School of Magic | Fire |
Domain | Elemental |
Polarity | Chaos |
Realm of Origin | The Furnace |
Associated Colors | Red, Orange, Yellow |
Associated Materials | Ruby, Phoenix Feathers |
Crafting/Enchanting Material | Brimstone |
School of Powers | Fire |
Academic Name | Pyromancy |
Traditional Name | Lore of Flame |
School of Powers, Volatile | Caustic |
Academic Name | Oxymancy |
Traditional Name | Lore of Acid |
Fire magic is the spiritual manifestation of the Forge, a realm where everything burns, either in flame or some other chemcial reaction. The flames of the Forge rage with a caged chaos that provides the heat and warmth that is essential to life, but are also capable of great destruction if unleashed. Always seeking to consume and burn, fire magic is most commonly used for its destructive capabilities, often inflicting persistent damage long after a spell has been cast. Explosive and reactionary, it should be wielded with care.
More dangerous yet, is the multitude of chemical reactions that underpin Forge, burning and consuming with a vigor even more volatile than the chaos of the flame.
Passive Effects
Passive Effects for Fire Magic are unique to each School of Powers:
Fire Power Passives
Applies to Fire Powers only NOT Caustic Powers
Heat Seeking
- Spells with ‘Heat Seeking’ in the description gain +15 to cast or +3 spell damage against any target that is under the effects of periodic fire damage, suffered heat or fire damage on its previous turn, or naturally produces a significant amount of heat.
Caustic Power Passives
Volatile Powers
- All Caustic Powers are considered Volatile Powers
Corrosion on Impact
- Most offensive Caustic Powers cause Corrosion on impact (i.e. hits or misses for any reason other than a dodge), where the number of stacks of Corrosion is listed in the powers description
Caustic Effusion
The use of Caustic powers builds up over time, until the caster is shrouded in a corrosive mist or literally oozes corrosive fluids from their flesh
- Each stack of Volatile Caustic energy counts as a stack of Corrosion on the caster
- Unlike normal corrosion stacks, those placed on the caster from Volatile powers are removed or fall off in the same manner as volatile stacks
- Any target in base contact with the caster also receives the same amount of Corrosion stacks (in addition to any they may already have)
- If Volatile Caustic stacks ever reach as high as your current Charm stat, your next Caustic power auto-crit casts and you immediately and permanently lose 1 charm from scarring, this effect can only occur once per day and cannot reduce charm below 4
Fire & Caustic Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutralizing Totem | yes | 98 | Elemental | Fire | Caustic | Conjuration | 1 | 8 | Totem | instant | 6 | radius 3" • at the end of the casters turn this limestone totem will automatically neutralize the largest stack of corrsion within its radius • immediately check if their are any damaging effects to weapons, armor, or gear held by the target |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Acid Arrow | yes | 39 | Elemental | Fire | Caustic | Destruction | 1 | 1+2/Tier | Missile | action | 25 | Fires a magical arrow dripping with green acid, inflicting 1d6 damage +2 per Tier and 1 Stack of Corrosion | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Caustic Sheen | yes | 198 | Elemental | Fire | Caustic | Devastation | 1 | 3/Tier | Bomb | instant | 10 | A near invisible sheen of latent caustic magic is applied on surfaces/targets in a 0.5"/Tier radius. If any portion of the Caustic Sheen is stuck by caustic magic or interacts with someone or something that is currently under the effects of Corrosion the sheen becomes active, rapidly dissolving or burning through the surfaces upon which it was applied. Anything covered in the sheen when it activates takes 1d6 damage plus 2 per the total number of Corrosion stacks present within the radius. • ignores any absorption or hardened effects of inanimate matter unless specfically immune to Caustic effects • if applied to solid matter the dissolving effect will penetrate up to 10cm in depth, but will not transfer from one material type to another. |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Melt Magic | yes | 50 | Elemental | Fire | Fire | Alteration | 1 | 1/Tier against | Dispel | instant or action | 12 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is earth or water magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to rapidly melt naturally occuring ice in a 1" per Tier radius around the target • can also be used to dispel/shatter one earth or water magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
