Enroth Rules: Fire Spells

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Torch Light

Spell Points: 1
Range: Target within 5 ft
Components: V, S
Duration: 1 hour/Fire Magic skill lvl of caster
Casting Time: 1
Area of Effect: 20 ft radius
Luck roll: N/A

This spell creates an area of light equal to a bright torch onto an object within range of the spell, typically a staff, an unlit torch, etc. The spell can’t be put out short of a Dispel Magic spell. Upon reaching Expertise in Fire Magic the torch’s light radius is increased to 40 feet. Mastery further increases the light radius to 60 feet.

Flame Arrow

Spell Points: 2
Range: 100 yds + 20 yds/Fire Magic skill lvl
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell makes an arrow or crossbow bolt burst into flame and speed towards one opponent within range of this spell. This spell caster must make a ‘to hit’ roll as if he/she were shooting the arrow. If the caster has skill in Bow, the caster may use that skill plus a bonus of +1/Fire Magic skill level of the caster, otherwise no AT adj. If the arrow misses, the spell is wasted and the arrow is consumed. If the flaming arrow strikes its target, it causes 1-8 damage. The spell causes no damage to creatures immune to normal or magical fire. Upon reaching Expertise in Fire Magic the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1. The material component of this spell is one arrow.

Protection from Fire

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Fire Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist fire. The bonus received is a percentage equal to the caster’s Fire Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp fire strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Fire Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to fire, since some monster’s power lowers the protection of the spell.

Fire Bolt

Spell Points: 4
Range: 20 yds + 10 yds/Fire Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 target
Luck roll: None

This spell causes a bolt of flame to come from the casters hands and strike one opponent. This bolt never misses and it does 1-4 hp of fire damage per Fire Magic skill level of the caster. The only protection is from a Protection from Fire spell. Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 5. Mastery further reduces the Casting Time to 3.

Haste

Spell Points: 5
Range: 0
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 1 target or entire party
Luck roll: None

This spell increases the speed at which one may attack or cast spells. The benefits of this spell doubles the number of attacks per round and movement rate for the affected target (e.g. 12” movement rate and AT 1/1 becomes 24” movement rate and AT 2/1). Spell effects are NOT doubled only the spell casting rate. The target(s) also receive a -2 bonus to their initiative. The spell lasts for 1 hour + 1 minute/Fire Magic skill level of the caster. Beware, when the spell wears off, all affected targets will receive the weak condition for 6 hours, unless cured with a Cure Weakness spell, rest, a temple, or Divine Intervention. Upon reaching Expertise in Fire Magic, the spell affects the entire party. Mastery increases the duration of the spell to 1 hour + 3 minutes/Fire Magic skill level of the caster.

Fireball

Spell Points: 8
Range: 50 yds + 10 yds/Fire Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 20 foot radius
Luck roll: ½

This spell creates a ball of fire which speeds towards a single target. Upon impact, the ball explodes in a wide radius causing damage to all standing nearby. If a Luck roll is successful, an affected creature receives half damage (round down). The fireball does 1d6 hp damage/Fire Magic skill level of the caster. Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4.

Ring of Fire

Spell Points: 10
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Luck roll: ½

This spell creates a ring of fire to radiate out from the caster to a distance of 5 feet. All creatures except party members, struck by this ring receive 6 hp damage + 1hp damage/Fire Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Fire Magic, the area of effect radius is increased to 10 feet. Mastery reduces the Casting Time to 5.

Fire Blast

Spell Points: 15
Range: 20 yds + 10 yds/Fire Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Until target struck
Luck roll: ½

This spell is similar to the spell Fire Bolt, as it creates bolts of fire that streak towards a target. This spell is different as it creates three bolts that proceed on a 90 arc from the direction the caster is facing (similar to the Air Magic Sparks spell). The caster can have all bolts hit one target or divide the bolts into several targets within their arc of effect. A successful Luck roll for each bolt means the bolt does only half damage (round down). A struck target takes 4 hp dmg + 1-3 hp dmg/Fire Magic skill level of the caster. Upon reaching Expertise in Fire Magic, the caster creates 5 blasts and the Casting Time is reduced to 8. Mastery increases the number of blasts to 7 and further reduces the Casting Time to 6.

Meteor Shower

Spell Points: 20
Range: 50 yds + 10 yds/level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10 foot radius
Luck roll: ½

This spell only works outdoors and summons 8 flaming rocks down upon the target and a 10 foot radius around it. If the target is too close to the caster or allies, they can be struck as well. Each rock does 8 hp dmg + 1 hp dmg/Fire Magic skill level of the caster. Targets within the area of effect will be struck by 1d6 rocks. Upon reaching Expertise in Fire Magic, the number of summoned rocks increase to 12, targets in the area will be struck by 1d8+1 rocks, and Casting Time is reduced to 9. Mastery will again increase summoned rocks to 16, targets in the area will be struck by 2d6 rocks, and Casting Time is further reduced to 7. A successful Luck roll for each meteor reduces the damage by half for that meteor (round down).

Inferno

Spell Points: 25
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of caster
Luck roll: ½

This spell causes a sheet of flame to spread out from the caster to strike all opponents (not party members) within the caster’s sight for 12 hp dmg + 1 hp dmg/Fire Magic skill level of the caster. A successful Luck roll will reduce the damage by half (round down). Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.

Incinerate

Spell Points: 30
Range: 30 yds + 10 yds/Fire Magic skill level
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: ½

This spell is the strongest fire spell, inflicting massive fire damage upon one target. This spell causes 15 hp of damage +2d6 hp dmg/Fire Magic skill level of the caster. A successful Luck roll reduces damage by half (round down). Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.