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D&D Revamped: The Principles of Fire Magic
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<blockquote data-quote="Clay_More" data-source="post: 3249775" data-attributes="member: 9813"><p><strong><span style="font-size: 10px">SPELLS</span></strong></p><p></p><p>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.</p><p></p><p><strong><span style="font-size: 12px">Fire Spells</span></strong></p><p>(<em>Level 1 Spells</em>)</p><p></p><p><strong><span style="font-size: 10px">Burning Eyes</span></strong></p><p><strong>Requirements:</strong> Fire 1</p><p><strong>Mana Cost: </strong> 1 MP</p><p><strong>Range:</strong> Personal</p><p><strong>Casting Time: </strong> Standard Action</p><p><strong>Components: </strong> V, S</p><p><strong>Duration:</strong> 1 hour (D)(P)</p><p></p><p><em>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.</em></p><p></p><p>The <em>Burning Eyes </em> 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. </p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Affect Other</strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The <em>Burning Eyes</em> range increases from Personal to Touch. No Saving Throw is allowed, but the target can choose not to be affected by the spell.</p><p></p><p><strong>Arcane Enforcement</strong></p><p><strong>Requirements:</strong> Arcane 2</p><p><strong>Mana Cost: </strong> +1 MP</p><p>The <em>Burning Eyes</em> spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. </p><p></p><p><strong>Daylight</strong></p><p><strong>Requirements:</strong> Nature 3</p><p><strong>Mana Cost:</strong> +12 MP</p><p>The light emanating from the <em>Burning Eyes</em> 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.</p><p></p><p><strong>Extended</strong></p><p><strong>Requirements:</strong> None</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The area affected by <em>Burning Eyes</em> will be doubled, making the cone of light extend 60 ft. instead of the usual 30 ft. </p><p></p><p><strong>Faerie Fire</strong></p><p><strong>Requirements:</strong> Air 2</p><p><strong>Mana Cost:</strong> +5 MP</p><p>Any invisible creatures caught in the cone created by the spell will become visible as long as the spell is centered upon them. </p><p></p><p><strong>Hidden Light</strong></p><p><strong>Requirements:</strong> Air 1</p><p><strong>Mana Cost: </strong> +3 MP</p><p>The light emanating from the <em>Burning Eyes</em> 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.</p><p></p><p><strong>Penetrating Sight</strong></p><p><strong>Requirements: </strong> Earth 1</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The caster is able to see through thin layers of solid material with the <em>Burning Eyes</em> 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.</p><p></p><p></p><p><strong><span style="font-size: 10px">Incendiary Field</span></strong></p><p><strong>Requirements:</strong> Fire 1</p><p><strong>Mana Cost:</strong> 2 MP</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> 20 ft. Radius spread</p><p><strong>Casting Time:</strong> Standard Action</p><p><strong>Components:</strong> V, S</p><p><strong>Duration:</strong> 1 minute (P)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance: </strong> No</p><p></p><p><em>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.</em></p><p></p><p><em>Incendiary Field</em> 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 <em>Incendiary Field</em>, 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.</p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Cold Suppressive</strong></p><p><strong>Requirements:</strong> Fire 1</p><p><strong>Mana Cost:</strong> +1 MP</p><p>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.</p><p></p><p><strong>Extended</strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost: </strong> +1 MP</p><p>The area of the <em>Incendiary Field</em> changes from a 20 ft. radius spread to a 30 ft. radius spread.</p><p></p><p><strong>Increased Range</strong></p><p><strong>Requirements: </strong> Fire 2</p><p><strong>Mana Cost: </strong> +2 MP</p><p>The range of the <em>Incendiary Field </em> changes from Close to Medium (100 ft. + 10 ft./level). </p><p></p><p><strong>Selective</strong></p><p><strong>Requirements: </strong> Fire 3</p><p><strong>Mana Cost:</strong> +4 MP</p><p>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.