From owner-dq@dq.sf.org.nz Sun Jan 10 11:32:46 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id LAA18571; Sun, 10 Jan 1999 11:32:46 +1300 Received: from smtp1.ihug.co.nz (tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id LAA18564 ; Sun, 10 Jan 1999 11:32:44 +1300 Received: from paul (p54-max4.akl.ihug.co.nz [207.213.218.246]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with SMTP id LAA11727 ; Sun, 10 Jan 1999 11:09:25 +1300 Subject: Fire College re-write Six Date: Sun, 10 Jan 1999 11:10:39 +1300 Message-ID: <000001be3c1c$e456d7c0$0264640a@paul> MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----=_NextPart_000_0001_01BE3C89.DB501FC0" X-Priority: 3 (Normal) X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook 8.5, Build 4.71.2173.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 From: "Rodney King" To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: X-Loop: dq-announce@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. This is a multi-part message in MIME format. ------=_NextPart_000_0001_01BE3C89.DB501FC0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit Here's the latest Fire College re-write (at last), along with notes on everyone's opinions to date which have been incorporated. Suggestions? Comments? I'd like to finalise this by Feb. Cheers Paul ------=_NextPart_000_0001_01BE3C89.DB501FC0 Content-Type: application/msword; name="FireFinal6.rtf" Content-Transfer-Encoding: quoted-printable Content-Disposition: attachment; filename="FireFinal6.rtf" {\rtf1\ansi\ansicpg1252\uc1 = \deff0\deflang1033\deflangfe1033{\fonttbl{\f0\froman\fcharset0\fprq2{\*\p= anose 02020603050405020304}Times New = Roman;}{\f1\fswiss\fcharset0\fprq2{\*\panose = 020b0604020202020204}Arial;} {\f16\froman\fcharset238\fprq2 Times New Roman = CE;}{\f17\froman\fcharset204\fprq2 Times New Roman = Cyr;}{\f19\froman\fcharset161\fprq2 Times New Roman = Greek;}{\f20\froman\fcharset162\fprq2 Times New Roman Tur;} {\f21\froman\fcharset186\fprq2 Times New Roman = Baltic;}{\f22\fswiss\fcharset238\fprq2 Arial = CE;}{\f23\fswiss\fcharset204\fprq2 Arial = Cyr;}{\f25\fswiss\fcharset161\fprq2 Arial = Greek;}{\f26\fswiss\fcharset162\fprq2 Arial Tur;} {\f27\fswiss\fcharset186\fprq2 Arial = Baltic;}}{\colortbl;\red0\green0\blue0;\red0\green0\blue255;\red0\green25= 5\blue255;\red0\green255\blue0;\red255\green0\blue255;\red255\green0\blue= 0;\red255\green255\blue0;\red255\green255\blue255;\red0\green0\blue128; \red0\green128\blue128;\red0\green128\blue0;\red128\green0\blue128;\red12= 8\green0\blue0;\red128\green128\blue0;\red128\green128\blue128;\red192\gr= een192\blue192;}{\stylesheet{\nowidctlpar\widctlpar\adjustright = \fs20\cgrid \snext0 Normal;}{\*\cs10=20 \additive Default Paragraph Font;}}{\info{\title Amended, discussed or = written with Jim, Dean, Jackie, Keith}{\author paul}{\operator = paul}{\creatim\yr1998\mo6\dy10\hr12\min41}{\revtim\yr1999\mo1\dy10\hr11\m= in6}{\printim\yr1998\mo3\dy27\hr18\min31} {\version12}{\edmins100}{\nofpages12}{\nofwords4471}{\nofchars25489}{\*\c= ompany = paul}{\nofcharsws0}{\vern71}}\widowctrl\ftnbj\aenddoc\makebackup\hyphcaps= 0\viewkind4\viewscale100 \fet0\sectd = \linex0\headery709\footery709\colsx709\sectdefaultcl=20 {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\pntxta = .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang{\pntxta = .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta = .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta = )}}{\*\pnseclvl5 \pndec\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta = )}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta = )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta = )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta = )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta = )}}\pard\plain \fi-1440\li1440\nowidctlpar\tx1440\adjustright = \fs20\cgrid {\f1\fs16\cgrid0=20 \par }\pard = \nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\t= x6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 Since Version5: \par Comments by/about \par=20 \par Added:\tab \tab Slow Burning\tab -\tab Clarified, Andrew \par \tab \tab Pyrotechnics\tab -\tab Radius effect re-written, Andrew \par=20 \par Killed:\tab \tab Cage of Flame\tab -\tab 4 zillion people \par \tab \tab Vitality of Fire\tab -\tab Phil, Mandos plus others \par \tab \tab Fire Walking\tab -\tab several folks \par \tab \tab Form of Fire\tab -\tab Dead. Unnecessary \par \tab \tab PMF \tab \tab - \tab Dead. Everybody \par \tab \tab Flamefinger\tab -\tab Several folks plus, Adam, Mandos, = Phil, Jim \par \tab \tab=20 \par=20 \par=20 \par Combined:\tab Increase Temp spells \par=20 \par=20 \par Further amended by suggestions (not the full list \endash several = others changes but these come to mind) \par=20 \par \tab \tab Dragonbreath \tab \tab - Martin and Adam. Now from mouth = of \par \tab \tab \tab \tab \tab The Adept. \par \tab \tab Wildfires \tab \tab - Martin. Duration and now = single target \par \tab \tab \tab \tab \tab Duration increased. \par \tab \tab Create Drought \tab \tab - Andrew. Now similar = to ice \par }\pard = \fi-2880\li3600\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\= tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 \tab = Fireball\tab \tab \tab - resistance clarified. Definitely in. Liked by = most =20 \par \tab \tab \tab \tab Everyone \par \tab Fire Armour\tab \tab - Now said to be visible, ablative and = not cumulative \par \tab Immolation\tab \tab - Martin. Now also lets an Adept hide in = fire (taken \par \tab \tab \tab \tab From Form of Fire, now dead) \par }\pard = \nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\t= x6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 \tab \tab Extinguish = Fire\tab \tab - Several folks. Area increased to10 cube per Rank \par \tab \tab Immolation\tab \tab - Mandos. Partially re-amended. = 50/50 debate \par \tab \tab Hellfire\tab \tab \tab - Resistance reduction tweaked = with Bolt of Fire=20 \par \tab \tab \tab \tab \tab And Dragon Breath in mind \par=20 \par=20 \par =20 \par Debate: Do we want Ritual of Binding Fire in as a re-write? \par=20 \par=20 \par The College of Fire Magics is concerned exclusively with = manipulating the element of fire. Adepts of this College are referred = to as Fire Mages or Pyromancers. =20 \par=20 \par The affinity fire mages have for their element has often led to = them being consider ed to be pyromaniacs. Most fire mages, however, have a healthy respect = for fire, and rarely will they wantonly set people or places alight. = They do enjoy being in or near fire and are generally the first to = suggest a nice camp fire when adventuring. Fi r e mages are also thought to be hot-tempered, to enjoy hot and spicy = food, and to dislike getting wet. They frequently have red hair, though = there appears to be no hereditary basis for this. Generally fire mages = are flamboyant characters, particularly in their spell-casting. The College of Fire Magics is anything but = subtle, and its spells involve more than the usual amounts of shouting = and arm-waving.=20 \par=20 \par The element of fire is unquestionably destructive, and as a = consequence the majority of the spells of=20 this college cause considerable amount of damage, if only as a = side-effect. The Fire College is not noted for being environmentally = friendly, and so fire mages are even less popular than most mages among = the common folk. When it is revealed that a perso n is an adept of the Fire College the usual reaction will generally be = one of fear and trepidation. Fire mages are quite amicable towards the = Adepts of other colleges with the notable exception of those of the = College of Water Magics. \par=20 \par TRADITIONAL COLOURS: Fire mages generally prefer to wear the colour = of their element. Red. Most often trimmed with black, yellow or = orange. For jewellery the fire mage most frequently chooses garnets or = rubies, set in gold. \par=20 \par TRADITIONAL SYMBOLS: The symbol of the Fire College is the flame, = usually depicted in red or gold. \par =20 \par MAGICAL APTITUDE: The MA requirement for this college is 13. \par=20 \par 1. RESTRICTIONS AND MODIFICATIONS \par=20 \par 1.1 RESTRICTIONS: Adepts of the College of Fire Magics may only = practice their arts in an area where it is possible for fire to exist. = They may not practice fire magic underwater or in a vacuum, for example. \par=20 \par 1.2 MODIFICATIONS: The Base Chance of performing any talent, spell = or ritual of the College of Fire Magics is modified by addition of the = following numbers: \par=20 \par Caster is in light mist, fog, or rain, or is soaking wet\tab -5 \par Caster is in heavy fog, or rain, or is partially immersed in = water\tab \tab -10 \par Caster is almost totally immersed in water\tab -15 \par=20 \par Caster is within 30 feet of large campfire\tab 5 \par Caster is within 30 feet of bonfire\tab 10 \par Caster is in contact with small campfire\tab 5 \par Caster is in contact with large campfire\tab 10 \par Caster is in contact with bonfire\tab 15 \par=20 \par Caster is in a hot, dry region (such as a desert)\tab 5 \par=20 \par Only modifier from each group may be applied together. These = bonuses only apply to normal fire. Magical fire may only be used to = reduce negative modifiers to zero. \par=20 \par Unless otherwise specified, Magical Fire will automatically ignite = flammables. \par=20 \par 2. TALENTS \par=20 \par T1 Infravision \par Range: 50ft + 5/rank \par Duration: Constant \par Experience Multiple: 75=20 \par Resist: May not be resisted \par Effects: The adept is able to see infra-red heat radiation as if it = was normal light. This works best in relative darkness, since it is = easily over-powered by visible light. Infravision can be used to target = weapons and spells. =20 \par=20 \par As a result of this talent the adept can see in the absence of = visible light. Low level heat sources such as living bodies give this = talent a normal working range of 50ft + 5/rank to this talent. Medium = level high sources such as camp fires are visible at twice this distance (note that the plume of hot = air from a fire will extend to a considerable height). High level heat = sources may be visible at any range. This talent can sometimes = penetrate where normal vision cannot. For exampl e , the adept can see heat sources through smoke and mist as long as the = obscurement is not warmer than the thing being viewed (at a 50% = reduction in range). The adept can perceive living entities attempting = to hide in light cover (such as bushes). It is=20 also possible to detect the residual heat of a heat source which has = recently been moved or extinguished.=20 \par=20 \par Should the adept wish to concentrate on a particular heat source, a = check against a base chance of perception + 5/Rank - 1/10ft separating = the adept from the heat source (after the first 10ft). If this is = successful the adept can: \par =20 \par 1) Identify the general type of heat source. Only those heat = sources that the adept has previously encountered and as a consequence = knows the heat signature of may be identified with this talent. At = higher ranks familiar individuals may identified.