False Flames | yes | 37 | Elemental | Fire | Fire | Conjuration | 1 | 1 per 1" | Illusion | instant | 10 | creates illusionary fire that appears real, but does not actually burn anything or produce heat • the spirit cost is based on the initial size of the False Flames (before any flowing) and measured in 1" cubes (i.e. a 3" by 3" by 3" False Flames conjuration would cost 27 spirit) |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tongues of Flame | yes | 73 | Elemental | Fire | Fire | Conjuration | 1 | 1/target | Utility | instant | 25 | creates a tongue of flame over a targets head that provides light (treat as a lamp) and heat for several hours • while active, targets receive +10% resting effects |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Fire Elemental | yes | 362 | Elemental | Fire | Fire | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 5 | Summons an Fire Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Lance | yes | 39 | Elemental | Fire | Fire | Destruction | 1 | 3 | Missile | action | 25 | A magical flaming lance is thrown at the target, dealing 1d8+1 fire damage and burning for an additonal 1 dam per Tier each round for up to 1d6 rounds. • Heat-Seeking |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Scorch | yes | 59 | Elemental | Fire | Fire | Destruction | 1 | 4 | Imbue | instant | 3 | Imbues Scorching heat onto a melee weapon granting +1 Damage per Tier • if hitting has a 15% per Tier chance to cause any periodic/residual fire damage on the target to be doubled for 1 round |
Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Seal of Burning | yes | 518 | Elemental | Fire | Fire | Destruction | 1 | 4 per Tier | Seal | 5 minutes per Tier | 3 | Any attempt to break or tamper with the seal causes it to become red hot, inflicting 1d6 per Tier heat damage • if the seal is broken this damage is tripled and the object upon which the seal is placed instantly becomes engulfed in unquenchable flames, until either the object is consumed (if flammable) or the seal is correctly opened |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Boiling Fever | yes | 507 | Elemental | Fire | Fire | Devastation | 1 | 4 | Plague | action | 15 | 1d4 damage per round and cuts Stamina in half (for stat rolls/roll-offs) • Heat-Seeking |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Inner Fire | yes | 44 | Elemental | Fire | Fire | Fortification | 1 | 2 | Synergy | instant | 3 | while active, target gains 2 fury/vigor per round • effect is consumed upon taking damage of any kind, but this inflicts 2 auto-fire damage in a 1" radius |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Corroding Hex | yes | 206 | Elemental | Fire | Caustic | Alteration | 2 | 5 | Hex | instant | 10 | target's Elemental Resistance and Armor is reduced by 20 for the duration of the hex, stacking with any ongoing Corrosion effects • consuming the hex neutralizes all stacks of Corrosion but deals 1d4 damage per stack |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Caustic Elemental | yes | 362 | Elemental | Fire | Caustic | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 5 | Summons a Caustic Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Hagbrand | yes | 509 | Elemental | Fire | Caustic | Conjuration | 2 | 7 | Weapon | instant or action | self | Conjures the Hagbrand, a wand made of the mummified remains of a hag's fingers that perpetually emits foul yellow vapors. • inflicts 1d10 caustic damage +1 per Tier of the Wielder at a range of 10" and applies 1 stack of Corrosion to the target • targets have -5 Natural resistance against attacks made by the Hagbrand • if not used to attack in a given round the Hagbrand instead inflicts a stack of corrosion on its wielder • if cast as quasi-sentient the damage bonus is capped at +1 but the wand does not self inflict corrosion on the caster |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Acid | yes | 59 | Elemental | Fire | Caustic | Destruction | 2 | 2 | Imbue | instant | 3 | On wound, the imbued weapon adds 2 stack of corrosion to the target | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Caustic Shot | yes | 80 | Elemental | Fire | Caustic | Destruction | 2 | 4+1/Tier | Shot | action | 24 | Fires a ball of sizzling caustic goo that deals 3d4 caustic damage. Also inflicts 1 Stack of Corrosion per Tier | Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Corrosive Miasma | yes | 101 | Elemental | Fire | Caustic | Devastation | 2 | 6 | Nova | action | 2 | 2d6 damage • inflicts 2 Stacks of Corrosion |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Burning