D&D Revamped: The Principles of Fire Magic

Clay_More

First Post
Some of you know the revamped stuff I am working on, my little pet project, and I have gotten to a point where I am definining the various elements of magic. I have eight elements, those being Fire, Water, Air, Earth, Light, Dark, Natura and Arcane. The current element I am working on is Fire.

Fire
Fire naturally has the most offensive spells of all the elements. It also covers a small amount of feats that increase your non-magic offensive capabilities. Now, since Fire is so based on offensive spells, I looked for a way to make them interesting in their own right, instead of just designing alot of random offensive spells, and I got some ideas how to handle this.

Wrath Spells: Wrath spells are not offensive spells in their own right. They are enchantments that only affect the caster. They provide some benefit to his Fire spells. One caster is only allowed one Wrath spell on him at any given time. Currently I have quite a host of ideas for Wrath spells, including spells that increase Fire spell DC's, increase area of effect, increase your chance to hit with spells which require an attack roll, Wrath spells which grants bonuses against certain types of opponents. Wrath spells are supposed to act as a way for the caster to overcome the defences of his opponent. If your opponent has high Reflex saves, you boost your saving throw DC. If he has Fire Resistance, you can boost your ability to overcome it.
The reason Wrath spells are necessary for the fire mage is because he is highly focused on offensive magics. The Fire element has no real defensive spells, so the whole combat routine revolves around, pretty much, killing your opponent before he kills you.

Attack Roll Spells: The bulk of the offensive fire spells will be spells which requires the caster to succeed at an attack roll. All the good single-target spells fall into this category. Attack Roll spells become available at second spell level (there are no attack spell at all on first spell level).

Reflex Spells: This category includes the old-fashioned Fireball type spells, spells which affect an area. I am contemplating making them less effective against single targets than the attack roll spells, i.e. giving them damage slightly below that caused by the attack-roll spells.

Instant Spells: The third type of attack spells available to the fire mage will be a series of spells which a casting time of instant or interrupting. As with the attack roll spells, you will receive them starting at spell level two. They are fast to cast, but they cost more than the other two types, and they usually cause less damage.

Bombard Spells: The last type of offensive spells are the Bombard spells. As with the Wrath spells, only one Bombard spell can be in effect at any given time. A Bombard spell creates a hovering sphere of fire next to the caster. As a free action, the caster can direct targets to his Bombard, targets it will assault with some form of fire attack as long as the target remains within range. None of the other elements will have anything similar to the Bombard spells. The Bombard spells will allow a fire mage to increase his offensive magic abilities in preparation for a fight, giving him an edge, damage-wise, over the casters that have to wait for the combat to actually ensue before they can cast offensive spells. The Bombard spells, as with the other types of spells, will come in a large number of variants. Some will be relatively simply Bombard spells which simply fire a dart or bolt of fire at the targeted enemy. Other Bombard spells will have incendiary effects which will increase damage taken from other spells, while some will fire effects that have area of effect.

My plan is to make at least one of each of the types of spell at each level. It sounds like alot, having a minimum of four different offensive spells to choose from at each level, but being a very offensive element, the fire mage needs to have a large and variable array of spells. Remember, that the magic system is designed so that you can not really specialise in more than two elements. You will be unable to cast spells outside of the elements you have focused on. Of course, the caster can always choose to spread out his specialisation to a huge number of elements, but this will significantly weaken his powers inside all elements (Jack of all trades, master of none).

Feats
The feats that I am contemplating for the fire school will allow the caster to specialise further in the different types of spells mentioned above. There will naturally be some generic feats for the fire element, feats that will cause all the spells to combust their targets, causing additional damage over time, for example. The majority of the feats will though focus on boosting a specific type of fire spell. Wrath feats will allow the Wrath spells to cost less, reduce their casting time, increase their potency, etc. Same goes for the other feats. So basically, I hope to end up with a set of spells and feats that allows you to design completely unique fire mages. You could imagine, for example, a fire mage which focuses heavily on his instant spells, a mobility based mage that will use the rest of the round to manouver away or around his foes. You could imagine a mage which goes for versatility, focusing heavily on improving his Wrath spells. You might imagine a mage which focused on plain, straight damage. Anyways, enough rambling, hope it all makes some kind of sense.
 

log in or register to remove this ad

FEATS

The feats below are by no means the complete list of feats I have intended for the Fire spells, they are mostly feats meant to improve the attack roll line of spells in the Fire list. I also included the beginning of the Wrath chain of spells, which will be finished later, just wanted a sample list of feats so that you can get a picture of how they will operate.