=20 \par 2) Determine the relative temperature of the heat source. \par=20 \par 3) Determine if the heat radiated by any object or entity perceived = by this talent is being generated by magic. Thus the adept may employ = this talent to distinguish between normal and magical fire. Only fire = mage infravision has this capability. \par=20 \par Should the talent fail it may be re-attempted after either the = adept or target has moved so that the adept is at least 5ft closer to = the target, or after a period of 41 pulse - 2/Rank has elapsed. \par=20 \par T2 Pyrogenisis \par Range: Sight=20 \par Duration: Immediate \par Experience Multiple: 75=20 \par Resist: Passive \par Base Chance: MA + 5/Rank - 1/5 ft separating the adept from the = target (after the first 5ft) \par Effects: The adept may cause a single mass of dry, flammable = material to burst into flame. This amount is equal to 1oz + 1oz for = every five full ranks the Adept has attained in the talent. Thereafter = it will burn normally and may be extinguished by eit her mundane or magical means. Flammable materials are to be defined as = wood, paper, cloth etc, but not flesh, with the exception that = Pyrogenisis may be used to cremate insects within the mass restrictions = detailed above. If the talent is used on anothe r's possession this talent will automatically fail. Utilising this = talent requires a pass action, and it has an obvious somatic component. = Should it fail the talent may be re-attempted immediately. \par=20 \par T3 Speak to Fire Creatures \par Range: 15ft + 15/Rank \par Experience Multiple: 75 \par Base Chance: 40% \par Resist: May not be resisted \par Storage: Potion \par Target: Self \par Effects: This talent allows the caster to communicate with all fire = creatures within range. This communication is at an effective language = rank of 0 + 1/2 Ranks the adept has attained in this talent. For the purposes of this spell, fire = creatures are; Elementals, Salamanders, Efreets, creatures created using = a Binding Fire Ritual, and those creatures which are native to hot, arid = regions. \par=20 \par GENERAL KNOWLEDGE SPELLS \par=20 \par G1. Extinguish Fire Spell \par Range: 15 feet + 15 additional/Rank \par Duration: Immediate \par Experience Multiple: 100 \par Base Chance: 50% \par Resist: May not be resisted \par Storage: Investment, Ward, Magical Trap \par Target: Volume \par Effects: When successfully cast, this spell will e xtinguish all fire in a cube up to 10ft + 10/Rank on a side. All the = volume effected must be within range of the spell. On a multiple effect = this volume may be doubled or tripled. The adept may always choose to = extinguish a smaller volume of Fire than th eir maximum by rank, \par=20 \par }\pard \nowidctlpar\adjustright {\f1\cgrid0=20 \par Fireball\tab S-new \par Range 60 + 10 per Rank \par Duration Instantaneous \par Base Chance 25% \par Area of Effect 1 hex + 1 hex radius every 3 full ranks \par Damage d10 + 1 per rank. \par Target: Volume \par Resist - \'bd active or passive \par EM 300 \par=20 \par The spell conjures a bal l of fire 1 foot in diameter which rushes to the point selected by the = mage. Upon reaching the desired destination the fireball explodes with = a dull roar, burning all in the area of effect in a burst of magical = fire, possibly setting flammable items a f ire. If the fireball cannot explode to its full diameter it expands to = fill a volume of equivalent size. If this occurs, 1/2 or partial hexes = count as full hexes when working out volumes. Hard cover (e.g. walls, = parapets, mantelets but not shields)=20 r educes damage to 1/2 before resistance is rolled. In some instances, = eg. a character wading through water, a saving throw may negate all = damage. There are no over-pressure or explosive effects - the fireball = is analogous to an instantaneous flash of=20 heat. A fireball may be detonated prematurely by the imposition of = barriers in its line of flight and may only be aimed at a point which = the caster can see and which is in range.=20 \par At Rank 15 or above this spell may be cast with a detonation delay = of 1 + 1 minute for ever rank above fifteen. A delayed blast fireball = manifests itself as a 1 foot wide floating sphere of fire until = detonation occurs. If a second fireball is cast within the proposed = volume of effect of the first, both are detonated.=20 \par At rank 20 any roll of ten on a damage dice allows that dice to be = re-rolled for additional fire damage. A double result adds 1 per rank to = the fireballs damage. A triple result allows the Adept to add an = additional 2 points per rank.=20 \par=20 \par }\pard \li1800\nowidctlpar\tx1800\adjustright {\f1\cgrid0=20 \par }\pard \nowidctlpar\tx0\adjustright {\f1\cgrid0 Immolation\tab = S-new/rewrite \par Range: Self \par Duration: \'bd hour + \'bd hour per Rank \par Exp. Mult: 200 \par Base Chance: 15% \par Resist: None \par Storage: Potion \par Target: Touch \par Effects: The Adept gains the grace and form of a dancing flame, = without in anyway altering his physical nature, but increasing his defe nce by 2(+3 per 2 full Ranks). Any entity that is within 5 ft must = resist vs. Fire Special magic, or take 1 point of magical Fire damage = for every 2 or fraction Ranks. Any entity under the influence of this = spell will glow with the same degree of brightne s s as a Firelight spell 5 Ranks lower, minimum 1. Should the target = choose to hide in a fire, the target may only be detected by witchsight, = or by infravision. Otherwise the target appears to be a humanoid shape = composed of flame. (REPLACES CURRENT IMMOLAT ION) \par=20 \par=20 \par Fire Bolt Spell\tab G-rewrite \par Range: 25 ft + 25ft/Rank \par Duration: Immediate \par Exp. Mult: 200 \par Base Chance: 40% \par Resist: Passive-10,Active\tab=20 \par Storage: Ward, Investments, Magical Trap \par Target: Entity or Object \par Effects: The Adept causes a bolt of elemental Fire to=20 streak from his outstretched hand moving in the desired direction to the = extent of the spell's range. It will always impact on the first target = reached . It will always impact on the first target reached. If there is = no target, the bolt will dissipate at=20 the end of its range. Unless the target successfully resists, they take = (D-5) + 1/Rank fire damage. \par If the Adept chooses to, they can create a fiery serpent that will = fly sinuously toward the target of this spell at a TMR equal to 1+ Rank. = When the serpent reaches them, the target takes (D-5) + 1 per Rank magical fire damage, = unless the target successfully resists. If the Adept makes an = Infravision roll - the Magic Resistance of the target, the serpent will = lock onto the fires of the soul of the target, an d chase them around corners and over obstacles, but not through closed = doors, etc. If the Adept cannot see their victim, but can see a serpent = that is targeted on them, then they can attempt to lock another serpent = onto the target by making another Infravi sion roll at a further \endash 10. This \endash 10 modifier is = cumulative. A serpent may pursue a victim beyond the normal range of the = spell but the target must be within range when the spell is initially = cast. \par=20 \par=20 \par Cleansing Flame Spell\tab S-new \par Range: 10 ft + an additional 10 ft per Rank for every Rank greater = than 10 \par Duration:=20 \par Exp. Mult: 300 \par Base Chance: 20%=20 \par Resist: Always \par Storage: Potion, Ward, Investment \par Target: Entity \par Effects: The target is wreathed in yellowy green flames that cause = them hideous suffering, and cures t hem of the effects of natural poison (acts as Rank/2 for synthetic = poison), venom, fevers and disease, halting the deleterious effects = while cleansing takes place. As the foulness is burnt away, the flames = change colour, until they become silvery white. T he hideous suffering lasts for 25 pulses \endash=20 1 per Rank of the spell, and at the end of the spell, the target and = his possessions are cleaned to a high polish. Before they are cured of = their ailment all Strike Chances, Defence and Cast Chances are reduced = by=20 25-1/Rank. This spell only effects willing targets. At Rank 20 this = spell cures the effects of Malignant Flames \par=20 \par=20 \par Dragon Flames\tab S-re-write \par Range: Caster \par Duration: Instantaneous \par Exp. Mult: 525 \par Base Chance: 10% \par Resist: Passive, Active, Save for Half \par Storage: Ward, Investment \par Target: Entity \par=20 \par Effects: Allows the caster to breath magical fire like a Dragon. = The cone is one hex wide at the base and increases in width one hex for = every two full ranks of the caster. In some instances, e.g. a character = wading throu gh water, a saving throw may negate all damage. There are no = over-pressure or explosive effects \endash=20 Dragon flames is analogous to an instantaneous flash of heat. Damage is = d10 + 2 points per rank. Double effects add an additional point per rank = and triple effects add another 2 points per rank. (DAMAGE IS TONED DOWN = SO INSTANT KILLS OF PARTIES DON \rquote T OCCURR) \par=20 \par=20 \par Fire Arc\tab S-new \par Range: Touch \par Duration: Instantaneous \par Exp. Mult: 250 \par Base Chance: 15%=20 \par Storage: Potion, Investment \par Target: Entity \par=20 \par The spell transforms t he target in to a bolt of fire that flashes to any unobstructed point in = line of sight (up to 25 feet + 25/Rank away). The bolt must appear = within 5 feet of a potentially flammable substance, or an entity or a = solid surface (but will not function underwat e r) e.g. clothing, trees etc and it arrives in a burst of flame for d10 = points of damage to all creatures within 1 hex. The caster may effect 1 = + 1 creature for every 3 full ranks or fractions there of. At Rank 20 = the caster may instantaneously return to t he point of origin of the spell at the end of the next pulse. Double and = triple effects apply to range only. This spell only effects willing = targets. Any barriers, wards etc that are passed over effect the targets = as per normal.