Ward | yes | 92 | Elemental | Fire | Caustic | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to any type of damage-over-time that is caused by burning, such as Fire or Corrosion damage • cannot be used to negate self inflicted Caustic Effusion • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Fire magic |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fuel the Flames | yes | 121 | Elemental | Fire | Fire | Alteration | 2 | 9 | Channel | action (uninterrupted) | 10 | choose a single 90˚arc up to 10" in front of caster • reduces Elemental resist by 10 and doubles any non-crit fire damage taken by targets for 1 full round • can also be used out of combat to rapidly increase the size or heat of a fire • each channeling lasts for 30 minutes outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Heat Sense | yes | 537 | Elemental | Fire | Fire | Alteration | 2 | 4 | Reveal | instant | 12 | for 1 hour per Tier of the Caster, a single target can sense heat signatures, gaining +1 Perception per Tier (effecting ranged modifiers accordingly) against any target that produces heat | Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cleansing Totem | yes | 98 | Elemental | Fire | Fire | Conjuration | 2 | 8 | Totem | instant | 6 | radius 3" • at the end of the casters turn the totem attempts to remove one random negative effect on friendly targets within its radius by inflicting auto fire damage • success rate is set by the conjurer in 5% increments where damage equals 1 per 5% success chance |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Strike | yes | 115 | Elemental | Fire | Fire | Destruction | 2 | 7 | Strike | action | melee | +1d6 damage • on the follow round target takes 1d6 damage and one less each round after until zero • if either portion of Flame Strike critically hits also double the 1d6 damage taken on the subsequent round and reduce it by two each round after until reaching zero • Heat-Seeking |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Immolate | yes | 414 | Elemental | Fire | Fire | Destruction | 2 | 6 | Burst | action | 10 | 1d10 damage, if the target is currently under the effects of periodic fire damage immolate does additional 1d10 damage. If the target dies the spirit cost is refunded. • Heat-Seeking |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fire Ball | yes | 113 | Elemental | Fire | Fire | Devastation | 2 | 1 +3/Tier | Blast | action | 20 | A ball of flame is launched towards to the target point, rapidly growing in size as it travels and inflicting 1d8 +1d6dam/Tier Fire damage in a 1.5" radius around the target point • Heat-Seeking |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flaming Breath | yes | 117 | Elemental | Fire | Fire | Devastation | 2 | 8 | Cone | action | Cone Template | 2d8 damage, 75% chance of doing an additional 1d8 damage during the targets next turn, Heat Seeking | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cauterize | yes | 93 | Elemental | Fire | Fire | Fortification | 2 | 1.5/Tier | Healing | action | 12 | Deals 1d4 +1/Tier damage to a target and then gives them 1d8 healing per Tier • critical cast roll and modifiers apply only to the heal |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Vigorous Flame | yes | 160 | Elemental | Fire | Fire | Fortification | 2 | 7 | Empower | instant | self | while buff is active may add +1 dam/Tier to fire based attacks & an additional +2dam/Tier @ a cost of 1 vigor/dam • consume to gain 3+1 vigor/Tier |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Oxidize Magic | yes | 50 | Elemental | Fire | Caustic | Alteration | 3 | 1/Tier against | Dispel | instant or action | 12 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is metal magic, use resistance equal to 5x the Tier of the caster of the effect • can also be used to rapidly oxidize, rust, or corrode natural metals and alloys in a 1" per Tier radius around the target • can also be used to dispel/shatter one metal magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Acid Trail | yes | 288 | Elemental | Fire | Caustic | Alteration | 3 | 6 | Movement | instant | 12 | Grants +2 Movement until cancelled, dispelled, casting any other power, or using any kind of skill. Leaves a trail of acid behind for 1 round that places 3 Stacks of Corrosion on any target that crosses it. Leaving base contact while under the effects DOES count as Disengaging from Combat but adds 1 Stack of Corrosion per attack made to any target that uses its free attacks. | Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Acid Pixie | yes | 425 | Elemental | Fire | Caustic | Conjuration | 3 | 3x Creatures Threat