GuildMaster: Allundra "Blaze" Blaisette
Assistant GuildMaster: Starpyre ( Circles 1 - 3 )
Assistant GuildMaster: Kethend Vaslakni ( Circles 1 - 2 )
First CircleBurning Hands
Cost: 5MP
Uses: Psyche
Description: Creates a fiery aura around target's hands. This fire does not harm them, but instead adds +1CS damage to any unarmed attack. This spell lasts 1 round on white, 2 on green, 3 on yellow. On a red roll, all successful strikes also add 1d6 damage. While normally used on the hands can also be used on the feet for martial artists.
Circle of Flames
Cost: 5MP
Uses: None
Description: Creates a ball of flame that be used to illuminate the immediate area around the party. Care must be taken not to use this in any area with flammable materials or gasses! Can create one ball of flame times maximum circle known, allowing for more then one direction to be seen at a time. At fourth circle, the circle of flames around the party become non-flammable.
Extinguish Flame
Cost: 5MP
Uses: None unless resisted, then Psyche
Description: Caster gestures at a object on fire, no larger then a tree. The fire is extinguished. This will not remove damage or burns done from the flame previous to the spell being cast but prevents any further damage.
Read The Ashes
Cost: 5MP
Uses: None unless resisted, then Reasoning
Description: Allows one to detect if a recent fire was natural causes or magical, and also how long ago it occurred. If it is a magical fire, there is also a chance to identify who caused it. Chance increases as caster's max circle is higher then who started the fire. At circle 4, this spells MP cost becomes 0.
Second CircleControl Fire
Cost: 10MP
Uses: Psyche
Description: Can alter the path of a fire. At lower circles this can be used to twist flames into various shapes for entertainment purposes. It can also be used to keep a room safe inside a house or building, and at higher ranks can even affect the path of a forest fire. There must be something burnable in the path you direct the fire ( you cannot, for example, tell a fire to march into the ocean ). You can also change the color of the fire ( cosmetic effect only ).
Dry
Cost: Varies
Uses: Psyche
Description: Can be used to evaporate water in the surrounding area. Smaller examples would be cleaning up a partially flooded basement, to potentially drying up a small moat if the caster is powerful enough. Cost increases the larger body of water you wish to evaporate.
Protection from Fire
Cost:: 10MP
Uses: Psyche
Description: Grants the target Excellent protection from fire spells. Lasts 1 round on white, two rounds on green, three rounds on yellow.
Smoke Screen
Cost: 10 MP
Uses: Psyche
Description: Covers the area with a layer of smoke that affects everyone in the area. Those inside of the area roll at -1 to defense, can not use any defensive agility bonuses such as tumble, and roll intuition at -1 against sneak attacks. Those with at least Fire 2 or Air 3 are unaffected by these penalties. Lasts 2 rounds, 4 on a yellow. On a red, intuition is at -2.
Third CircleBurn Vines
Cost: 15 MP
Uses: Psyche
Description: Makes caster and one ally immune to any nature root spell such as entangling vines for three rounds. If the caster is sixth circle, also on their turn automatically frees them from earth root spells such as earthgrab ( though they are still under the effects of it until said turn ).
Fire Mine
Cost: 15MP
Uses: Psyche
Description: Places mines at random under the ground in the nearby area in front of the caster. Roll Xd30 for locations ( Where X is the number of mines placed; reroll repeats ). All enemies attempting a melee attack on the party must roll 1d30. If they hit the number of a mine, they Excellent fire damage roll agility. On a white, they are knocked down and spend their turn standing instead of attacking. Places 1 mine on a white roll, 2 on a green, 3 on a yellow, and 5 on a red.
FireShield
Cost: 15MP
Uses: Psyche
Prerequisite: Protection From Fire.
Description: Protects the caster in an aura of fire. All attacks hit normally, but melee attacks receive some damage in return. On a white roll it does poor damage, on a green typical, and on a yellow good. Lasts 3 rounds.
Rings of Captivity
Cost: 15MP
Uses: Agility
Description: Opponent rolls agility, if they fail, rings of fire appear around their wrists and ankles that do no damage on their own. However any actions by the target will result in receiving Typical damage from the flames. On non-movement actions only ( attacking or defending ) if the character rolls a red, they take no damage. This spell lasts one round on white, two rounds on green, three rounds on yellow, and can be dispelled with Extinguish Flame as well as any normal dispel magic spell.