=20 \par=20 \par=20 \par Wildfires S-new \par Range: Touch \par Duration: 20 minutes + 20 minutes per Rank \par Exp. Mult: 200 \par Base Chance: 25%=20 \par Storage: Potion, Investment \par Target: Entity \par=20 \par }\pard = \nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\t= x6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0=20 This spell imbues a character with the speed and essence of a forest = fire. The character may run without tiring at a speed of 20 mi le an hours + 2 miles per rank over any solid surface. Additionally a = character may "run" across any substance that would ordinarily support a = fire e.g. a character under the effect of a Wildfires spell could run = across tree tops, up a wooden gate or pal i sade or across oil spread over water. Like a fire, momentum effects do = not apply when a character under Wildfires takes corners or climbs a = flammable surface e.g. a tree. A character under Wildfires may leap a = distance safely much as a fire leaps a firebr e ak. This distance is equal to PS + 1 foot per rank of horizontal = distance or 1/2PS + 1 foot per rank vertically. This spell may be ended = at any time prior to expiry and on expiry the character stops instantly = in place, much like a fire at the end of a bur n . Prior to this a character must continue to move if only to run in = place. At rank twenty a character under Wildfires may slip through = cracks in flammable surfaces e.g. wooden doors etc. This spell leaves = charred footprints behind the user but these will=20 only ignite substances coated in oil or similarly materials, not = ordinary wood. This spell may be actively resisted. Double and triple = effects apply to duration. \par=20 \par=20 \par G3. Firelight \par Range: Touch \par Duration: 30 mins + 30/Rank \par Experience Multiple: 75 \par Base Chance: 50% \par Resist: May be passively resisted \par Storage: Investment \par Target: Object or point \par Effects: The caster creates a source of light emanating in all = directions from the object or point touched by the caster. At ranks 0 = to 5 the light emitted is equivalent to t hat of a torch, at ranks 6 to 10 that of a small campfire, at ranks 11 = to 15 a large campfire, and at ranks 16 to 20 a bonfire. The light = emitted will have the appearance of firelight of the appropriate = strength. It is magical light, and will cast poor=20 contrast shadows. \par=20 \par=20 \par G4. Fireproofing \par Range: Touch \par Duration: 1 hour + 1/Rank \par Experience Multiple: 150 \par Base Chance: 30% \par Resist: May not be resisted \par Storage: Potion, Investment \par Target: Entity or Object \par Effects: The spell protects the target from all non-magical fire = and heat effects. An entity target is also protected against smoke = effects (including smoke inhalation), hypothermia and sunstroke. \par=20 \par=20 \par G7. Increase Temperature \par Range: 25 feet + 5 additional per Rank \par Duration: Special \par Experience Multiple: 50 \par Base Chance: 35% \par Resist: May not be resisted \par Storage: Investment \par Target: Volume \par=20 \par Effects: Gases: \par Duration: 1 hour + 1/Rank \par The adept may cause the temperature of a closed contiguous volume = of gas (such as air) to increase. The volume affected is equal to 125 = cub ic feet + 125/Rank (125 cubic feet is the volume of a cube 5 feet on = each side). The temperature can be increased by up to 2C per Rank. When = the spell effect ends the affected volume will cool normally. \par Effects: Solids: \par Duration: 5 minutes +/5Rank \par The adept may heat a chosen weight of solid or a chosen volume of = liquid. =20 \par Should the material be a solid the temperature increase is equal to = a maximum of 100 degrees C + 50/Rank. The mass which can be affected is = equal to a maximum of 1lb + 1lb/rank. The adept may choose any combination of temperature increase increment and mass = increment to a total of the adept's rank. The temperature increase = requires 10 seconds per 100 degrees per pound mass. \par Effects: Liquids \par Duration: 5 minutes +/5Rank \par Should the material=20 be a liquid the temperature increase is equal to a maximum of 20 degrees = C + 20/Rank. The volume which can be affected is equal to a maximum of 1 = pint + 1 pint/rank. The adept may choose any combination of temperature = increase increment and mass increment to a total of the adept's rank. The temperature increase requires 10 = seconds per 10 degrees per pint.=20 \par When the spell effect ends the solid material or the volume of = liquid will cool normally. \par=20 \par=20 \par G9. Smoke Creation=20 \par Range: 10 feet + 10 additional/Rank \par Duration: 30mins + 30/Rank=20 \par Experience Multiple: 75 \par Base Chance: 25% \par Resist: May not be resisted \par Storage: Investment, Ward \par Target: Area \par Effects: The adept may create a volume of smoke equal to 1000 cubic = feet + 1000/Rank (1000 cubic feet is the volume of a cube 10 feet on each side). This volume must be closed and contiguous, and = has a minimum thickness of 5 feet. The density of the smoke is dependent = on rank from light vapours at rank 0 to thick, roiling smoke at rank 20. = The density of the smoke may be varied =20 by the caster at casting. The smoke reduces visual perception by one = level plus one/five full ranks (but may not reduce it to less than once = times perception). Thus at rank five a 4 x perception check reduces to 2 = x perception check. Strike chances within =20 the volume are reduced by 5% + 1/rank. The duration of the spell will be = decreased by 5 minutes per 10 miles/hour of wind to a minimum of 5 = minutes if cast out of doors or in a space where wind is present. Below = rank 10 the smoke created by this spell is=20 completely transparent to infravision. \par=20 \par=20 \par S1. Fire Armour \par Range: Touch \par Duration: 1 hour +1/ Rank \par Experience Multiple: 200 \par Base Chance: 25% \par Resist: May not be resisted \par Storage: Potion \par Target: Object or Entity \par Effects: The target is protected against cold or i ce attacks of magical origin. The spell absorbs 3 + 3/rank points of = damage due to magical old or ice. This effect is ablative, and when the = spell is reduced to zero, it ceases to be in effect. This spell is = highly visible and cannot be used with Armour o f Ice. \par=20 \par=20 \par=20 \par S5. Control Fire Elemental \par Range: 20 feet + 10/Rank \par Duration: Concentration (no maximum) \par Experience Multiple: 250 \par Base Chance: 20% \par Resist: special \par Storage: Investment \par Target: Summonable. fire elemental. Effects: The adept may use this = spell to con trol an uncontrolled summonable fire elemental. If the creature was not = conjured by the adept, or the summoning adept failed the initial control = check, the spell may be cast normally and the elemental may actively and = passively resist.=20 \par=20 \par=20 \par=20 \par S10. Hellfire \par Range: 10 feet + 5/Rank \par Duration: Immediate (during Pulse)=20 \par Experience Multiple: 675 \par Base Chance: 5% \par Resist: May be passively and actively resisted (then suffers half = damage) \par Storage: Investment, Ward, Magical Trap \par Target: Entity \par Effects: This sulphurous fi re attacks one human-sized target for every 3 (or fraction of 3) Ranks = the Adept has achieved with the spell. The target's Magical Resistance = is automatically reduced by 5 + 1/Rank. The spell does (D + 1) + 2/Rank = damage to each target. If a character s uccessfully resists, they suffer only half damage (round up). Double and = triple effects apply. (THE WICCA VERSION WILL ALSO NEED TO BE ADJUSTED) \par=20 \par=20 \par S12. Malignant Flames \par Range: 10 feet + 10/Rank \par Duration: Immediate (during Pulse)=20 \par Experience Multiple: 550 \par Base Chance: 1% \par Resist: May be actively and passively resisted \par Storage: Investment, Ward, Magical Trap \par Target: Entity \par Effects: A target of the caster's choice is swathed in flames that = are only visible to the victim. The flames do [D-5] + 2 / Rank damage. = In addition, the target is subject to other damage if the spell is at rank = 5 or higher. In this case, a number of points equal to D-6 + 1/5 Full = Ranks are removed from one characteristic statistic of the victim. The = victim will regain these points after (4=20 + rank) days or after a remove curse ritual is performed over the = victim. The Adept may determine the characteristic to be affected. A = characteristic may not be reduced below 1 as a result of this spell.=20 \par=20 \par=20 \par S14. Summoning Salamander \par Range: Works at any range \par Duration: Until dispelled \par Experience Multiple: 200 \par Base Chance: 15% \par Resist: May not be resisted \par Storage: Investment, Magical Trap \par Target: Salamander \par Effects: The caster may summon a salamander which will then attempt = to set afire anything flammable that=20 it can reach. The Summoner will have no control over the salamander. It = may only be sent away by casting a Special Knowledge Counterspell of the = College of Fire Magics over it. \par=20 \par=20 \par G16. Wall of Fire \par Range: 10 feet + 10/Rank \par Duration: 10 minutes + 10/Rank \par Experience Multiple: 100 \par Base Chance: 25% \par Resist: May only be passively resisted \par Storage: Investment, Ward, Magical Trap \par Target: Area \par Effects: The caster can create a 5 foot high x 20 foot long x 1 = foot thick wall of flames, or a 5 foot high x 1 foot thick c ircle of flames with a 5 foot radius, or a pillar 15 feet high with a 2 = foot radius. The caster can increase any one dimension by 1 foot per = Rank. The wall cannot easily be seen through, and must be anchored to a = surface. Any entity coming into contact =20 with the wall must resist or suffer d + 1/Rank fire damage. The wall = will provide light equivalent to a Firelight spell large campfire. At = Rank 20 the Adept may double the damage of the Wall of Fire by halving = its duration. The wall is insubstantial. Do uble and triple effects apply to duration only \par=20 \par=20 \par S17. Weapon of Flames=20 \par Range: 5 feet + 5/Rank \par Duration: 5 minutes + 5 minutes per rank \par Experience Multiple: 250 \par Base Chance: 30% \par Resist: None \par Storage: Investment \par Target: See below \par Effects: The spell is cast o ver a weapon of the caster's choice causing it to burst into flame when = prepared without damage to the weapon or wielder of it. The Base Chance = to hit a target with the weapon is increased by 1 + 1/Rank, and the = damage is increased by 1 for every 2 or fra c tion of 2 ranks. The increased damage is caused by magical fire. When = the weapon is used against a creature of cold or water or against an = Undead creature the damage is increased to 1 per rank instead. All = creatures which live in cold environments or in=20 w ater are considered creatures of cold or water. At rank 11 any hand-held = weapon may be created from fire. Such weapons have little actual weight, = but strength and dexterity requirements must be met in order to wield = them. Weapons created from flame only d o fire damage, and the damage done is always D10 plus the damage due to = the spell, plus any bonuses due to the wielder's strength and skill. = Missiles may also be affected by this spell, but not missile weapons, = thus an arrow may be enflamed but not a bow. \par=20 \par=20 \par S:. Pyrotechnics \par Range: 60 feet + 10/Rank \par Duration: Instantaneous \par Experience Multiple: 200 \par Base Chance: 20% \par Resist: Passive only \par Storage: No \par=20 \par This spell may be mistaken for a Fireball. A small 1 foot globe of = Fire streaks to the impact point and bursts wi th an enormous flash of light and smoke similar to fireworks. All those = in the area of effect who see the explosion must resist or be are = dazzled and blinded by the flash for d-5 pulses +1/Rank or d-5 minutes + = 1/Rank if they possess infravision. Blinded =20 entities have their strike chances reduced by 1 + 2/Rank of the caster. = Perception and targeting checks are reduced by a like amount. The volume = affected by the spell is a radius centred on a hex of 5 feet + 5 feet = per Rank. Creatures without normal visi on eg the Undead are unaffected by Pyrotechnics.=20 \par At Rank 20 all who fail to resist are dazzled for 1 minute + 1/Rank = or 1 hour +1/Rank if possessing infravision. Double and triple effects = apply to the radius of effect. The Adept can always cast a smaller = radius effect if desired to a minium of 5 feet.