</p><p></p><p></p><p><strong><span style="font-size: 10px">Wrath of Force</span></strong></p><p><strong>Requirements:</strong> Fire 1</p><p><strong>Mana Cost:</strong> 2 MP</p><p><strong>Range:</strong> Personal</p><p><strong>Casting Time:</strong> Standard Action</p><p><strong>Components: </strong> V, S</p><p><strong>Duration: </strong> 10 minutes (D)(P)</p><p></p><p><em>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.</em></p><p></p><p><em>Wrath of Force</em> 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.</p><p>Special: Wrath of Force is a Wrath type spell. It is only possible to have one Wrath spell affecting you at any given time. </p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Arcane Enforcement</strong></p><p><strong>Requirements:</strong> Arcane 2</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The <em>Wrath of Force</em> spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. </p><p></p><p><strong>Greater Force</strong></p><p><strong>Requirements:</strong> Fire 3</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The Saving Throw DC modifier increased to +3 instead of +2.</p><p></p><p><strong>Mighty Force</strong></p><p><strong>Requirements: </strong> Fire 5</p><p><strong>Mana Cost:</strong> +4 MP</p><p>The Saving Throw DC modifier is increased to +4 instead of +2.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">Fire Spells</span></strong></p><p>(<em>Level 2 Spells</em>)</p><p></p><p><strong><span style="font-size: 10px">Bombard of Scorching Rays</span></strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost:</strong> 3 MP</p><p><strong>Range: </strong> Touch</p><p><strong>Casting Time: </strong> Standard Action</p><p><strong>Components:</strong> V, S</p><p><strong>Duration:</strong> 3 rounds + 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance: </strong> Yes (special)</p><p></p><p><em>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. </em> </p><p></p><p><em>Bombard of Scorching Rays </em> 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 <em>Bombard of Scorching Rays</em> 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. </p><p>Special: <em>Bombard of Scorching Rays </em> 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. </p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Arcane Enforcement</strong></p><p><strong>Requirements:</strong> Arcane 2</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The <em>Bombard of Scorching Rays</em> spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. </p><p></p><p><strong>Greater Rays</strong></p><p><strong>Requirements:</strong> Fire 3</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The damage caused by the rays fired from the <em>Bombard of Scorching Rays</em> is increased to 1d4 points of Fire damage.</p><p></p><p><strong>Invisibility</strong></p><p><strong>Requirements: </strong> Air 2</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The <em>Bombard of Scorching Rays </em> 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.</p><p></p><p></p><p><strong><span style="font-size: 10px">Flame Dart</span></strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost:</strong> 2 MP</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Casting Time:</strong> Standard Action</p><p><strong>Components:</strong> V, S</p><p><strong>Duration: </strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance: </strong> Yes</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Bewildering Flight</strong></p><p><strong>Requirements:</strong> Fire 3</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The missile created by <em>Flame Dart </em> 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. </p><p></p><p><strong>Critical Mass</strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The <em>Flame Dart</em> will cause triple damage on a critical hit instead of double damage. This alteration only works if the caster has the Critical Spellcasting feat.</p><p></p><p><strong>Increased Range</strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost:</strong> +1 MP</p><p>The range of <em>Flame Dart </em> becomes doubled.