Summon Spark
Cost: 15 MP
Uses: Psyche
Description: Brings forth a six inch tall fire elemental that floats around the battlefield. On it's turn it will shoot a fire spell at a random enemy target that does Good damage. Lasts 3 rounds, 5 on a yellow. On a red, does Excellent damage. If the elemental is targeted by any ice or water spell, it rolls excellent agility. If it is struck the creature is banished back to the plane of fire.
Fourth CircleGreater Extinguish Fire
Cost: 15MP
Uses: None unless resisted, then Psyche
Description: Same as Extinguish Fire, only this can work on fires the size of a house on fire or small forest fires. Must have Extinguish Fire to learn.
Mass FireShield
Cost: 20MP
Uses: Psyche
Description: Protects up to three people in an aura of fire. All attacks hit normally, but melee attacks receive some damage in return. On a white roll it does poor damage, on a green typical, and on a yellow good.
Wall of Fire
Cost: 15MP plus 5MP per round
Uses: Psyche
Description: Creates a six foot tall wall of flame in front of the caster. It can be flown over naturally ( Though those with wings should make sure they are a sufficient height above the flames! ), but anyone attempting to pass through the firewall will take damage. On a white roll Typical damage, on a green roll Good, and on a Yellow roll excellent. In addition, players will remain on fire beyond passing through the wall for 1d3 rounds, taking an additional typical damage every round until put out.
Fifth CircleBurning Metal
Cost: 20MP
Uses: Psyche
Description: Target uses agility to avoid. If they fail, either their weapon or their armor ( if they are wearing any ) becomes incredibly hot. Target takes Good damage immediately and must drop the weapon or take good damage every round. In the case of armor, it takes one full turn to remove the armor, and they cannot do anything else that round except defend / dodge. The weapon or armor remains too hot to use until water is applied to cool it.
Consume Life for Magic
Cost: 1HP for every 1MP
Uses: Psyche
Description: Sacrifices HP for MP. Any damage done this way can NOT be healed by healing magic, and must instead be recovered by normal rest ( recovering up to Endurance HP per day ). Can convert a maximum of 10HP on a white, 20 on a green, 40 on a yellow. No limit on red.
Elemental Pet
Cost: 25MP, plus 5MP/round
Uses: Psyche
Description: Causes a fire elemental to assist the caster. On it's turn ( It always has an init of 1 less then the caster ) it may attack one target of the caster's choosing.
Special Conditions:
1. On a white roll, the elemental has 40hp with good fighting and agility. It can cast the fire spell on targets for good damage. On a green roll this increases to 60hp with excellent fighting and agility, and the fira spell does excellent damage. On a yellow, it has 80hp, and the firaga spell does remarkable damage. On a red it gains an additional 3d6hp. On a 100 it gains 5d10hp instead and the firaga spell does incredible damage.
2. Having a body of fire, it takes deals Good damage to anyone who directly attacks the pet. In addition, on any critical melee hits by the pet, the target gets Typical fire damage for 1d3 rounds. It takes -1CS to most magic but an additional +2CS to water magic.
Sixth CircleIgnite Essense
Cost: 40MP
Uses: Psyche
Description: Attempts to set someone's spiritual energy on fire. Opponent rolls psyche against this. Those with at least Fire circle 3 roll Psyche +2CS, those with at least Water circle three roll Psyche -2CS. Any target affected by this loses 20% of their maximum MP and takes 10% of their maximum MP in damage for every round this spell is under affect. Lasts 1d2 rounds on green, 1d3 rounds on yellow, and 1d2+2 rounds on red.
Special Considerations:
1. MP potions not should be used while under the effect of this spell. Any attempt to do so will cause the target to take 1/2 of the MP recovered in HP damage
2. Should the target run out of MP while this spell is under affect, they suffer one rank of Psyche damage each round ( including the round they ran out of MP ). This will heal at 1 rank per day.
3. This spell cannot be cast on someone with under 25% MP remaining, as there is not enough magic left within them to ignite.
Summon Burning Demon
Cost: 50MP
Uses: Psyche
Description: Summons a magical spirit in the form of a flying fire demoness. It can be used for many uses, including but not limited to travelling through caves and across lava. It can swim at Excellent speeds, Good if carrying someone with her ( The person taken with her will be immune to damage from lava, but can still be damaged by other means ). She can also fly at good speeds, but she cannot fly during rain. The demoness has 100MP, losing 1MP per minute that it is summoned. The demoness is immune to all fire magic, but takes double damage from water magic. If the fire demon is used during rain, it's MP loss doubles. The demoness will only be able to speak to the caster, and will only take orders from the caster.