=20 \par=20 \par=20 \par G: Slow Fire \par Range: 5 feet + 5/Rank \par Duration: 1 hour + 1/Rank \par Experience Multiple: 100 \par Base Chance: 20% \par Resist: None \par Storage: Investment \par=20 \par This spell increases the duration that a wood, lamp or oil fire = will burn for by 1 hour +1 Rank. Light remains constant while the spell = is in effect but heat from the fire source is halved. Double and triple effects apply to duration. This spell may be used to slow the = effects of small fires or to ensure a fire lasts for a considerable = period of time \par=20 \par=20 \par Special Knowledge Rituals \par=20 \par=20 \par R2. Summon Fire Elemental \par Range: Adjacent fire \par Duration: Concentration, no maximum \par Experience Multiple: 450 \par Base Chance: MA + 4/Rank \par Resist: May not be resisted \par Target: Fire Elemental \par Materials: fuel for fire \par Actions: Concentration \par Concentration Check: Standard \par Effects: The Adept summons a Fire Elemental with a combined enduran ce and fatigue of 15 (+5/rank) within a fire which must be constructed = within 20 feet of the adept. The elemental is composed of magical fire = of an effective rank equal to the adept's rank in this spell. If the = ritual check is less than or equal to the s u mmoner's base chance, then the elemental is summoned and under the = adept's control. If the result is 30 or more than the summoner's base = chance the ritual backfires, and the elemental arrives uncontrolled. Any = other result has no effect. The elemental str o ngly resents being brought from the plane of elemental fire and = therefore hates the summoner and will immediately try to kill the = summoner unless it is brought under control. Once controlled, the = elemental remains controlled until the summoner's concentra tion is broken, it is banished, or it is returned to its own dimension = with a special knowledge Counterspell of this College by the Adept. \par=20 \par=20 \par R3. Create Drought \par Range: 2miles + 2miles/rank \par Duration: 8 hours x /rank (minimum of 1) \par Experience Multiple: 200 \par Base Chance: 30% + 3/Rank \par Resist: May not be resisted \par Target: Area \par Materials: fire source \par Actions: Chanting and dancing \par Concentration Check: standard \par Effects: This ritual increases temperature in the target area by 2C = per Rank, slowly building up at 2 degrees C per hour. This may impede rainfall, kills plants, dry up wells, = ponds, etc and ruin crops if repeated regularly. In cold or icy areas = climes it may make an area tolerable for life for a time or result in = standing fogs if the difference between climes i s too extreme \par=20 \par=20 \par R5. Flame Sight \par Range: adjacent fire \par Duration: 1 minute + 1/Rank \par Experience Multiple: 250 \par Base Chance: 40% + 5/Rank \par Materials: fuel for fire \par Actions: Concentration, looking into the flames \par Concentration Check: Standard=20 \par Effects: The Adept may, after concentrating for half an hour and = staring into the flames of a fire, attempt to obtain one of three types = of vision (as determined by the adept).=20 \par 1) A view as if the adept was looking out of any fire within 5 = miles (+ 5/Rank). If there are a nu mber of fires within range, the fire the adept looks out of is randomly = determined, unless the adept knows of a specific fire (within range) and = chooses to look out of this particular fire. Should that fire not = actually exist the adept will see nothing.=20 The adept cannot be perceived by anyone looking into the fire, and the = adept may move their viewpoint within the fire so as to see in all = directions. =20 \par 2) A precognitive vision (which is not controllable by the Adept). = The detail of this vision and the amount of information obtained is = dependant on rank. =20 \par 3) If the Adept chooses to sacrifice an object (which is destroyed) = in the fire, they gain a vision relevant to that object's past. This = version of the ritual can only be performed on flammable objects.=20 \par=20 \par=20 \par R5. Summoning Efreet \par Experience Multiple: 250 \par Base Chance: 25% + 5/Rank=20 \par Effects: The Adept may summon an Efreet which will be sympathetic = to the summoner as a fellow fire-user and will usually attempt to aid = them. If the Efreet does not agree to aid them voluntarily, the Adept may still demand one service in exchange = for allowing the Efreet to depart. This service must take the form of a = defined task to be performed in a matter of hours or days (though the = service may take place in the future at so m e indefinite time). The Efreet will almost always serve the summoner in = battle against entities not associated with the College of Fire Magic, = but will never assist the summoner in battle against a member of the = College of Fire Magic. Even demanding tha t the Efreet attack a fellow Adept of the College of Fire Magic as its = obligatory service to the summoner will not cause the Efreet to change = its attitude in this regard.=20 \par=20 \par Table: Some useful temperatures \par=20 \par Temp\tab Example \par 100\tab Boiling water \par 200\tab Burning paper, meths, Molten sulphur (113) \par 400\tab Molten lead (327), tin (232), Boiling oil (~300) \par 600\tab Molten zinc (419) \par 800 \par 1000\tab Molten silver (961)=20 \par 1200\tab Molten gold (1053), copper (1083) \par 1400 \par 1600\tab Molten iron (1540) \par 1800\tab Molten sand (1700) \par 2000 \par 3000 \par 4000\tab Molten graphite (3730) \par }} ------=_NextPart_000_0001_01BE3C89.DB501FC0-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Sun Jan 10 17:00:03 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA18830; Sun, 10 Jan 1999 17:00:03 +1300 Received: from smtp1.ihug.co.nz (tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA18822 ; Sun, 10 Jan 1999 16:59:59 +1300 Received: from paul (p8-max1.akl.ihug.co.nz [207.213.218.8]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with SMTP id QAA28808 ; Sun, 10 Jan 1999 16:36:30 +1300 Subject: fire re-write 8 Date: Sun, 10 Jan 1999 16:37:45 +1300 Message-ID: <000b01be3c4a$961a3920$0264640a@paul> MIME-Version: 1.0 Content-Type: application/msword; name="FireFinal6.rtf" Content-Transfer-Encoding: quoted-printable Content-Disposition: attachment; filename="FireFinal6.rtf" X-Priority: 3 (Normal) X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook 8.5, Build 4.71.2173.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 From: "Rodney King" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. {\rtf1\ansi\ansicpg1252\uc1 = 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.}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta = .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta = )}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang{\pntxtb (} {\pntxta )}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb = (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb = (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb = (}{\pntxta )}}{\*\pnseclvl9 \pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 = Version 8: thanks for the comments to date\'85 \par=20 \par Debate: Do we want Ritual of Binding Fire in as a re-write? \par }\pard\plain = \s1\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel0\adjustright = \b\f1\fs28\kerning28\cgrid {\cgrid0 The College of Fire Magics \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par The College of Fire Magics is concerned exclusively with = manipulating the element of fire. Adepts of this College are referred to = as Fire Mages or Pyromancers.=20 \par=20 \par }\pard\plain = \s15\qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\t= x5760\tx6480\tx7200\tx7920\tx8640\adjustright \f1\fs20 {The affinity = fire mages have for their element has often led to them being considered = to be py romaniacs. Most fire mages, however, have a healthy respect for fire, = and rarely will they wantonly set people or places alight. They do enjoy = being in or near fire and are generally the first to suggest a nice camp = fire when adventuring. Fire mages are a l so thought to be hot-tempered, to enjoy hot and spicy food, and to = dislike getting wet. They frequently have red hair, though there appears = to be no hereditary basis for this. Generally fire mages are flamboyant = characters, particularly in their spell-cas ting. The College of Fire Magics is anything but subtle, and its spells = involve more than the usual amounts of shouting and arm-waving.=20 \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par The element of fire is unquestionably destructive, and as a = consequence the majority of the spells of this college caus e considerable amount of damage, if only as a side-effect. The Fire = College is not noted for being environmentally friendly, and so fire = mages are even less popular than most mages among the common folk. When = it is revealed that a person is an adept of th e Fire College the usual reaction will generally be one of fear and = trepidation. Fire mages are quite amicable towards the Adepts of other = colleges with the notable exception of those of the College of Water = Magics. \par=20 \par TRADITIONAL COLOURS: Fire mages generally prefer to wear the colour = of their element. Red. Most often trimmed with black, yellow or orange. = For jewellery the fire mage most frequently chooses garnets or rubies, = set in gold. \par=20 \par TRADITIONAL SYMBOLS: The symbol of the Fire College is the flame, = usually depicted in red or gold. \par =20 \par MAGICAL APTITUDE: The MA requirement for this college is 13. \par=20 \par=20 \par }\pard\plain = \s2\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\cgrid0 1. RESTRICTIONS AND MODIFICATIONS \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par }{\b\f1 1.1 RESTRICTIONS:}{\f1\cgrid0 Adepts of the College of = Fire Magics may only practice their arts in an area where it is possible = for fire to exist. They may not practice fire magic underwater or in a = vacuum, for example. \par=20 \par }{\b\f1 1.2 MODIFICATIONS:}{\f1\cgrid0 The Base Chance of = performing any talent, spell or ritual of the College of Fire Magics is = modified by addition of the following numbers: \par=20 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in light mist, fog, or rain, or is soaking wet\tab = \tab \tab -5 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in heavy fog, or rain, or is partially immersed in = water\tab \tab -10 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is almost totally immersed in water\tab \tab \tab = \tab -15 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is within 30 feet of large campfire\tab \tab \tab = \tab \tab +5 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is within 30 feet of bonfire\tab \tab \tab \tab \tab = +10 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in contact with small campfire\tab \tab \tab \tab = \tab +5 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in contact with large campfire\tab \tab \tab \tab = \tab +10 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in contact with bonfire\tab \tab \tab \tab \tab = \tab +15 \par {\pntext\pard\plain\f3\fs20\lang1033 \loch\af3\dbch\af0\hich\f3 = \'b7\tab}}\pard = \qj\fi-360\li720\nowidctlpar\tx0\jclisttab\tx720\tx1440\tx2160\tx2880\tx3= 600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlblt\ilvl0\ls7\pnrnot0 \pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\ls7\adjustright = {\f1\cgrid0 Caster is in a hot, dry region (such as a desert)\tab \tab = \tab \tab +5 \par }\pard = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0=20 \par Only modifier from each group may be applied together. These = bonuses only apply to normal fire. Magical fire may only be used to = reduce negative modifiers to zero. Unless otherwise specified, Magical = Fire will automatically ignite flammables. \par=20 \par=20 \par }\pard\plain = \s2\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\cgrid0 2. TALENTS \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 T1 Infravision \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 50ft + 5/rank \par Duration: Constant \par Experience Multiple: 75=20 \par Resist: May not be resisted \par=20 \par Effects: The adept is able to see infra-red heat radiation as if it = was nor mal light. This works best in relative darkness, since it is easily = over-powered by visible light. Infravision can be used to target weapons = and spells. As a result of this talent the adept can see in the absence = of visible light. Low level heat sources s u ch as living bodies give this talent a normal working range of 50ft + = 5/rank to this talent. Medium level high sources such as camp fires are = visible at twice this distance (note that the plume of hot air from a = fire will extend to a considerable height). =20 High level heat sources may be visible at any range. This talent can = sometimes penetrate where normal vision cannot. For example, the adept = can see heat sources through smoke and mist as long as the obscurement = is not warmer than the thing being viewed (a t a 50% reduction in range). The adept can perceive living entities = attempting to hide in light cover (such as bushes). It is also possible = to detect the residual heat of a heat source which has recently been = moved or extinguished. Should the adept wish to concentrate on a particular heat source, a check against a base chance = of perception + 5/Rank - 1/10ft separating the adept from the heat = source (after the first 10ft). If this is successful the adept can: \par =20 \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = 1)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls6\pnrnot0 \pndec\pnstart1\pnindent360\pnhang{\pntxta )}}\ls6\adjustright = {\f1\cgrid0 Identify the general type of heat source. On ly those heat sources that the adept has previously encountered and as a = consequence knows the heat signature of may be identified with this = talent. At higher ranks familiar individuals may identified.=20 \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = 2)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls6\pnrnot0 \pndec\pnstart1\pnindent360\pnhang{\pntxta )}}\ls6\adjustright = {\f1\cgrid0 Determine the relative temperature of the heat source. \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = 3)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls6\pnrnot0 \pndec\pnstart1\pnindent360\pnhang{\pntxta )}}\ls6\adjustright = {\f1\cgrid0=20 Determine if the heat radiated by any object or entity perceived by this = talent is being generated by magic. Thus the adept may employ this = talent to distinguish between normal and magical fire. Only fire mage = infravision has this capability. \par }\pard = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0=20 \par Should the talent fail it may be re-attempted after either the = adept or target has moved so that the adept is at least 20ft closer to = the target, or after a period of 41 pulse - 2/Rank has elapsed. \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\cgrid0 \page }{\b\fs20\cgrid0 T2 Pyrogenisis \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Sight=20 \par Duration: Immediate \par Experience Multiple: 75=20 \par Resist: Passive \par Base Chance: MA + 5/Rank - 1/5 ft separating the adept from the = target (after the first 5ft) \par=20 \par }\pard\plain = \s15\qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\t= x5760\tx6480\tx7200\tx7920\tx8640\adjustright \f1\fs20 { Effects: The adept may cause a single mass of dry, flammable material to = burst into flame. This amount is equal to 1oz + 1oz for ev ery five full ranks the Adept has attained in the talent. Thereafter it = will burn normally and may be extinguished by either mundane or magical = means. Flammable materials are to be defined as wood, paper, cloth etc, = but not flesh, with the exception that=20 P yrogenisis may be used to cremate insects within the mass restrictions = detailed above. If the talent is used on another's possession this = talent will automatically fail. Utilising this talent requires a pass = action, and it has an obvious somatic component . Should it fail the talent may be re-attempted immediately. \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 T3 Speak to Fire Creatures \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 15ft + 15/Rank \par Experience Multiple: 75 \par Base Chance: 40% \par Resist: May not be resisted \par Storage: Potion \par Target: Self \par=20 \par }\pard\plain = \s15\qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\t= x5760\tx6480\tx7200\tx7920\tx8640\adjustright \f1\fs20 { Effects: This talent allows the caster to communicate with all fire = creatures within range. This communication is at an effective language = rank of 0 + 1/2 Ranks the adept has attained in this talent. For the = purposes of this spell, fire creatures are; Ele mentals, Salamanders, Efreets, creatures created using a Binding Fire = Ritual, and those creatures which are native to hot, arid regions. \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par=20 \par=20 \par }\pard\plain = \s2\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\fs20\cgrid0 GENERAL KNOWLEDGE SPELLS \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G1. Extinguish Fire Spell \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 15 feet + 15 additional/Rank \par Duration: Immediate \par Experience Multiple: 100 \par Base Chance: 50% \par Resist: May not be resisted \par Storage: Investment, Ward, Magical Trap \par Target: Volume \par=20 \par }\pard\plain = \s15\qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\t= x5760\tx6480\tx7200\tx7920\tx8640\adjustright \f1\fs20 { Effects: When successfully cast, this spell will extinguish all fire in = a cube up to 10ft + 10/Rank on a side. All the volume effected must be within range of the spell. On a multiple effect this volume may be = doubled or tripled. The adept may always choose to extinguish a smaller = volume of Fire than their maximum by rank. \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G1. Fire Armour}{\cgrid0=20 \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Touch \par Duration: 1 hour +1/ Rank \par Experience Multiple: 200 \par Base Chance: 25% \par Resist: May not be resisted \par Storage: Potion \par Target: Object or Entity \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\fs20\cgrid0 Effects: The target is protected against cold or = ice attacks of magical origin. The spe ll absorbs 3 + 3/rank points of damage due to magical old or ice. This = effect is ablative, and when the spell is reduced to zero, it ceases to = be in effect. This spell is highly visible and cannot be used with = Armour of Ice. \par }\pard\plain \nowidctlpar\widctlpar\adjustright \fs20\cgrid { \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Fire Bolt Spell\tab G-rewrite \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: 25 ft + 25ft/Rank \par Duration: Immediate \par Exp. Mult: 200 \par Base Chance: 40% \par Resist: Passive-10,Active\tab=20 \par Storage: Ward, Investments, Magical Trap \par Target: Entity or Object \par=20 \par Effects: The Adept causes a bolt of elemental Fire to streak from = his outstretched hand m oving in the desired direction to the extent of the spell's range. It = will always impact on the first target reached . It will always impact = on the first target reached. If there is no target, the bolt will = dissipate at the end of its range. Unless the ta rget successfully resists, they take (D-2) + 1/Rank fire damage. \par }\pard\plain \s15\qj\nowidctlpar\adjustright \f1\fs20 { If the = Adept chooses to, they can create a fiery serpent that will fly = sinuously toward the target of this spell at a TMR equal to 1+ Rank. = When the serpent reaches them, the target takes (D- 2) + 1 per Rank magical fire damage, unless the target successfully = resists. If the Adept makes an Infravision roll - the Magic Resistance = of the target, the serpent will lock onto the fires of the soul of the = target, and chase them around corners and ove r obstacles, but not through closed doors, etc. If the Adept cannot see = their victim, but can see a serpent that is targeted on them, then they = can attempt to lock another serpent onto the target by making another = Infravision roll at a further \endash=20 10. This \endash 10 modifier is cumulative. A serpent may pursue a = victim beyond the normal range of the spell but the target must be = within range when the spell is initially cast. \par }\pard\plain \qj\nowidctlpar\adjustright \fs20\cgrid {\cgrid0=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G3. Firelight \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Touch \par Duration: 30 mins + 30/Rank \par Experience Multiple: 75 \par Base Chance: 50% \par Resist: May be passively resisted \par Storage: Investment \par Target: Object or point \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\fs20\cgrid0=20 Effects: The caster creates a source of light emanating in all = directions from the object or point touched by the caster. At ranks 0 to = 5 the light emitted is equivalent to that of a torch, at ranks 6 to 10 that of a small campfire, at ranks 11 = to 15 a large campfire, and at ranks 16 to 20 a bonfire. The light = emitted will have the appearance of firelight of the appropriate = strength. It is magical light, and will cast poor=20 contrast shadows. \par }\pard\plain \qj\nowidctlpar\widctlpar\adjustright \fs20\cgrid { \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G4. Fireproofing \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Touch \par Duration: 1 hour + 1/Rank \par Experience Multiple: 150 \par Base Chance: 30% \par Resist: May not be resisted \par Storage: Potion, Investment \par Target: Entity or Object \par=20 \par Effects: The spell protects the target from all non-magical fire = and heat effects. An entity target is also protected against smoke = effects (including smoke inhalation), hypothermia and sunstroke. \par=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G7. Increase Temperature \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 25 feet + 5 additional per Rank \par Duration: Special \par Experience Multiple: 50 \par Base Chance: 35% \par Resist: May not be resisted \par Storage: Investment \par Target: Volume \par=20 \par }{\b\f1\cgrid0 Effects:}{\f1\cgrid0 Gases: Duration: 1 hour + = 1/Rank \par The adept may=20 cause the temperature of a closed contiguous volume of gas (such as air) = to increase. The volume affected is equal to 125 cubic feet + 125/Rank = (125 cubic feet is the volume of a cube 5 feet on each side). The = temperature can be increased by up to 2C per=20 Rank. When the spell effect ends the affected volume will cool normally. \par=20 \par }{\b\f1\cgrid0 Effects:}{\f1\cgrid0 Solids: Duration: 5 minutes + = /5Rank \par The adept may heat a chosen weight of solid or a chosen volume of = liquid.=20 \par Should the material be a solid the temperature increase is equ al to a maximum of 100 degrees C + 50/Rank. The mass which can be = affected is equal to a maximum of 1lb + 1lb/rank. The adept may choose = any combination of temperature increase increment and mass increment to = a total of the adept's rank. The temperature i ncrease requires 10 seconds per 100 degrees per pound mass. \par=20 \par }{\b\f1\cgrid0 Effects:}{\f1\cgrid0 Liquids: Duration: 5 minutes + = /5Rank \par Should the material be a liquid the temperature increase is equal = to a maximum of 20 degrees C + 20/Rank. The volume which can be affected = is equal t o a maximum of 1 pint + 1 pint/rank. The adept may choose any = combination of temperature increase increment and mass increment to a = total of the adept's rank. The temperature increase requires 10 seconds = per 10 degrees per pint.