Coup de Flame
Requirements: Fire 5, Impact
You cause more damage with your Fire spells when attacking a stunned target.
Bonus: Your Fire spells will cause double damage when affecting a stunned target.

Critical Spellcasting
Requirements: Fire 1
Your Fire spells that require an attack roll to hit their target can also cause a critical hit.
Bonus: If you roll a 20 on your attack roll to hit a target with a Fire spell, your spell will cause double normal damage. As with a regular critical hit, you are required to succeed at a second attack roll to confirm your critical hit. If the second attack roll fails, you still hit your target, but the attack isn’t a critical hit.

Critical Spellcasting, Greater
Requirements: Fire 3, Critical Spellcasting, Improved, Magic Aim
You have a greater chance to critically hit your opponents when using Fire spells that require an attack roll.
Bonus: You will cause a critical hit on a roll of 19 or 20 when using a Fire spell that requires an attack roll.

Critical Spellcasting, Improved
Requirements: Critical Spellcasting
You have a greater chance to confirm a critical hit with your Fire spells.
Bonus: When your attack roll with a Fire spell falls within your critical range, you receive a +2 bonus to the second attack roll made to confirm your critical hit.

Impact
Requirements: Fire 4, Critical Spellcasting, Greater
You are able to stun your opponent for a brief period of time when you cause a critical hit on them with a Fire spell.
Bonus: When you cause a critical hit on an opponent with a Fire spell, and you cause damage to your opponent, he will be stunned for one full round.

Impact, Improved
Requirements: Fire 8, Impact
The duration of the stunning effect from the Brutal Flame feat is extended.
Bonus: When you cause a critical hit on an opponent with a Fire spell, and you cause damage, the stun duration will be two full rounds instead of one full round.

Magic Aim
Requirements: Fire 1
You have a greater chance of hitting your target with your Fire spells.
Bonus: You gain a +1 bonus to your attack roll when attempting to hit an enemy with a Fire spell.

Penetrating Fire
Requirements: Fire 2
Your Fire spells have a greater chance of penetrating spell resistance.
Bonus: Your Fire spells gain a +3 bonus to overcome any kind of Spell Resistance.

Penetrating Fire, Greater
Requirements: Fire 6
Your Fire spells have an even greater chance of penetrating spell resistance.
Bonus: Your Fire spells gain a +5 bonus to overcome any kind of spell Resistance.

Wrath Focus
Requirements: Fire 1
Your Wrath spells last longer
Bonus: The duration of all your Wrath spells is increased by 50%.

Wrath Specialisation
Requirements: Wrath Focus
Your Wrath spells cost less to cast.
Bonus: The casting cost of all your Wrath spells is reduced to half. This also affects the cost of any Alterations made to the Wrath spells.
 

SPELLS

Next up are the Fire spells, also a rather short list. I made a few simply to set the standards for spell damage and casting costs, and also to start work on the whole set of Fire spells. Going to finish up the Fire element before I start on anything else.

Fire Spells
(Level 1 Spells)

Burning Eyes
Requirements: Fire 1
Mana Cost: 1 MP
Range: Personal
Casting Time: Standard Action
Components: V, S
Duration: 1 hour (D)(P)

The drow patrol was on a full route. They had gone out to find the human invaders, to catch them in their sleep and cut their throats. Instead, the patrol had been ambushed; they had been blinded by a bright light emanating from the pathetic humans, caught unaware. Even now, the drow could see the humans behind them, chasing them through the gloomy tunnels of the underdark, their eyes still burning in the dark.

The Burning Eyes spell causes the caster’s eyes to glow like to burning embers. His eyes will emanate a cone of light that will illuminate an area of 30 ft. in front of him. The cone will be as brightly lit as if though it is engulfed in daylight. The caster will be able to clearly see any opponents in the illuminated area; he will even be able to read in otherwise complete darkness. If the spell is used in completely dark conditions, such as during the mid of night or in the underdark, the light will be visible from as far as a mile away.

Alterations

Affect Other
Requirements: Fire 2
Mana Cost: +1 MP
The Burning Eyes range increases from Personal to Touch. No Saving Throw is allowed, but the target can choose not to be affected by the spell.

Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +1 MP
The Burning Eyes spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.

Daylight
Requirements: Nature 3
Mana Cost: +12 MP
The light emanating from the Burning Eyes spell will be as strong and radiant as pure daylight. Any creatures that are hindered or damaged by sunlight will suffer the same effect when exposed to the light from the Burning Eyes spell. The Daylight alteration is not combinable with the Daylight alteration.

Extended
Requirements: None
Mana Cost: +2 MP
The area affected by Burning Eyes will be doubled, making the cone of light extend 60 ft. instead of the usual 30 ft.

Faerie Fire
Requirements: Air 2
Mana Cost: +5 MP
Any invisible creatures caught in the cone created by the spell will become visible as long as the spell is centered upon them.

Hidden Light
Requirements: Air 1
Mana Cost: +3 MP
The light emanating from the Burning Eyes spell will be invisible, only illuminating the area for the caster. To all others, even the allies of the caster, the area will still be covered in darkness. The Hidden Light alteration is not combinable with the Daylight alteration.

Penetrating Sight
Requirements: Earth 1
Mana Cost: +1 MP
The caster is able to see through thin layers of solid material with the Burning Eyes spell. This effect is too weak to penetrate solid walls, even a normal door cannot be penetrated, but the layer of metal or wood that surrounds a trap or lock can be seen through. The caster gains a +2 bonus to any Disarm Trap or Lockpick rolls while Burning Eyes is active.


Incendiary Field
Requirements: Fire 1
Mana Cost: 2 MP
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. Radius spread
Casting Time: Standard Action
Components: V, S
Duration: 1 minute (P)
Saving Throw: None
Spell Resistance: No

The flaming ammunition from the catapults was shrieking down on the entrenched troops. The heavily armored mage-warriors had closed in on their position, hidden behind heavy shields, to magically prepare the trenches for the bombardment. The air had an odd smell, a smell the troops in the trench couldn’t quite recognise. As the catapult payload hit, clay barrels filled with combustible material, their world became a sea of flames and pain.

Incendiary Field creates an area of highly combustible gas. The gas is not directly flammable, but it will increase the potency of any fire spells or effects used within the area. Any fire spell or effect used in the Incendiary Field will automatically cause maximum damage. In addition, any fire spell or effect that affects an area will affect an additional 5 ft. around it. The maximised damage will only apply to anyone caught within both the fire effect and Incendiary Field, but the increased area of effect will spread even outside the Incendiary Field, as long as the center of the effect is located inside the field.

Alterations

Cold Suppressive
Requirements: Fire 1
Mana Cost: +1 MP
The field suppresses any Cold spells or effects inside it. The damage caused by and spell or effect that causes Cold damage is halved inside the field.

Extended
Requirements: Fire 2
Mana Cost: +1 MP
The area of the Incendiary Field changes from a 20 ft. radius spread to a 30 ft. radius spread.

Increased Range
Requirements: Fire 2
Mana Cost: +2 MP
The range of the Incendiary Field changes from Close to Medium (100 ft. + 10 ft./level).

Selective
Requirements: Fire 3
Mana Cost: +4 MP
The caster of Incendiary Field can choose to excluse certain individuals from suffering the effect of his spell, even if they are inside the area. This alteration is typically used to allow allies of the caster to traverse the area without fear of enhanced fire attacks.


Wrath of Force
Requirements: Fire 1
Mana Cost: 2 MP
Range: Personal
Casting Time: Standard Action
Components: V, S
Duration: 10 minutes (D)(P)

The most important doctrine of offensive spellcasting is that your spells strike true, that they achieve the effect desired. Always aim for perfection, for fire leaves no room for error.

Wrath of Force imbues the caster with arcane energy, an energy which strenghtens any Fire spells he casts. While affected by Wrath of Force, the Fire spells of the caster have their Saving Throw DC increased by +2.
Special: Wrath of Force is a Wrath type spell. It is only possible to have one Wrath spell affecting you at any given time.

Alterations

Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +1 MP
The Wrath of Force spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.

Greater Force
Requirements: Fire 3
Mana Cost: +2 MP
The Saving Throw DC modifier increased to +3 instead of +2.

Mighty Force
Requirements: Fire 5
Mana Cost: +4 MP
The Saving Throw DC modifier is increased to +4 instead of +2.