</p><p></p><p></p><p><strong><span style="font-size: 10px">Wrath of Precision</span></strong></p><p><strong>Requirements:</strong> Fire 2</p><p><strong>Mana Cost: </strong> 4 MP</p><p><strong>Range:</strong> Personal</p><p><strong>Casting Time: </strong> Standard Action</p><p><strong>Components:</strong> V, S</p><p><strong>Duration:</strong> 10 minutes (D)(P)</p><p></p><p><em>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.</em></p><p></p><p><em>Wrath of Precision</em> 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. </p><p><strong>Special:</strong> <em>Wrath of Precision</em> is a Wrath type spell. It is only possible to have one Wrath spell affecting you at any given time. </p><p></p><p><u><strong>Alterations</strong></u></p><p></p><p><strong>Arcane Enforcement</strong></p><p><strong>Requirements:</strong> Arcane 2</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The <em>Wrath of Precision </em> spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. </p><p></p><p><strong>Greater Precision</strong></p><p><strong>Requirements:</strong> Fire 4</p><p><strong>Mana Cost:</strong> +2 MP</p><p>The hit bonus is increased to +2 instead of +1.</p><p></p><p><strong>Mighty Precision</strong></p><p><strong>Requirements:</strong> Fire 6</p><p><strong>Mana Cost: </strong> +4 MP</p><p>The hit bonus is increased to +3 instead of +1.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 3249775, member: 9813"] [B][SIZE=2]SPELLS[/SIZE][/B] 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. [B][SIZE=3]Fire Spells[/SIZE][/B] ([I]Level 1 Spells[/I]) [B][SIZE=2]Burning Eyes[/SIZE][/B] [B]Requirements:[/B] Fire 1 [B]Mana Cost: [/B] 1 MP [B]Range:[/B] Personal [B]Casting Time: [/B] Standard Action [B]Components: [/B] V, S [B]Duration:[/B] 1 hour (D)(P) [I]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.[/I] The [I]Burning Eyes [/I] 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. [U][B]Alterations[/B][/U] [B]Affect Other[/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost:[/B] +1 MP The [I]Burning Eyes[/I] range increases from Personal to Touch. No Saving Throw is allowed, but the target can choose not to be affected by the spell. [B]Arcane Enforcement[/B] [B]Requirements:[/B] Arcane 2 [B]Mana Cost: [/B] +1 MP The [I]Burning Eyes[/I] spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. [B]Daylight[/B] [B]Requirements:[/B] Nature 3 [B]Mana Cost:[/B] +12 MP The light emanating from the [I]Burning Eyes[/I] 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. [B]Extended[/B] [B]Requirements:[/B] None [B]Mana Cost:[/B] +2 MP The area affected by [I]Burning Eyes[/I] will be doubled, making the cone of light extend 60 ft. instead of the usual 30 ft. [B]Faerie Fire[/B] [B]Requirements:[/B] Air 2 [B]Mana Cost:[/B] +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. [B]Hidden Light[/B] [B]Requirements:[/B] Air 1 [B]Mana Cost: [/B] +3 MP The light emanating from the [I]Burning Eyes[/I] 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. [B]Penetrating Sight[/B] [B]Requirements: [/B] Earth 1 [B]Mana Cost:[/B] +1 MP The caster is able to see through thin layers of solid material with the [I]Burning Eyes[/I] 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. [B][SIZE=2]Incendiary Field[/SIZE][/B] [B]Requirements:[/B] Fire 1 [B]Mana Cost:[/B] 2 MP [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] 20 ft. Radius spread [B]Casting Time:[/B] Standard Action [B]Components:[/B] V, S [B]Duration:[/B] 1 minute (P) [B]Saving Throw:[/B] None [B]Spell Resistance: [/B] No [I]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.[/I] [I]Incendiary Field[/I] 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 [I]Incendiary Field[/I], 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. [U][B]Alterations[/B][/U] [B]Cold Suppressive[/B] [B]Requirements:[/B] Fire 1 [B]Mana Cost:[/B] +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. [B]Extended[/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost: [/B] +1 MP The area of the [I]Incendiary Field[/I] changes from a 20 ft. radius spread to a 30 ft. radius spread. [B]Increased Range[/B] [B]Requirements: [/B] Fire 2 [B]Mana Cost: [/B] +2 MP The range of the [I]Incendiary Field [/I] changes from Close to Medium (100 ft. + 10 ft./level). [B]Selective[/B] [B]Requirements: [/B] Fire 3 [B]Mana Cost:[/B] +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. [B][SIZE=2]Wrath of Force[/SIZE][/B] [B]Requirements:[/B] Fire 1 [B]Mana Cost:[/B] 2 MP [B]Range:[/B] Personal [B]Casting Time:[/B] Standard Action [B]Components: [/B] V, S [B]Duration: [/B] 10 minutes (D)(P) [I]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.