=20 \par When the spell effect ends the solid material or the volume of = liquid will cool normally. \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\cgrid0 \page }{\b\fs20\cgrid0 G: Pyrotechnics (new) \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 60 feet + 10/Rank \par Duration: Instantaneous \par Experience Multiple: 200 \par Base Chance: 20% \par Resist: Passive only \par Storage: No \par=20 \par This spell may be mistaken for a Fireball. A small 1 foot globe of Fire streaks to the impact point and bursts = with an enormous flash of light and smoke similar to fireworks. All = those in the area of effect who see the explosion must resist or be are = dazzled and blinded by the flash for d-5 pulse s +1/Rank or d-5 minutes + 1/Rank if they possess infravision. Blinded = entities have their strike chances reduced by 1 + 2/Rank of the caster. = Perception and targeting checks are reduced by a like amount. The volume = affected by the spell is a radius centre d on a hex of 5 feet + 5 feet per Rank. Creatures without normal vision = eg the Undead are unaffected by Pyrotechnics. At Rank 20 all who fail to = resist are dazzled for 1 minute + 1/Rank or 1 hour +1/Rank if possessing = infravision. Double and triple effects apply to the radius of effect. The Adept can always cast a smaller = radius effect if desired to a minium of 5 feet.=20 \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G: Slow Fire (new) \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 5 feet + 5/Rank \par Duration: 1 hour + 1/Rank \par Experience Multiple: 100 \par Base Chance: 20% \par Resist: None \par Storage: Investment \par=20 \par }\pard \qj\nowidctlpar\widctlpar\adjustright {\f1\cgrid0=20 This spell increases the duration that a wood, lamp or oil fire will = burn for by 1 hour +1 Rank. Light remains constant while the spell is in = effect but heat from the fire source is halved. Double and triple = effects apply to duration.=20 This spell may be used to slow the effects of small fires or to ensure a = fire lasts for a considerable period of time. \par=20 \par }{\b\f1\cgrid0 =20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G9. Smoke Creation=20 \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 10 feet + 10 additional/Rank \par Duration: 30mins + 30/Rank=20 \par Experience Multiple: 75 \par Base Chance: 25% \par Resist: May not be resisted \par Storage: Investment, Ward \par Target: Area \par=20 \par }\pard\plain \s15\qj\nowidctlpar\adjustright \f1\fs20 {Effects: The = adept may create a volume of smoke equal to 1000 cubic feet + 1000/Rank = (1000 cubic feet is the volume of a cube 10 feet on each side). This = volume must be closed and contiguous, and h as a minimum thickness of 5 feet. The density of the smoke is dependent = on rank from light vapours at rank 0 to thick, roiling smoke at rank 20. = The density of the smoke may be varied by the caster at casting. The = smoke reduces visual perception by one le v el plus one/five full ranks (but may not reduce it to less than once = times perception). Thus at rank five a 4 x perception check reduces to 2 = x perception check. Strike chances within the volume are reduced by 5% + = 1/rank. The duration of the spell will b e decreased by 5 minutes per 10 miles/hour of wind to a minimum of 5 = minutes if cast out of doors or in a space where wind is present. Below = rank 10 the smoke created by this spell is completely transparent to = infravision. \par }\pard\plain \qj\nowidctlpar\adjustright \fs20\cgrid {\f1\cgrid0=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 G16. Wall of Fire \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 10 feet + 10/Rank \par Duration: 10 minutes + 10/Rank \par Experience Multiple: 100 \par Base Chance: 25% \par Resist: May only be passively resisted \par Storage: Investment, Ward, Magical Trap \par Target: Area \par=20 \par Effects: The caster can create a 5 foot high x 20 foot long x 1 f oot thick wall of flames, or a 5 foot high x 1 foot thick circle of = flames with a 5 foot radius, or a pillar 15 feet high with a 2 foot = radius. The caster can increase any one dimension by 1 foot per Rank. = The wall cannot easily be seen through, and must=20 b e anchored to a surface. Any entity coming into contact with the wall = must resist or suffer d + 1/Rank fire damage. The wall will provide = light equivalent to a Firelight spell large campfire. At Rank 20 the = Adept may double the damage of the Wall of Fire=20 by halving its duration. The wall is insubstantial. Double and triple = effects apply to duration only \par=20 \par }\pard \qj\nowidctlpar\adjustright {\f1\cgrid0=20 \par }\pard\plain = \s2\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\cgrid0 SPECIAL KNOWLEDGE SPELLS \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Cleansing Flame Spell\tab S-new \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: 10 ft + an additional 10 ft per Rank for every Rank = greater than 10 \par Duration:=20 \par Exp. Mult: 300 \par Base Chance: 20%=20 \par Resist: Always \par Storage: Potion, Ward, Investment \par Target: Entity \par=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 {Effects: = The target is wreathed in yellowy green flames that cause them hideous = suffering, and cures them of the effects of natural poison (acts as = Rank/2 for synthetic pois on), venom, fevers and disease, halting the deleterious effects while = cleansing takes place. As the foulness is burnt away, the flames change = colour, until they become silvery white. The hideous suffering lasts for = 25 pulses \endash=20 1 per Rank of the spell, and=20 at the end of the spell, the target and his possessions are cleaned to a = high polish. Before they are cured of their ailment all Strike Chances, = Defence and Cast Chances are reduced by 25-1/Rank. This spell only = effects willing targets. At Rank 20 this sp ell cures the effects of Malignant Flames. This spell can also be used = to cure burns, including third degree burns. In this instance no pain is = felt by the recipient. \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 S5. Control Fire Elemental \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 20 feet + 10/Rank \par Duration: Concentration (no maximum) \par Experience Multiple: 250 \par Base Chance: 20% \par Resist: special \par Storage: Investment \par Target: Summonable. fire elemental.=20 \par=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 {Effects: = The adept may use this spell to control an uncontrolled summonable fire = elemental. If the creature was not conjured by the adept,=20 or the summoning adept failed the initial control check, the spell may = be cast normally and the elemental may actively and passively resist. \par=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Dragon Flames\tab S-re-write \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: Caster \par Duration: Instantaneous \par Exp. Mult: 525 \par Base Chance: 10% \par Resist: Passive, Active, Save for Half \par Storage: Ward, Investment \par Target: Entity \par=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 {Effects: = Allows the caster to breath magical fire like a Dragon. The cone is one = hex wide at the base and increases in width one hex for every two full = ranks of the caster. In some instances, e.g. a character wading through = water, a saving throw may negate all damage. There are no over-pressure = or explosive effects \endash=20 Dragon flames is analogous to an instantaneous flash of heat. Damage is = d10 + 2 points per rank. Double effects add an additional point per rank = and triple effects add another 2 points per rank. (DAMAGE IS TONED DOWN = SO INSTANT KILLS OF PARTIES DON \rquote T OCCURR) \par=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Fire Arc\tab S-new \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: Touch \par Duration: Instantaneous \par Exp. Mult: 250 \par Base Chance: 15%=20 \par Storage: Potion, Investment \par Target: Entity \par=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 { Effects :The spell transforms the target in to a bolt of fire that = flashes to any unobstructed point in line of sight (up to 25 feet + = 25/Rank away). The bolt must appear within 5 feet of a potentially = flammable sub stance, or an entity or a solid surface (but will not function = underwater) e.g. clothing, trees etc and it arrives in a burst of flame = for d10 points of damage to all creatures within 1 hex. The caster may = effect 1 + 1 creature for every 3 full ranks or f r actions there of. At Rank 20 the caster may instantaneously return to = the point of origin of the spell at the end of the next pulse. Double = and triple effects apply to range only. This spell only effects willing = targets. Any barriers, wards etc that are p assed over effect the targets as per normal. \par=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Fireball\tab S-new \par }\pard\plain \qj\nowidctlpar\adjustright \fs20\cgrid {\f1\cgrid0 = Range 60 + 10 per Rank \par Duration Instantaneous \par Base Chance: 25% \par Area of Effect 1 hex + 1 hex radius every 3 full ranks \par Damage d10 + 1 per rank. \par Target: Volume \par Resist - \'bd active or passive \par EM 300 \par=20 \par Effects: The spell conjures a ball of fire 1 foot in diameter which = rushes to the point selected by the mage. Upon reaching the desired = destination the fireball explodes with a dull roar, burning all in the = area of effect in a burst of magical fire, pos s ibly setting flammable items afire. If the fireball cannot explode to = its full diameter it expands to fill a volume of equivalent size. If = this occurs, 1/2 or partial hexes count as full hexes when working out = volumes. Hard cover (e.g. walls, parapets, ma n telets but not shields) reduces damage to 1/2 before resistance is = rolled. In some instances, eg. a character wading through water, a = saving throw may negate all damage. There are no over-pressure or = explosive effects - the fireball is analogous to an=20 i nstantaneous flash of heat. A fireball may be detonated prematurely by = the imposition of barriers in its line of flight and may only be aimed = at a point which the caster can see and which is in range. At Rank 15 or = above this spell may be cast with a deto n ation delay of 1 + 1 minute for ever rank above fifteen. A delayed blast = fireball manifests itself as a 1 foot wide floating sphere of fire until = detonation occurs. If a second fireball is cast within the proposed = volume of effect of the first, both are d etonated. At rank 20 any roll of ten on a damage dice allows that dice = to be re-rolled for additional fire damage. A double result adds 1 per = rank to the fireballs damage. A triple result allows the Adept to add an = additional 2 points per rank.=20 \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 S10. Hellfire \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 10 feet + 5/Rank \par Duration: Immediate (during Pulse)=20 \par Experience Multiple: 675 \par Base Chance: 5% \par Resist: May be passively and actively resisted (then suffers half = damage) \par Storage: Investment, Ward, Magical Trap \par Target: Entity \par=20 \par Effects: Th is sulphurous fire attacks one human-sized target for every 3 (or = fraction of 3) Ranks the Adept has achieved with the spell. The target's = Magical Resistance is automatically reduced by 5 + 1/Rank. The spell = does d + 2/Rank damage to each target. If a cha racter successfully resists, they suffer only half damage (round up). = Double and triple effects apply. (THE WICCA VERSION WILL ALSO NEED TO BE = ADJUSTED) \par=20 \par=20 \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Immolation\tab S-new/rewrite \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: Self \par Duration: \'bd hour + \'bd hour per Rank \par Exp. Mult: 200 \par Base Chance: 15% \par Resist: None \par Storage: Potion \par Target: Touch \par=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 { Effects: The Adept gains the grace and form of a dancing flame, without = in anyway altering his physical nature, but increasing his defence by = 2(+3 per 2 full Ranks). Any entity that is within 5 ft must resist v s. Fire Special magic, or take 1 point of magical Fire damage for every = 2 or fraction Ranks. Any entity under the influence of this spell will = glow with the same degree of brightness as a Firelight spell 5 Ranks = lower, minimum 1. Should the target choose=20 to hide in a fire, the target may only be detected by witchsight, or by = infravision. Otherwise the target appears to be a humanoid shape = composed of flame. (REPLACES CURRENT IMMOLATION) \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 S12. Malignant Flames \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 10 feet + 10/Rank \par Duration: Immediate (during Pulse)=20 \par Experience Multiple: 550 \par Base Chance: 5% \par Resist: May be actively and passively resisted \par Storage: Investment, Ward, Magical Trap \par Target: Entity \par }\pard \qj\nowidctlpar\tx0\adjustright {\f1\cgrid0=20 \par }\pard\plain \s15\qj\nowidctlpar\tx0\adjustright \f1\fs20 {Effects: = A target of the caster's choice is swathed in flames that are only=20 visible to the victim. The flames do [D-5] + 2 / Rank damage. In = addition, the target is subject to other damage if the spell is at rank = 5 or higher. In this case, a number of points equal to D-6 + 1/5 Full = Ranks are removed from one characteristic statis t ic of the victim. The victim will regain these points after (4 + rank) = days or after a remove curse ritual is performed over the victim. The = Adept may determine the characteristic to be affected. A characteristic = may not be reduced below 1 as a result of=20 this spell. \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 S14. Summoning Salamander}{\cgrid0=20 \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Works at any range \par Duration: Until dispelled \par Experience Multiple: 200 \par Base Chance: 15% \par Resist: May not be resisted \par Storage: Investment, Magical Trap \par Target: Salamander \par=20 \par Effects: The caster may summon a salamander which will then attempt = to set afire anything flammable that it can reach. The Summoner will = have no control over the salamander. It may only be sent away by casting = a Special Knowledge Counterspell of the Colle ge of Fire Magics over it. \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 S17. Weapon of Flames=20 \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 5 feet + 5/Rank \par Duration: 5 minutes + 5 minutes per rank \par Experience Multiple: 250 \par Base Chance: 30% \par Resist: None \par Storage: Investment \par Target: See below \par=20 \par }\pard \qj\nowidctlpar\tx0\adjustright {\f1\cgrid0 Effects: The = spell is cast over a weapon of the caster's choice causing it to burst into flame when prepared without = damage to the weapon or wielder of it. The Base Chance to hit a target = with the weapon is increased by 1 + 1/Rank, and the damage is increased = by 1 for every 2 or fraction of 2 ranks. T h e increased damage is caused by magical fire. When the weapon is used = against a creature of cold or water or against an Undead creature the = damage is increased to 1 per rank instead. All creatures which live in = cold environments or in water are considered =20 creatures of cold or water. At rank 11 any hand-held weapon may be = created from fire. Such weapons have little actual weight, but strength = and dexterity requirements must be met in order to wield them. Weapons = created from flame only do fire damage, and t he damage done is always D10 plus the damage due to the spell, plus any = bonuses due to the wielder's strength and skill. Missiles may also be = affected by this spell, but not missile weapons, thus an arrow may be = enflamed but not a bow. \par }\pard\plain = \s3\qj\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 Wildfires S-new \par }\pard\plain \qj\nowidctlpar\tx0\adjustright \fs20\cgrid = {\f1\cgrid0 Range: Touch \par Duration: 20 minutes + 20 minutes per Rank \par Exp. Mult: 200 \par Base Chance: 25%=20 \par Storage: Potion, Investment \par Target: Entity \par=20 \par }\pard\plain = \s15\qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\t= x5760\tx6480\tx7200\tx7920\tx8640\adjustright \f1\fs20 { This spell imbues a character with the speed and essence of a forest = fire. The character may run without tiring at a speed of 20 mile an hours + 2 miles per rank over any solid surface. Additionally a = character may "run" across any substance that would ordinarily support a = fire e.g. a character under the effect of a Wildfires spell could run = across tree tops, up a wooden gate or p a lisade or across oil spread over water. Like a fire, momentum effects do = not apply when a character under Wildfires takes corners or climbs a = flammable surface e.g. a tree. A character under Wildfires may leap a = distance safely much as a fire leaps a fire b reak. This distance is equal to PS + 1 foot per rank of horizontal = distance or 1/2PS + 1 foot per rank vertically. This spell may be ended = at any time prior to expiry and on expiry the character stops instantly = in place, much like a fire at the end of a b u rn. Prior to this a character must continue to move at the designated = speed. At rank twenty a character under Wildfires may slip through = cracks in flammable surfaces e.g. wooden doors etc. This spell leaves = charred footprints behind the user but these wil l only ignite substances coated in oil or similarly materials, not = ordinary wood. This spell may be actively resisted. Double and triple = effects apply to duration. \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par=20 \par=20 \par }\pard\plain = \s2\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\cgrid0 Special Knowledge Rituals \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 R1. Create Drought \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = 2miles + 2miles/rank \par Duration: 8 hours x /rank (minimum of 1) \par Experience Multiple: 200 \par Base Chance: 30% + 3/Rank \par Resist: May not be resisted \par Target: Area \par Materials: fire source \par Actions: Chanting and dancing \par Concentration Check: standard \par=20 \par Effects: This ritual increases temperat ure in the target area by 2C per Rank, slowly building up at 2 degrees C = per hour. This may impede rainfall, kills plants, dry up wells, ponds, = etc and ruin crops if repeated regularly. In cold or icy areas climes it = may make an area tolerable for life fo r a time or result in standing fogs if the difference between climes is = too extreme \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 R2. Flame Sight \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = adjacent fire \par Duration: 1 minute + 1/Rank \par Experience Multiple: 250 \par Base Chance: 40% + 5/Rank \par Materials: fuel for fire \par Actions: Concentration, looking into the flames \par Concentration Check: Standard=20 \par=20 \par Effects: The Adept may, after concentrating for half an hour and = staring into the flames of a fire, attempt to obtain one of three types = of vision (as determined by the adept).=20 \par=20 \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = a)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls10\pnrnot0 \pnlcltr\pnstart1\pnindent360\pnhang{\pntxta )}}\ls10\adjustright = {\f1\cgrid0 A view as if the adept was looking out of any fire within = \'bd a mile (+ \'bc mile Rank). If there are a number of fires within range, the fire the = adept looks out of is randomly determined, unless the adept knows of a = specific fire (within range) and chooses to look out of this particular fire. Should that fire not actually exist = the adept will see nothing. The adept cannot be perceived by anyone = looking into the fire, and the adept may move their viewpoint within the = fire so as to see in all directions.=20 \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = b)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls10\pnrnot0 \pnlcltr\pnstart1\pnindent360\pnhang{\pntxta )}}\ls10\adjustright = {\f1\cgrid0 A precognitive vision (which is not controllable by the = Adept). The detail of this vision and the amount of information obtained = is dependant on rank. =20 \par {\pntext\pard\plain\f1\fs20\lang1033 \hich\af1\dbch\af0\loch\f1 = c)\tab}}\pard = \qj\fi-360\li360\nowidctlpar\tx0\jclisttab\tx360\tx720\tx1440\tx2160\tx28= 80\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640{\*\pn = \pnlvlbody\ilvl0\ls10\pnrnot0 \pnlcltr\pnstart1\pnindent360\pnhang{\pntxta )}}\ls10\adjustright = {\f1\cgrid0 If the Adept chooses to sacrifice an object (which is = destroyed) in the fire, they gain a vision rele vant to that object's past. This version of the ritual can only be = performed on flammable objects.