Rating | Familiar | 10 minutes | 2 | Summons an Acid Pixie from the Furnace realm to act as the caster's familiar (see CoC: Acid Pixie) | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Face Melter | yes | 414 | Elemental | Fire | Caustic | Destruction | 3 | 8 | Burst | action | 10 | Adds 3 stacks of Corrosion to the target then deals 1d12 damage +2 per stack of Corrosion on the target | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Caustic Vapor | yes | 207 | Elemental | Fire | Caustic | Devastation | 3 | 13 | Beam | action | 6 | Caustic vapors rapidly spread along the ground in a straight line from the caster and then rise up to inflict acid/burning damage to anyone caught in them • single hit roll to all targets initially caught in the vapor • inflicts 2d6+4 damage and 3 stacks of Corrosion • persists for 1 round after being cast • anyone crossing or caught in the vapor on a subsequent round receives half damage and only 1 stack of Corrosion |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Acid Splash | yes | 415 | Elemental | Fire | Caustic | Fortification | 3 | 3 per Tier | Defense | instant | self | Any enemy target that moves into base contact receives 3 stacks of Corrosion. The caster can increase this amount by up to 2 more by transferring their own stacks of Corrosion at the same time • Acid Splash occurs once per Tier that the power was cast at before being consumed. |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Heat Exhaustion | yes | 206 | Elemental | Fire | Fire | Alteration | 3 | 6 | Hex | instant | 10 | target immediately gains 1 stack of Exhaustion and must pass a strength test each round or count as being Winded • consuming the hex inflicts 2d6 damage & causes the Winded effect for 1 round or 1 minute • Heat-Seeking |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Everflame | yes | 247 | Elemental | Fire | Fire | Alteration | 3 | 5 | Transmute | action | 6 | must be cast on an existing source of open flame, turning it into Everflame and rendering it impossible to extinguish through conventional means such water, smothering, running out of fuel or even dispels, without first dispelling or removing the Everflame effect • lasts for up to one full day |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chains of Fire | yes | 188 | Elemental | Fire | Fire | Conjuration | 3 | 1+2/tier | Binding | action | 8 | targets are Immobilized and/or Snared • any non-fire/heat damage breaks the chains • upon being broken, dispelled or otherwise ending deals 3d6 dam per round chains were active |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fists of the Furnace | yes | 509 | Elemental | Fire | Fire | Conjuration | 3 | 21 | Weapon | instant or action | self | Conjures the Fists of the Furnace, massive hunks of red hot steel that do not burn the caster. Can be wielded in two different forms: • 1) As a pair of medium Fist Weapons with +1d6 to unarmed attacks w/ 10% stun and crushing blow 1 • 2) As a pair of medium Hand Weapons that inflict 2d6+2 damage w/ 10% stun and crushing blow 1 • If armor saved, blocked, pairried, or scoring a glancing blow, sparks erupt from them and inflict half the damage they would have done if wounding, but inflicted to all targets in a 0.5" radius (including wielder) • Attacks made with the Fists of the Furnace count as Heat-Seeking |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conflagurate | yes | 190 | Elemental | Fire | Fire | Destruction | 3 | 6 | Amplify | instant | 10 | each time the target takes fire/heat damage from your destruction powers add 1d8+2 damage • persistent effect (even if target HP<0) but can be dispelled • effect ends if the target goes a round without taking fire/heat damage |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ignite | yes | 369 | Elemental | Fire | Fire | Destruction | 3 | 6 | DOT | instant | 15 | 1d8+2 damage • Heat-Seeking |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fire Bomb | yes | 198 | Elemental | Fire | Fire | Devastation | 3 | 3/Tier | Bomb | instant | 10 | remains on target for up to 6 rounds, adding 1 stack each round • at the start of each of the targets turns there is 15% per stack chance that it explodes dealing 1d8 +1d6dam/Tier to all targets within 1.5" radius • any time the target takes fire/heat based damage add an additional stack, while taking water/frost damage removes 1 stack • counts as Heat-Seeking on the round that it is triggered |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Heat Ray | yes | 207 | Elemental | Fire | Fire | Devastation | 3 | 9 | Beam | action | 6 | A narrow and nearly invisible ray of intense heat