Fire Spells
(Level 2 Spells)

Bombard of Scorching Rays
Requirements: Fire 2
Mana Cost: 3 MP
Range: Touch
Casting Time: Standard Action
Components: V, S
Duration: 3 rounds + 1 round/level
Saving Throw: None
Spell Resistance: Yes (special)

The small sphere was following closely behind Kervan. While he hurried down the small alley, his bombard was still firing of rays of fire. Kervan might be outnumbered, but he had made sure that if his assailants intended to keep up the pursuit, they would pay a steep price.

Bombard of Scorching Rays conjures a small sphere of yellow flames. Once per round, the sphere is able to fire a thin ray of yellow flame at any target designated by the caster within 60 ft. of the sphere. The ray always hits its target and causes 1d3 points of Fire damage. No Saving Throw is allowed to avoid this damage, but it is possible to resist it with Spell Resistance. A new Spell Resistance check is rolled each time the opponent is struck by a ray. The Bombard of Scorching Rays will continue to attack an opponent as long as it is not given a new order. It counts as an Instant action to give a bombard a new order. The caster gives orders mentally. If the target goes outside the maximum range of the bombard, it will cease firing unless given a new target that is within range.
Special: Bombard of Scorching Rays is a Bombard type spell. It is only possible to have one Bombard type spell in effect at any given time. A bombard will always follow the caster closely, always staying within 5 ft. of him, circling around him. The bombard itself has no physical form and cannot be touched or moved with physical force.

Alterations

Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +2 MP
The Bombard of Scorching Rays spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.

Greater Rays
Requirements: Fire 3
Mana Cost: +1 MP
The damage caused by the rays fired from the Bombard of Scorching Rays is increased to 1d4 points of Fire damage.

Invisibility
Requirements: Air 2
Mana Cost: +2 MP
The Bombard of Scorching Rays becomes invisible. It is still possibly to determine its location since the rays it fires are visible, but it cannot be targeted by any spells unless the caster has some means with which to detect invisible objects.


Flame Dart
Requirements: Fire 2
Mana Cost: 2 MP
Range: Medium (100 ft. + 10 ft./level)
Casting Time: Standard Action
Components: V, S
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Strive for simplicity before complexity. If a simple, straightforward spell does the job, why use anything else. When you study the tactics of combat spellcasting, you will quickly learn that less is indeed more.

You create a flaming dart in your hand that hurls itself at any target you designate. You must succeed on an attack roll to hit your target. The dart deals 2d8 points of Fire damage.

Alterations

Bewildering Flight
Requirements: Fire 3
Mana Cost: +2 MP
The missile created by Flame Dart will approach its target following a curved path, instead of taking the direct path. The target will be denied his Dexterity bonus to his Defence Class, as the missile is virtually impossible to avoid.

Critical Mass
Requirements: Fire 2
Mana Cost: +1 MP
The Flame Dart will cause triple damage on a critical hit instead of double damage. This alteration only works if the caster has the Critical Spellcasting feat.

Increased Range
Requirements: Fire 2
Mana Cost: +1 MP
The range of Flame Dart becomes doubled.


Wrath of Precision
Requirements: Fire 2
Mana Cost: 4 MP
Range: Personal
Casting Time: Standard Action
Components: V, S
Duration: 10 minutes (D)(P)

From the walls of the small fort, the young mage unleashes volley after volley of fiery death upon the assailants. Each bolt of fire struck true, striking down the invading troops one at a time. His aim was perfect, his spells were fierce and his compassion was non-existant.

Wrath of Precision increases the casters ability to aim his Fire spells. For the duration of the spell, the caster gains a +1 bonus to hit with any Fire spells that require an attack roll. If the caster has the Critical Spellcasting feat, his critical range is increased by one. This effect stacks with the effect of the Greater Critical Spellcasting feat.
Special: Wrath of Precision is a Wrath type spell. It is only possible to have one Wrath spell affecting you at any given time.

Alterations

Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +2 MP
The Wrath of Precision spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.

Greater Precision
Requirements: Fire 4
Mana Cost: +2 MP
The hit bonus is increased to +2 instead of +1.

Mighty Precision
Requirements: Fire 6
Mana Cost: +4 MP
The hit bonus is increased to +3 instead of +1.
 
Last edited:

Remove ads

Top