=20 \par }\pard = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 R3. Summoning Efreet \par }\pard\plain = \nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\t= x6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 = Experience Multiple: 400 \par Base Chance: MA% + 4/Rank=20 \par }\pard = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0=20 \par Effects: The Adept may summon an Efreet which will be sympathetic = to the summone r as a fellow fire-user and will usually attempt to aid them. If the = Efreet does not agree to aid them voluntarily, the Adept may still = demand one service in exchange for allowing the Efreet to depart. This = service must take the form of a defined task t o be performed in a matter of hours or days (though the service may take = place in the future at some indefinite time). The Efreet will almost = always serve the summoner in battle against entities not associated with = the College of Fire Magic, but will neve r assist the summoner in battle against a member of the College of Fire = Magic. Even demanding that the Efreet attack a fellow Adept of the = College of Fire Magic as its obligatory service to the summoner will not = cause the Efreet to change its attitude in=20 this regard. \par=20 \par=20 \par }\pard\plain = \s3\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel2\adjustright = \f1\cgrid {\b\fs20\cgrid0 R4. Summon Fire Elemental \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0 Range: = Adjacent fire \par Duration: Concentration, no maximum \par Experience Multiple: 450 \par Base Chance: MA + 4/Rank \par Resist: May not be resisted \par Target: Fire Elemental \par Materials: fuel for fire \par Actions: Concentration \par Concentration Check: Standard \par=20 \par Effects: The Adept summons a Fire Elemental with a combined = endurance and fatigue of 15 (+5/rank) within a fire which must be = constructed within 20 feet of the adept. The elemental is composed of = magical fire of an effective=20 rank equal to the adept's rank in this spell. If the ritual check is = less than or equal to the summoner's base chance, then the elemental is = summoned and under the adept's control. If the result is 30 or more than = the summoner's base chance the ritual bac k fires, and the elemental arrives uncontrolled. Any other result has no = effect. The elemental strongly resents being brought from the plane of = elemental fire and therefore hates the summoner and will immediately try = to kill the summoner unless it is brough t under control. Once controlled, the elemental remains controlled until = the summoner's concentration is broken, it is banished, or it is = returned to its own dimension with a special knowledge Counterspell of = this College by the Adept. \par=20 \par=20 \par }\pard\plain = \s2\sb240\sa60\keepn\nowidctlpar\widctlpar\outlinelevel1\adjustright = \b\i\f1\cgrid {\i0\cgrid0 Table: Some useful temperatures \par }\pard\plain = \qj\nowidctlpar\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx576= 0\tx6480\tx7200\tx7920\tx8640\adjustright \fs20\cgrid {\f1\cgrid0=20 \par }\trowd \trgaph108\trleft-108\trbrdrt\brdrs\brdrw10 = \trbrdrl\brdrs\brdrw10 \trbrdrb\brdrs\brdrw10 \trbrdrr\brdrs\brdrw10 = \trbrdrh\brdrs\brdrw10 \trbrdrv\brdrs\brdrw10 = \clvertalt\clbrdrt\brdrs\brdrw10 \clbrdrl\brdrs\brdrw10 = \clbrdrb\brdrs\brdrw10 \clbrdrr \brdrs\brdrw10 \cltxlrtb \cellx4320\clvertalt\clbrdrt\brdrs\brdrw10 = \clbrdrl\brdrs\brdrw10 \clbrdrb\brdrs\brdrw10 \clbrdrr\brdrs\brdrw10 = \cltxlrtb \cellx8748\pard \qj\nowidctlpar\intbl \tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200= \tx7920\tx8640\adjustright {\f1\cgrid0 100\cell Boiling Water\cell = }\pard \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\trowd = \trgaph108\trleft-108\trbrdrt \brdrs\brdrw10 \trbrdrl\brdrs\brdrw10 \trbrdrb\brdrs\brdrw10 = \trbrdrr\brdrs\brdrw10 \trbrdrh\brdrs\brdrw10 \trbrdrv\brdrs\brdrw10 = \clvertalt\clbrdrt\brdrs\brdrw10 \clbrdrl\brdrs\brdrw10 = \clbrdrb\brdrs\brdrw10 \clbrdrr\brdrs\brdrw10 \cltxlrtb \cellx4320 \clvertalt\clbrdrt\brdrs\brdrw10 \clbrdrl\brdrs\brdrw10 = \clbrdrb\brdrs\brdrw10 \clbrdrr\brdrs\brdrw10 \cltxlrtb \cellx8748\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright { \f1\cgrid0 113\cell Molten Sulphur\cell }\pard = \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 200\cell=20 Burning paper and meths\cell }\pard = \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 232\cell Tin = melts \cell }\pard \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row = }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 300\cell = Boiling oil\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 327\cell = Lead melts\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 419\cell = Molten zinc\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 800\cell = Molten salt\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 1000\cell = Silver melts\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 1053\cell = Gold melts\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 1083\cell = Bronze and copper armour and weapons melt\cell=20 }\pard \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 1600\cell = Molten iron\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 1800\cell = Sand melts\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\pard = \qj\nowidctlpar\intbl\tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040= \tx5760\tx6480\tx7200\tx7920\tx8640\adjustright {\f1\cgrid0 4000\cell = Molten graphite\cell }\pard=20 \nowidctlpar\widctlpar\intbl\adjustright {\f1\cgrid0 \row }\trowd = \trgaph108\trleft-108\trbrdrt\brdrs\brdrw10 \trbrdrl\brdrs\brdrw10 = \trbrdrb\brdrs\brdrw10 \trbrdrr\brdrs\brdrw10 \trbrdrh\brdrs\brdrw10 = \trbrdrv\brdrs\brdrw10 \clvertalt\clbrdrt \brdrs\brdrw10 \clbrdrl\brdrs\brdrw10 \clbrdrb\brdrs\brdrw10 = \clbrdrr\brdrs\brdrw10 \cltxlrtb = \cellx4320\clvertalt\clbrdrt\brdrs\brdrw10 \clbrdrl\brdrs\brdrw10 = \clbrdrb\brdrs\brdrw10 \clbrdrr\brdrs\brdrw10 \cltxlrtb \cellx8748\pard = \qj\nowidctlpar\intbl \tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200= \tx7920\tx8640\adjustright {\f1\cgrid0 >4000\cell Sauron\rquote s = jewellery\'85 \cell }\pard \nowidctlpar\widctlpar\intbl\adjustright = {\f1\cgrid0 \row }\pard \qj\nowidctlpar \tx0\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200= \tx7920\tx8640\adjustright {\cgrid0=20 \par }} -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Sun Jan 10 21:57:39 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA19119; Sun, 10 Jan 1999 21:57:39 +1300 Received: from kcbbs.gen.nz (kcbbs.gen.nz [202.14.102.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id VAA19112 ; Sun, 10 Jan 1999 21:57:38 +1300 Received: from LOCALNAME (as5200-42.kcbbs.gen.nz [202.14.102.72]) by kcbbs.gen.nz (8.8.8/8.8.8) with SMTP id VAA20369 ; Sun, 10 Jan 1999 21:30:37 +1300 (NZDT) Message-Id: <3.0.1.16.19990110212255.2177bc08@kcbbs.gen.nz> X-Sender: salient@kcbbs.gen.nz X-Mailer: Windows Eudora Light Version 3.0.1 (16) Date: Sun, 10 Jan 1999 21:22:55 Subject: [DQ Pub] Conundrum 4 Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Brent & Sally To: dq-pub@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq-pub@dq.sf.org.nz X-Loop: dq-pub@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Last call for entries to conundrum 4. Borghoff -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Sun Jan 10 22:49:54 1999 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id WAA19227; Sun, 10 Jan 1999 22:49:54 +1300 Received: from smtp1.ihug.co.nz (tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id WAA19220 ; Sun, 10 Jan 1999 22:49:48 +1300 Received: from phaeton.ihug.co.nz (p44-max3.akl.ihug.co.nz [207.213.218.172]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with SMTP id WAA15911 ; Sun, 10 Jan 1999 22:26:06 +1300 Message-Id: <3.0.5.32.19990110222544.007f3100@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Sun, 10 Jan 1999 22:25:44 +1300 Subject: Gods meeting minutes - Jan '99 Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq-announce@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Minutes from the Gods Meeting January 1999 Held at Mike Parkinson's residence - 10th January 1999 Present: Keith, Jono, Jacqui, Scott, Mike, Stephen, Andrew, Dean. Note: A quorum was not achieved so no voting on issues took place. General discussions and feedback on some work in progress was achieved as reported below. New Language Proposal There was much discussion on the language proposal that Mike Parkinson had posted. It was suggested that some skills should require knowledge in a language in order to be advanced in. Some examples were dwarven for Mechanician and elvish for Philosopher. What do we want from languages? - PCs should be able to communicate with those they meet - Ease of playability - Do languages cost too much in time and EP? - A native language could be a way for NPCs to speak without the PCs understanding. A PC should be able to get by in a specialist area at a lower language rank. The question was asked, Is Common a 'pidgin' language i.e. one that was derived from a mixture of others? If so would knowing it give an advantage to learning the languages it was derived from. The other possibility is that it was a language specifically tailored for inter-cultural trading. As such it would have a simple structure which has become the native language in some areas. Another possibility was that certain skills had a language all of their own and the use of those could identify a member of that guild. This usually occurred when it was desired that knowledge was to be kept within that guild. That meant that some languages grew from certain skills. A suggestion was made that all monsters should speak dragon, or a derivation of it, as dragon was the 'first language' followed by the faerie tongue which became elvish. Andrew to work on a revised language proposal based on Mike's document. Character data on the Web Stephen has obtained a copy of the original character data that was on Stimpy and has done a program that compiles it into HTML pages. Keith offered to maintain the datafile and perform any required updates from e-mail requests, then the changed file would be passed to Stephen, compiled, and the resultant pages loaded onto the games.co.nz domain hosted by Jono. The URL will be announced once this is set up. It was noted that the current data is at least a year out of date. Campaign Notes Andrew reported that the Guild has acquired a new Healing device which works somewhat similar to troll regeneration. Greg Graydon was the GM responsible. Andrew also asked whether anyone was doing anything with assorted demons such as Beliel and some ice demons. No one seemed to be at the moment. If anyone is doing anything with demons this session, please contact Andrew. Andrew is also working on HTML pages for the Bestiary Players Guide This is due to be released in a couple of weeks and to be published in March. GMs Guide A revised GMs guide is to be produced including such documents as demons, powers etc. Mind College Jacqui had been working on the revised College and wanted advice on the following spells Mind Speech - only works within the range hence the offending sentence is to be deleted. Anyone that moves outside the range will remain out of touch until they go back in range. The spell has an area of effect (analogy: conference call) instead of having the Adept as a 'pass through' node. General feedback indicated that no images were to be transmitted and that 'private channels' could not be set up. At higher ranks there could be less reliance on common languages. Mindspeech can also be targeted by telepathy. Phantasm - It's all in the target's mind and there is no fear check (too tough). It only works until the target loses consciousness (not including sleep). It was suggested that the spell be treated like a 'sending'. The area that the phantasm is belived to be in is counterspelled rather than the target. TK Rage - Duration now instantaneous Rearrangement - Suggested that this only rearranges the target to another similar form. Noted that 'polymorphing' the target seemed more like a Namer effect (by altering the Name). It was felt that the current effective state needed to be maintained, hence maybe the spell should be called 'transmutation' or 'transmogrification'. Molecular Disruption - changed to a disruption 'bolt' - a telekinetic spell which can be targeted on objects and can affect targets through objects - unlike normal bolt spells. Undetectability - This affects minds. WP checks suggested instead of PC but this was felt to be undesirable. Also the checks should be higher if the undetectable person attacks. The current suggestion is more powerful , easier to cast, more difficult to detect. Should this be a total concentration spell? Basically this version seems to create an illusion effect. Should it be a 'someone else's problem' spell? Should it only affect stealth chances? Automatically hidden while stealthing? It was felt this suggestion required a re-think. Meeting Closed -- See message headers to unsubscribe from --