[/I] [I]Wrath of Force[/I] 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. [U][B]Alterations[/B][/U] [B]Arcane Enforcement[/B] [B]Requirements:[/B] Arcane 2 [B]Mana Cost:[/B] +1 MP The [I]Wrath of Force[/I] spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. [B]Greater Force[/B] [B]Requirements:[/B] Fire 3 [B]Mana Cost:[/B] +2 MP The Saving Throw DC modifier increased to +3 instead of +2. [B]Mighty Force[/B] [B]Requirements: [/B] Fire 5 [B]Mana Cost:[/B] +4 MP The Saving Throw DC modifier is increased to +4 instead of +2. [B][SIZE=3]Fire Spells[/SIZE][/B] ([I]Level 2 Spells[/I]) [B][SIZE=2]Bombard of Scorching Rays[/SIZE][/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost:[/B] 3 MP [B]Range: [/B] Touch [B]Casting Time: [/B] Standard Action [B]Components:[/B] V, S [B]Duration:[/B] 3 rounds + 1 round/level [B]Saving Throw:[/B] None [B]Spell Resistance: [/B] Yes (special) [I]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. [/I] [I]Bombard of Scorching Rays [/I] 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 [I]Bombard of Scorching Rays[/I] 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: [I]Bombard of Scorching Rays [/I] 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. [U][B]Alterations[/B][/U] [B]Arcane Enforcement[/B] [B]Requirements:[/B] Arcane 2 [B]Mana Cost:[/B] +2 MP The [I]Bombard of Scorching Rays[/I] spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. [B]Greater Rays[/B] [B]Requirements:[/B] Fire 3 [B]Mana Cost:[/B] +1 MP The damage caused by the rays fired from the [I]Bombard of Scorching Rays[/I] is increased to 1d4 points of Fire damage. [B]Invisibility[/B] [B]Requirements: [/B] Air 2 [B]Mana Cost:[/B] +2 MP The [I]Bombard of Scorching Rays [/I] 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. [B][SIZE=2]Flame Dart[/SIZE][/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost:[/B] 2 MP [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Casting Time:[/B] Standard Action [B]Components:[/B] V, S [B]Duration: [/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance: [/B] Yes [I]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.[/I] 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. [U][B]Alterations[/B][/U] [B]Bewildering Flight[/B] [B]Requirements:[/B] Fire 3 [B]Mana Cost:[/B] +2 MP The missile created by [I]Flame Dart [/I] 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. [B]Critical Mass[/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost:[/B] +1 MP The [I]Flame Dart[/I] will cause triple damage on a critical hit instead of double damage. This alteration only works if the caster has the Critical Spellcasting feat. [B]Increased Range[/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost:[/B] +1 MP The range of [I]Flame Dart [/I] becomes doubled. [B][SIZE=2]Wrath of Precision[/SIZE][/B] [B]Requirements:[/B] Fire 2 [B]Mana Cost: [/B] 4 MP [B]Range:[/B] Personal [B]Casting Time: [/B] Standard Action [B]Components:[/B] V, S [B]Duration:[/B] 10 minutes (D)(P) [I]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.[/I] [I]Wrath of Precision[/I] 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. [B]Special:[/B] [I]Wrath of Precision[/I] is a Wrath type spell. It is only possible to have one Wrath spell affecting you at any given time. [U][B]Alterations[/B][/U] [B]Arcane Enforcement[/B] [B]Requirements:[/B] Arcane 2 [B]Mana Cost:[/B] +2 MP The [I]Wrath of Precision [/I] spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it. [B]Greater Precision[/B] [B]Requirements:[/B] Fire 4 [B]Mana Cost:[/B] +2 MP The hit bonus is increased to +2 instead of +1. [B]Mighty Precision[/B] [B]Requirements:[/B] Fire 6 [B]Mana Cost: [/B] +4 MP The hit bonus is increased to +3 instead of +1. [/QUOTE]
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