Thursday, April 12, 2012

12 Spells of a Fiery nature

You know one day I'm going to get the hang of this whole blogging thing and I'm going to update way more frequently. Anyway today's post comes from the fact that my girlfriend's character has had a book of fire spells since like game one of the campaign. She found it and just assumed all it would be good for is making a few fireballs (this is what I was thinking as well) but Doug's character is deathly afraid of fire so she hasn't touched the thing. But she wants to and after sharing her concern with me I realized, "why should fire magic be all about the burning? It's a diverse element of life and purification and stuff"

So I made a couple of Fire School spells that I hope are a bit more unusual. Since I use the villains and vigilantes system, spells that do not take a superpower slot require some kind of component usually. I'm not really sure how system agnostic these things are but I hope you find something from them.

1- Flashbang- After reciting this spell, the caster must swallow a gold coin. For the next 1d4 hours they will be able to produce a bright flash and spark whenever they snap their fingers. This is with any snap of the fingers. (one full tern to cast, cost is 5 power to cast, 1 for each finger snap)
2- Purifying Flame- The caster must burn a freshly cut plant at least a year old while casting this spell. If done correctly this will produce a green fire that can be used to purify a living thing of poison. It can alleviate the symptoms of most diseases but likely isn't a permanent cure. (on full tern to cast, cost is 5 power to cast)
3- Bottled Fire- This requires a fireproof vessel of some kind. The caster channels any kind of flame into the vessel to be used later. Most fires preserved this way do not require fuel until released. (one full tern to cast, 1 power to cast)
4- Fire's Protection- A significant chunk of metal must be melted as part of casting this spell. The caster can place a fiery aura on one individual around them. This lasts 1d6 rounds or minutes (This essentially gives them Fire Power Defense and can burn those physically touching them, what qualifies as significant is up to the GM, minor action to cast, 2 power to cast)
5- Fiery Tongues- The caster bestows a language to someone around them for 1d6 hours. A blue flame will also manifest above their heads. How good this person is at this language will depend on some kind of roll by the caster. A significant amount of written text in the specified language must be burned as part of this spell. (What is considered significant is determined by the GM, minor action to cast, 1 power to cast)
6- Fire's Rage- The caster channels a burst of fiery energy. This must be directed at a foe and it must be someone the caster has some level of animosity towards (GM's discretion but in general someone trying to kill you will work regardless of the situation). The caster must give up their anger towards that person. The greater the negativity, the greater the attack (again kind of up to the GM but the player should be able to make some kind of case) The damage can range from regular fireball up to three or maybe four times normal. Also further fighting the foe will be more difficult in someway (to hit penalty?) because the caster's heart won't be in it (one action to cast, 5 power to cast).
7- Edible Fire- The caster must burn a pound of food while casting this spell. They will then be able to absorb heat and flame as sustenance for the next 1d4 rounds (maybe?) This gives them a significant defense against fiery attacks and they can convert it into power (5+ depending on the flame, minor to cast, no power to cast).
8- Extinguish Flame- The caster must produce some amount of water while casting this spell. The more water, the more effective. The can also use water vapor (if there is ample amounts) or their own bodily fluids though this will leave them dehydrated and weakened. (minor to cast, 5 power to cast).
9- Eyes of the Dragon- This allows the caster to see in the infrared spectrum for 5 minutes or at least an entire session of combat. They must first rub ashes in their eyes which leaves blind for at least a round before and after the caster has the Eyes. (minor to cast, 2 power to cast)
10- Gate of Fire- This opens a portal to the realm of fire. At the very least this will scorch the surrounding area without some kind of magical or mundane protection. Without knowledge gained before casting there is little chance the caster will know what is on the other side of the portal, what might come through, or what might get sucked in. (action and 10 power to cast).
11- Commune with Fiery Being- The caster is able to telepathically communicate with fire elementals in the surrounding area or even reach a specific one on the Plane of Fire. There are many kinds of fire elementals and who the caster is able to get a hold of will depend on their Lore. Through this spell they will be able to barter with a creature for services. Combined with Gate of Fire they will be able to summon a Fiery Being to them through the realm of fire. (minor and 5 power to cast).
12- Heatwave- This spell moves matter to the next most energetic stage (solid to liquid, liquid to gas, gas to plasma, etc.) It does this without true heat however so there is usually no rise in temperature. By using this spell the caster begins to recognize strange connections and transitions between things in the universe. They must make a will check of some sort or act crazy for like a turn (action to cast, 2 power to cast)

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