inflicts 2d6 damage using a single hit roll to all targets along line. May continuously cast if uninterrupted by damage or CC, paying the full spirit cost each round but multiplying damage inflicted on targets that were already hit in previous rounds • targets hit a 2nd time in a row have 2x # of damage dice rolled • targets hit a 3rd time in a row have 3x # of damage dice rolled • Heat-Seeking |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Circle of Burning | yes | 277 | Elemental | Fire | Fire | Devastation | 3 | 13 | Trap | action | 16 | Once triggered the ground erupts in flames, engulfing a 3" radius and causing 2d4 fire damage. Anyone still inside the circle of burning at the end of their next turn takes an additional 3d8 damage. • Counts as Heat-Seeking once triggered |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Ward | yes | 116 | Elemental | Fire | Fire | Fortification | 3 | 6 | Ward | instant | 6 | while ward is active target takes half damage from fire and heat and cannot catch fire in any way (and is therefore immune to Fire based damage-over-time effects) • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Fire powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Shield | yes | 199 | Elemental | Fire | Fire | Fortification | 3 | 8 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all Fire effects • the attack which destroys the shield causes 2d4 Fire damage to all in base contact with the shielded target and grants Fury to the shielded target for any damage done |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Strength of the Flame | yes | 239 | Elemental | Fire | Fire | Fortification | 3 | 4 | Boon | instant | 3 | +3 Strength (max 20) • consume to gain a +3 physical damage modifier for 1 full round • treated as part of your "natural" strength damage modifiers |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rust and Ruin | yes | 429 | Elemental | Fire | Caustic | Alteration | 4 | 8 | Modify | instant | 12 | rapidly rusts ferrous metals and otherwise corrodes or ruins most non-magical inorganic matter, unless specifically immune to caustic damage and/or effects. Single target material or item only. • if cast on weapons or armor, they immediate gain a damaged prefix such as rusted or corroded, and if cast on a second time are immediately destroyed or otherwise ruined • if cast on inorganic matter it immediately removes any material properties related to absorption or damage negation or reduction. |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Acid Hydra | yes | 363 | Elemental | Fire | Caustic | Conjuration | 4 | 2+6/Tier | Sentinel | action (uninterrupted) or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where every head can spit a single 'Orb of Acid' each round. Each time the hydra takes 10 or more damage it loses 1 head (no AC or resists). The hydra despawns when no heads left | Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Catalyst | yes | 190 | Elemental | Fire | Caustic | Destruction | 4 | 4 | Amplify | instant | 10 | The next Caustic destruction power cast inflicts twice as many stacks of Corrosion | Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Orbs of Acid | yes | 361 | Elemental | Fire | Caustic | Devastation | 4 | 6 per orb | Multi | action | 20 | hurls up to 2-5 orbs of acid in forward 90 degree arc, each orb inflicts 2d6+4 burning damage and 1 stack of Corrosion. If allocating more than 1 orb on a target, instead of rolling extra damage dice simply increase the damage by 50%. More than 2 orbs on a target does no additional damage but does add additional stacks of Corrosion. | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Acid Shield | yes | 263 | Elemental | Fire | Caustic | Fortification | 4 | 8 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all acid/corrosion effects while active • the attack which destroys the shield inflicts 4 Stacks of Corrosion on the attacker |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Dehydrate | yes | 278 | Elemental | Fire | Fire | Alteration | 4 | 10 | Control | instant | 12 | rapidly pulls moisture from the target, causing most living targets to drink any liquid in their possession such as water, potions, alcohol, or even poisons, consuming an appropriate portion of their turn • if not the target stops what they are doing and moves as fast as possible towards the nearest source of water/moisture, often leaving the battlefield all together • Heat-Seeking |
Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Leap | yes | 288 | Elemental | Fire | Fire | Alteration | 4 | 7 | Movement | instant | 12 | Target becomes one with a source of open flame within 4" and then may jump to any other source of open flame within 12". Target retains all equipment on thier person, except if they are holding the initial source of flame, which drops to the ground. • Temporarily breaks LoS (can use a Action to then Hide within the flame). • May choose to hide in the flame indefinitely. • Reappearing in subsequent rounds counts as an instant. • The next melee attack made after exiting the flame gains +2 fire damage • If the open flame is extinguished the target re-appears at that location. |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wall of Fire | yes | 328 | Elemental | Fire | Fire | Conjuration | 4 | 7 | Obstacle | action | 10 | creates a wall of flame 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • passing through the wall causes 1d12 auto fire damage |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Phoenix Hatchling | yes | 425 | Elemental | Fire | Fire | Conjuration | 4 | 3x Creatures Threat Rating | Familiar | 10 minutes | 2 | Summons a Phoenix Hatchling from the Furnace realm to act as the caster's familiar (see CoC: Phoenix Hatchling) • the hatchling despawns before maturing into larger forms |
Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Orb | yes | 114 | Elemental | Fire | Fire | Destruction | 4 | 11 | Shot | action | 20 | The flame orb inflicts 1d10+10 fire damage to the target and remains in play. The target takes another 1d6+6 damage on their next turn if it does not move. If they do move the orb will attempt to follow them once they have completed their movement. The orb moves up to 10" in a straight line towards the target but will strike the first solid object in its path dealing 1d8+8 damage if failing an unmodified elemental resistance. The orb is Heat-Seeking. | Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Burning Touch | yes | 273 | Elemental | Fire | Fire | Destruction | 4 | 9 | Shock | action | melee | 1d20 damage 1st round, 1d12, 2nd round, 1d10 3rd round, 1d8 4th round • Heat-Seeking |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Heat Wave | yes | 295 | Elemental | Fire | Fire | Devastation | 4 | 6 | Nova | action | 1 | 3d8 damage, 10%/Tier chance to inflict Heat Exhaustion, if target already under effects of Heat Exhaustion then double the number of damage dice • Heat-Seeking |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Cage | yes | 287 | Elemental | Fire | Fire | Fortification | 4 | 8 | Shell | action | self | erects a cage of flame around the caster • anyone moving or making a melee attack through the Flame Cage takes 3d6 auto fire • the very presence of the flame cage typically dissuades attackers, who naturally would look for less dangerous targets |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Shroud | yes | 289 | Elemental | Fire | Fire | Fortification | 4 | 8 | Armor | instant | self | while active automatically inflict 2 passive fire damage to all targets within 1", including self, each round • after a successful armor save against a physical attack the weapon that was used is considered damaged until it can be repaired • the weapon can resist this effect if it is rune-crafted/enchanted, with resist equal to 15 per Enchanting rank +20 if rune-crafted |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Seal of Dissolving | yes | 518 | Elemental | Fire | Caustic | Destruction | 5 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal is sprayed with a cloud of acid, immediately applying 5 corrosion stacks • if the seal is broken the object it is placed on rapidly and irreparably dissolves until there is nothing remaining (if the object is a container, whatever is inside of it also dissolves). |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Deadly Fumes | yes | 277 | Elemental | Fire | Caustic | Devastation | 5 | 8 | Environment | action | 16 | Deadly invisible fumes fill a 3" cubic area inflicting 5 stacks of Corrosion on anyone that breathes them in. The fumes persist for 1d4 rounds unless dispelled or otherwise neutralized. The number of stacks inflicted on subsequent rounds is equal to 5 minus the number of rounds the fumes have persisted. | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Effusive Mandate | yes | 160 | Elemental | Fire | Caustic | Fortification | 5 | 10 | Empower | instant | self | While active the caster experiences an overwhelming desire to dissolve and destroy everything around them with acid. In this state the caster can only barely see friend from foe and cannot cast any beneficial spells except on themselves. Any offensive power must be cast on the nearest target unless first passing a Resolve test. • While