PREREQUISITE(S):SUMMON WAVE TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
SUMMON DEEPWAVE RESEARCH:2 PREREQUISITE(S):SUMMON WAVE TIME:60min. DURATION:UNTIL LOST OR DISMISSED RANGE:10' AREA:THE ELEMENTAL ACTIVITY:ENTER A LARGE LAKE, A MIGHTY RIVER OR THE OCEAN ITSELF AND OPEN YOURSELF TO THE PLANE OF WATER. THIS SPELL, WHETHER SUCCESFUL OR NOT, CANNOT BE REPEATED BUT MUST BE STARTED FROM SCRATCH TO GET A SECOND ELEMENTAL. RESULT:AN DEEPWAVE APPEARS MANA COST:2 OR MORE POINTS, SACRIFICED # OF ROLLS:.5*(THE NUMBER SACRIFICED)
CONTROL DEEPWAVE RESEARCH:0 PREREQUISITE(S):SUMMON DEEPWAVE TIME:INSTANT DURATION:UNTIL NEEDED AGAIN RANGE:1000' AREA:THE ELEMENTAL ACTIVITY:OVERCOME BY FORCE OF WILL. RESULT:THE ELEMENTAL WILL OBEY. MANA COST:1 # OF ROLLS:SEE THE CHART
THE ELEMENTALS THEMSELVES
Water Elementals are generally good-natured and mild but not really friendly. Intelligent conversation and the extension of water over the land are about all that please them.
SHARED QUALITIES 1. It has a telepathic link to its summoner, up to 1000' 2. It can see in the Water even without light of any kind 3. It takes only half damage from Fire Magick and only half damage from DragonFire, mundane fire and Fire Elementals. 4. It can move through the water at 2400 feet per minute (that is 120' per melee round.) 5. It takes double damage from Earth Magic. 6. It cannot exist on dry land for more than fifteen minutes, its movement on dry land is limited to 600 feet per minute.
WAVELET
A Wavelet resembles a pale or transparent octupus about three feet across. It is not very brave. TC: 4 DA: 5 HTK: 30 ATTACKS:4 arms can attack/ add +10/2D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '20'. SPELL%:40 MANA:36 SPELLS:MIST, WATER BREATHING, WATER WEAPON
WAVE
A Wave resembles a pale or transparent squid about seven feet across. It is somewhat less timid than a wavelet. TC: 5 DA: 6 HTK: 45 ATTACKS:4 arms can attack/ add +12/3D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '24'. SPELL%:50 MANA:48 SPELLS:MIST, WATER BREATHING, WATER WEAPON,AREA WATER WEAPON, WATER VISION
DEEPWAVE
A Deepwave resembles a pale or transparent krakken about fifteen feet across. It is calm and easygoing rather than timid. TC: 3 DA: 12 HTK: 270 ATTACKS:4 arms can attack/ add +14/5D12 CONSTRICTION PLUS, IF TWO ARMS OR MORE GRAB HOLD, IT CAN PULL THE VICTIM UNDER TO DROWN. IT HAS A STRENGTH OF '30'. SPELL%:60 MANA:96 SPELLS:ALL WATER SPELLS AND ALL SENSORY EXTENSION SPELLS.
ICE/SNOW ELEMENTALS
ICE AND SNOW ELEMENTALS ARE SUMMONED IN THE COLDEST HOUR, THAT IS THE THIRD AFTER MIDNIGHT. THEY ARE SUMMONED WITH THE SACRIFICE OF MANA AND A MATERIAL GIFT. THE SUMMONING MUST TAKE PLACE OUTDOORS IN FREEZING WEATHER. THESE ELEMENTALS ARE RATHER CRUDE AND SEEM SOLELY INTERESTED IN MATERIAL THINGS.
SPECIAL TALENTS 1. CAN MOVE OVER ICE OR SNOW AT 1500' PER. MINUTE AND CAN MAINTAIN TLEPATHIC LINK WITH THE SUMMONER TO 500'. 2. IMMUNE TO NATURAL WINDS. TAKE ONLY HALF DAMAGE FROM AIR MAGIC.
SPECIAL PROBLEMS 1. THEY TAKE QUADRUPAL DAMAGE FROM FIRE. 2. THEY CANNOT SURVIVE AN HOUR 33 TO 42 DEGREES FAHRENHEIT OR THIRTY MINUTES FROM 43 TO 72. ABOVE 72 DEGREES. THEY AUTOMATICALLY FLEE TO THEIR OWN PLANE.
RELATED SPELLS
SUMMON SNOW SPRITE RESEARCH:2 PREREQUISITE(S):COMPLETE IMMERSION TIME:10 min. DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A SMALL BRIGHT OBJECT ON THE SNOW OR ICE. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A SNOW SPRITE. MANA COST:3 # OF ROLLS:4.
CONTROL SNOW SPRITE RESEARCH:0 PREREQUISITE(S):SUMMON SNOW SPRITE TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL THE ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:6 OR FEWER, SEE CHART
SUMMON ICE BEAR RESEARCH:2 PREREQUISITE(S):SUMMON SNOW SPRITE TIME:20 min.DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A SMALL DEAD ANIMAL ON THE ICE OR SNOW. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A ICE BEAR. MANA COST:1 TO 6 POINTS SACRIFICED # OF ROLLS:1+ THE NUMBER OF POINTS SACRIFICED
CONTROL ICE BEAR RESEARCH:0 PREREQUISITE(S):SUMMON ICE BEAR TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:4 OR FEWER, SEE CHART.
SUMMON FROST GIANT RESEARCH:2 PREREQUISITE(S):SUMMON ICE BEAR TIME60 mins.DURATION:UNTIL LOST OR DISMISSED (NOT REPEATABLE) RANGE:10' AREA:THE ELEMENTAL ACTIVITY:PLACE A LARGE DEAD ANIMAL ON THE SNOW OR ICE. SET UP A PSYCHIC TRAP WITH YOUR POWER. RESULT:YOU WILL CATCH A FROST GIANT. MANA COST:2 OR MORE POINTS SACRIFICED # OF ROLLS:.5* THE NUMBER OF POINTS SACRIFICED. ADD FOR A SAPIENT SACRIFICED: 1 ROLL IF THE SACRIFICE WAS A ENEMY/ TWO ROLLS IF AN INNOCENT STRANGER/ 3 ROLLS IF AN INNOCENT AQUAINTANCE /5 ROLLS IF A FRIEND OR CLOSE ALLY.
CONTROL FROST GIANT RESEARCH:0 PREREQUISITE(S):SUMMON FROST GIANT TIME:5 sec. DURATION:UNTIL NEEDED AGAIN RANGE:500' AREA:THE ELEMENTAL ACTIVITY:CONTROL ELEMENTAL BY FORCE OF WILL. RESULT:THE ELEMENTAL OBEYS. MANA COST:1 # OF ROLLS:2 OR FEWER, SEE CHART.
THE ELEMENTALS THEMSELVES
SNOW SPRITE
Appears to be an artic fox. The snow sprite is a tricky ally but not usually dangerous. It loves shiny objects, especially gems. TC:0 DA:2 HTK:15 ATTACKS:BARK:50" RADIOUS CIRCLE, (D4)SQUARED DAMAGE PLUS ONE ROUND STUN. CONSTITUTION SAVE VERSUS STUN ONLY, ONE ROLL.
ICE BEAR
Appears to be a polar bear. It loves meat and appears to be the least sapient of the elementals. TC:3 DA:8 HTK:90 ATTACKS:2 PAWS:add +12, 3D12 BLUNT DAMAGE.
FROST GIANT
Appears as a huge biped with a frost covered beard. Its general aspect seems ogrish or trollish depending on whom you ask. This 12' tall creature is vicious, greedy and untrustworthy. TC:5 DA:16 HTK:270 ATTACKS:CLUB: add +18, 8D12 BLUNT DAMAGE..
# OF ROLLS TO CONTROL WATER ELEMENTALS
Situation |
Wavelet |
Wave |
DeepWave |
1Hr. in Water |
09 |
06 |
03 |
1/4Hr. in Wet |
06 |
03 |
01 |
1/4Hr. on Dry Land |
03 |
01 |
3? |
Easy Melee |
03 |
03 |
01 |
Tough Melee |
01 |
01 |
03? |
Suicidal Melee |
3? |
3? |
9? |
Resisted Dismissal |
09 |
06 |
03 |
Regain Control! |
03 |
03 |
01 |
# OF ROLLS TO CONTROL ICE OR SNOW ELEMENTALS
Situation |
SnowSprite |
FrostBear |
Ice Giant |
1Hr Below Freezing |
06 |
03 |
02 |
1/4Hr.33 to 42 |
03 |
02 |
2? |
1/4Hr. 43 to 70 |
01 |
2? |
3? |
Easy Melee |
06 |
04 |
02 |
Tough Melee |
03 |
02 |
01 |
Suicidal Melee |
3? |
3? |
9? |
Resisted Dismissal |
02 |
2? |
3? |
Regain Control! |
02 |
01 |
2? |
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CONTROLLING ELEMENTALS
# OF ROLLS TO CONTROL EARTH ELEMENTALS
Situation |
EGnome |
EBeast |
DGnome |
ELordling |
1Hr. Underground |
08 |
04 |
04 |
02 |
1/4 Above |
08 |
04 |
04 |
02 |
Easy Melee |
04 |
06 |
04 |
03 |
Tough Melee |
03 |
05 |
02 |
01 |
Suicidal Melee |
01 |
02 |
2? |
3? |
Resisted Dismissal |
06 |
04 |
05 |
01 |
Regain Control! |
02 |
2? |
2? |
3? |
# OF ROLLS TO CONTROL AIR ELEMENTALS
Situation |
AirImp |
LWind |
Djinn |
1Hr. |
05 |
04 |
03 |
Easy Melee |
03 |
03 |
04 |
Tough Melee |
02 |
02 |
03 |
Suicidal Melee |
2? |
3? |
4? |
Resisted Dismissal |
05 |
03 |
01 |
Regain Control! |
03 |
02 |
2? |
# OF ROLLS TO CONTROL FIRE ELEMENTALS
Situation |
FireImp |
Flame |
Afreet |
1Hr. |
05 |
02 |
01 |
Easy Melee |
03 |
03 |
04 |
Tough Melee |
02 |
01 |
02 |
Suicidal Melee |
01 |
2? |
2? |
Resisted Dismissal |
05 |
2? |
2? |
Regain Control! |
03 |
02 |
2? |
# OF ROLLS TO CONTROL WATER ELEMENTALS
Situation |
Wavelet |
Wave |
DeepWave |
1Hr. in Water |
09 |
06 |
03 |
1/4Hr. in Wet |
06 |
03 |
01 |
1/4Hr. on Dry Land |
03 |
01 |
3? |
Easy Melee |
03 |
03 |
01 |
Tough Melee |
01 |
01 |
03? |
Suicidal Melee |
3? |
3? |
9? |
Resisted Dismissal |
09 |
06 |
03 |
Regain Control! |
03 |
03 |
01 |
# OF ROLLS TO CONTROL ICE OR SNOW ELEMENTALS
Situation |
SnowSprite |
FrostBear |
Ice Giant |
1Hr Below Freezing |
06 |
03 |
02 |
1/4Hr.33 to 42 |
03 |
02 |
2? |
1/4Hr. 43 to 70 |
01 |
2? |
3? |
Easy Melee |
06 |
04 |
02 |
Tough Melee |
03 |
02 |
01 |
Suicidal Melee |
3? |
3? |
9? |
Resisted Dismissal |
02 |
2? |
3? |
Regain Control! |
02 |
01 |
2? |
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