under the effects of Effusive Mandate, all caustic powers gain +2 to cast and +1 damage for each stack of volatile Corrosion on the caster • Consuming Effusive Mandate removes its effects and transfers all stacks of volatile Corrosion present on the caster to another target within 4", but deals its periodic damage one extra time before being transferred. |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Scorched Earth | yes | 380 | Elemental | Fire | Fire | Alteration | 5 | 7 | Environment | action | 12 | all moisture in a 12" radius around the caster rapidly dries out • this shrivels most simple plants/crops and evaporates any standing water, rendering the soil effectively desolate until receiving a significant amount of moisture again |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Flame Hydra | yes | 363 | Elemental | Fire | Fire | Conjuration | 5 | 2+7/Tier | Sentinel | action (uninterrupted) or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Tier2 Fireball'/round, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fiery Arrows | yes | 361 | Elemental | Fire | Fire | Devastation | 5 | 16 | Multi | action | 20 | summons 1d4+1 arrows that can be fired immediately or in subsequent turns (w/o taking action), 1d8+1d6 damage each • each individual target is affected by Heat-Seeking |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Corrosive Blast | yes | 403 | Elemental | Fire | Caustic | Devastation | 6 | 20 | Blast | action | 24 | The caster tosses a magical flask towards the target point which explodes in a 1.5" radius, inflicting 2d12+2d6+4 Acid damage and 6 Stacks of Corrosion | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Searing Heat | yes | 429 | Elemental | Fire | Fire | Alteration | 6 | 10 | Modify | instant | 12 | rapidly heats an inanimate target, making it unwieldable/unwearable • if done on a weapon, its wielder immediately drops it • if done on armor, its wearer immediately removes that piece • if the item is not rune-crafted or enchanted it is considered damaged (1/2 armor value) until repaired |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rain of Fire | yes | 427 | Elemental | Fire | Fire | Devastation | 6 | 25 | Storm | action | 12 | 3.5" radius, 2d12 damage, ground in that area continues to burn after spell ends for 1-3 rounds doing 1d6 damage to any within area • Heat-Seeking |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Incinerate | yes | 415 | Elemental | Fire | Fire | Fortification | 6 | 12 | Defense | instant | self | inflicts fire damage equal to 25% of any damage done to the caster, to all targets within 1" around the caster • can be resisted |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Eye of the Flame | yes | 485 | Elemental | Fire | Fire | Alteration | 7 | 20 per 1" radius | Portal | action | n/a | UNDER DEVELOPMENT | Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Prime Fire Elemental | yes | 486 | Elemental | Fire | Fire | Conjuration | 7 | Supreme | action | 6 | Summons a Prime Fire Elemental | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Boil Blood | yes | 452 | Elemental | Fire | Fire | Destruction | 7 | 2x Targets Threat Rating | Death | action | 2 | instantly kills a target that has blood/veins • Heat-Seeking |
Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Inferno | yes | 462 | Elemental | Fire | Fire | Devastation | 7 | 50 | Ultimate | action | battlefield | All targets on the battlefield take 10 damage and 1d10 damage every round after, 50% chance will also affect the caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flame Incarnate | yes | 460 | Elemental | Fire | Fire | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Boiled Desolation | yes | 499 | Elemental | Fire | Fire | None | 8 | unknown | Legendary | action | unknown | Removes all moisture from a given area, destroy most forms of life within 1 hour | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Spellburn | yes | Elemental | Fire | Fire | Alteration | 3 | 2+2/Tier against | Counter | reaction | 10 | After an enemy caster has sucessfully cast a spirit power but before applying its effects, as a reaction, the spellwork is lit aflame before it can leave the enemy casters hands. This disrupts the spell and deals fire damage back to the enemy caster equal to between 1 and the amount of spirit the enemy caster just spent (+ any spell power modifiers). | Counter When a target casts a spell, use reaction to interrupt, cancel, counter, redirect or reflect it. The enemy caster gains bonus resistance to the effect equal to 5x thier max Tier of power. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |