College of Fire

Sample Spell Name
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Sample spell description


Spells still needing structure:


Name: Ignite Fire ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: Produces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being! Once ignited, the fire burns normally. ## Prerequisites: None. ##

Energy cost to cast: 1 – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second. 2 – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds. 3 – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second, leather in two seconds, and heavy wood in six seconds. 4 – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy wood in two seconds. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 second. ## Duration: One second. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 100; item must include a small ruby worth $50. ##


Name: Seek Fire ## Difficulty: IQ/H ## College: Fire ## Type: Information ## Description: Tells the caster the direction and approximate distance of the nearest significant fire or source of intense heat. Use the long-distance modifiers (p. 14). Any known fires or sources of heat may be excluded if the caster specifically mentions them before beginning. The caster may also specify that he is seeking a specific type of fire, based on the fire’s fuel (natural gas flame, alcohol fire, wood fire, etc.). ## Prerequisites: None. ##

Energy cost to cast: 1 ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Instant. ## Item: A forked stick. ## Cost to create: 50 energy and a small ruby worth $100. ##


Name: Create Fire ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rock, foes, etc. ## Prerequisites: Ignite Fire or Seek Fire. ##

Energy cost to cast: (Base) 2. Ordinary fires set by this spell do not require maintenance. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 300; item must include a ruby worth $200. ##


Name: Extinguish Fire ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Puts out all ordinary and magical fires in its area of effect. Has no effect on materials that are intrinsically superheated – molten steel, lava, plasma, etc. ## Prerequisites: Ignite Fire. ##

Energy cost to cast: (Base) 3. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Once out, a fire stays out. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 400; item must include a ruby worth $300 and a black onyx worth $100. ##


Name: Shape Fire ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps that shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster’s turn). A natural fire cannot move to a place that it can’t burn, but flame made with the Create Fire spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is “spread out” across twice its original area, it only does half damage; if spread across three times its original area, it does 1/3 damage; and so on. ## Prerequisites: Ignite Fire. ##

Energy cost to cast: (Base) 2. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 400; item must include a ruby worth $300. ##


Name: Phantom Flame ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Creates an area of imaginary flame. Those nearby feel heat (and pain, if they touch it); items inside appear to burn. However, the flame does not spread, and does no real damage. Even the pain it creates subsides to a tingling after the first shock. Shape Fire and Extinguish Fire both affect this phantom flame; water will not affect it. This is also an Illusion and Creation spell. ## Prerequisites: Shape Fire or Simple Illusion. ##

Energy cost to cast: (Base) 1. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 200; must include a $100 ruby. ##


Name: Fireproof ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Prevents ignition of fires within the affected area: matches won’t light, flint won’t make sparks, and so on. Does not extinguish a fire brought in from outside the spell’s area, although such a fire would fail to ignite anything else. Useful anywhere that fire is a hazard (as in a gunpowder factory, for example). Any magical attempt to light a fire is at -5 to skill. This spell doesn’t resist really intense heat (as from lava or battle lasers), but it does stop guns from working! ## Prerequisites: Extinguish Fire. ##

Energy cost to cast: (Base) 3. Doubled cost gives a -10 to magical attempts to light fires, and resists all heat less than star-heat. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 5 minutes. ## Duration: 1 day. ## Item: An area may be permanently Fireproofed; multiply the base cost by 100. A small quantity of powdered ruby must be used (about $10 per energy point’s worth). ##


Name: Slow Fire ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Causes flames to cool down, consuming their surroundings (and burning people) at a slower rate. The damage that the flames do is reduced proportionately. This spell acts as a Slow spell on fire elementals and beings with the Body of Fire meta-trait (p. B262). Slow Fire resists Fast Fire. ## Prerequisites: Extinguish Fire. ##

Energy cost to cast: (Base) 2 for a fire that burns at half the usual rate, 3 for a fire that burns at 1/3 the usual rate, and so on. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry. ## Cost to create: 350 energy, a $500 ruby, and a $500 black onyx. ##


Name: Fast Fire ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: Makes flames hotter, consuming their surroundings (and burning people) at a faster rate. The damage that the flames do is proportionately increased. This spell acts as a Great Haste spell on fire elementals and beings with the Body of Fire meta-trait. ## Prerequisites: Slow Fire. ##

Energy cost to cast: 2 for a double-rate fire, 3 for a triple-rate fire, and so on. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry. ## Cost to create: 375 energy and a $500 ruby. ##


Name: Deflect Energy ## Difficulty: IQ/H ## College: Fire ## Type: Blocking ## Description: Deflects one energy attack about to hit the subject – including a beam weapon attack or a Fireball or Lightning spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject. ## Prerequisites: Magery 1 and Shape Fire. ##

Energy cost to cast: 1. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Instant. ##


Name: Flame Jet ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: Shoot a jet of flame from one fist. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit, and rolls for damage if he hits. This attack may be dodged or blocked, but not parried. Treat it as a hand weapon – a flaming sword without the sword – but it cannot parry! This is a wonderfully flashy spell, good for magic shows, melee combat, burning through ropes, etc. The caster may cast the spell as many times as he has hands and have a Flame Jet in each hand; a Flame Jet held in the caster’s “off” hand suffers the usual -4 penalty to hit. For cinematic mage-dueling action, the GM may allow a Flame Jet to parry another Flame Jet. This allows fire wizards to duel “mano-a-mano”, which some groups may prefer to the casting and dodging of a more typical duel of magic. ## Prerequisites: Create Fire and Shape Fire. ##

Energy cost to cast: 1 to 3 points. Does 1d damage for each point put into the spell. The jet’s range in yards is equal to the number of dice. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 second. ## Duration: 1 second. ## Item: Jewelry. ## Energy Cost to create: 800; must include $500 worth of gold and a $300 ruby. Usable only by mages. ##


Name: Smoke ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Creates an area of dense smoke. Even one yard’s thickness of such smoke will block vision. Until it dissipates, it has the effect of tear gas (anyone failing a HT roll is unable to do anything but cough and weep). The smoke is somewhat hot and rises slowly (about one foot per second). The rate of dissipation depends on the area and the presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day it may last only 10 seconds or so. ## Prerequisites: Shape Fire and Extinguish Fire. ##

Energy cost to cast: (Base) 1. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Duration: 5 minutes, except in windy areas. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 50. ##


Name: Heat ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: Raises the temperature of an object. It does not necessarily produce fire, though most things will burn if heated enough. Heat will be radiated away normally. (Use this as a guideline for playable effects – don’t try to turn the spell into a physics exercise!) Any wizard planning to make extensive use of this spell should arm himself with a list of the melting points of various materials. The spell can have drawbacks. If you were in jail, you might melt your way through the bars… but the radiated heat would probably broil you first. ## Prerequisites: Create Fire and Shape Fire. ##

Energy cost to cast: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower heating costs no less. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 minute. ## Duration: 1 minute. Each minute raises the target’s temperature by 20°. Maximum temperature possible with this spell is 2,800°. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 400; item must include a ruby worth $300. ##


Name: Cold ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: The reverse of Heat (above). It can reduce the temperature of any object to absolute zero, if maintained for long enough. ## Prerequisites: Heat. ##

Energy cost to cast: 1 for an object up to the size of a fist, 2 for an object up to one cubic yard, and 2 per cubic yard for a larger object. Temperature change can be doubled to 40° per minute for double cost, tripled to 60° per minute for triple cost, and so on. Slower cooling costs no less. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 minute. ## Duration: 1 minute. Each minute lowers the target’s temperature by 20°. Maximum temperature possible with this spell is absolute 0°. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 400; items must include a $300 ruby and a $300 sapphire. ##


Name: Rain of Fire ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Fiery droplets rain from the sky onto the area of effect, causing 1d-1 fire damage per second to all within it. Creatures under the Rain of Fire take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down). The spell can only be cast outdoors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the flames, but it may take damage (p. B484). This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions! Inanimate objects such as buildings protect with their DR, but some structures (see HP and DR of Structures, p. B558) may be damaged or catch fire. ## Prerequisites: Magery 2 and Create Fire. ##

Energy cost to cast: (Base) 1 to cast (minimum 2). For double base cost, the Rain of Fire does 2d-2 per second! ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 minute. ## Duration: 1 minute. ## Item: Staff. Usable only by mages. ## Energy Cost to create: 600. ##


Name: Resist Fire ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: The subject (person, creature, or object) and anything he carries become immune to the effects of heat and fire (but not electricity). ## Prerequisites: Fireproof. ##

Energy cost to cast: 2; cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. Only the first level of protection is necessary against combat-type Fire spells. ## Energy cost to maintain: 1; cost doubles if subject must resist a blast furnace or volcano; cost triples if subject must resist the heat of a star, nuclear bomb, etc. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry; only affects the wearer. ## Energy Cost to create: 800; must include a ruby worth $500 and a black onyx worth $200. ##


Name: Resist Cold ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: The subject (person, creature, or object) and anything he carries become immune to the effects of cold and frostbite (but not falling ice, magical ice spears, etc.). ## Prerequisites: Heat. ##

Energy cost to cast: 2; cost doubles if subject must resist cold of -40° or more; cost triples if subject must resist the cold of absolute zero. ## Energy cost to maintain: 1; cost doubles if subject must resist cold of -40° or more; cost triples if subject must resist the cold of absolute zero. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry; only affects the wearer. ## Cost to create: 800 energy, a $500 emerald and a $200 black onyx. ##


Name: Warmth ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: The subject remains comfortably warm in cold weather, avoiding the risk of frostbite or hypothermia. This effectively increases the subject’s “local temperature” by 30°F towards his optimum comfort level (p. B93). The spell offers no protection against magical cold attacks such as Frostbite. This is also a Protection and Warning spell. ## Prerequisites: Heat. ##

Energy cost to cast: 2. ## Energy cost to maintain: 1. ## Time to cast: 10 seconds. ## Duration: 1 hour. ## Item: Clothing, staff, jewelry, or blanket; only affects the wearer (holder in the case of the staff). ## Energy Cost to create: 200. ##


Name: Fireball ## Difficulty: IQ/H ## College: Fire ## Type: Missile ## Description: Throw a ball of fire from one hand. This has 1/2D 25, Max 50, Acc 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets. ## Prerequisites: Magery 1, Create Fire, and Shape Fire. ##

Energy cost to cast: Any amount up to your Magery level per second, for three seconds. The fireball does 1d burning damage per energy point. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 to 3 seconds. ## Duration: Instant. ## Item: Staff or wand – the bolt is fired from the end of the item. ## Energy Cost to create: 800; must include a ruby worth $400. Usable only by mages. ##


Name: Explosive Fireball ## Difficulty: IQ/H ## College: Fire ## Type: Missile ## Description: Creates a fireball that affects both its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by three times their distance in yards (round down). ## Prerequisites: Fireball. ##

Energy cost to cast: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 to 3 seconds. ## Duration: Instant. ## Item: Staff or wand – the bolt is fired from the end of the item. ## Energy Cost to create: 1,200; must include a ruby worth $500. Usable only by mages. ##


Name: Essential Flame ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: As for Create Fire, except that the fire created is the magical essence of fire. Any mage can tell the difference by looking. It cannot be extinguished by ordinary water or ordinary magic, but only by a similar quantity of Essential Water or by a Dispel Magic spell. Essential Flame does 1 damage to anyone it burns (2 to watery creatures). ## Prerequisites: At least six other Fire spells. ##

Energy cost to cast: (Base) 3. ## Energy cost to maintain: (Base) 2. This flame ignites all flammable materials, and the entire blaze remains Essential as long as the spell is maintained. If the spell is not maintained, any materials that were ignited continue to burn with ordinary flame. ## Time to cast: 3 seconds. ## Duration: 1 minute. ## Item: Wand, staff, or jewelry. Usable only by mages. ## Energy Cost to create: 800; must include a $400 ruby. ##


Name: Flaming Weapon ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: Causes any weapon to burst into flame, which does not harm the user but lets the weapon do +2 damage to foes or flammable objects (after penetrating armor and figuring other bonuses). Metal weapons are not damaged; wooden ones turn to ashes as soon as the spell ends. The weapon also gives off light as a torch. ## Prerequisites: Magery 2 and Heat. ##

Energy cost to cast: 4. ## Energy cost to maintain: 1. ## Time to cast: 2 seconds. ## Duration: 1 minute. ## Item: A weapon that flames whenever used, at no energy cost to the user. ## Energy Cost to create: 750; a $400 ruby must be set in the weapon. ##


Name: Flaming Missiles ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: As Flaming Weapon, but cast on a missile weapon. The weapon itself acquires a shimmering, fiery appearance. Any missile it fires bursts into flame, doing +2 damage as per Flaming Weapon; it burns to ashes after it hits a target or after 10 seconds, whichever comes first. ## Prerequisites: Flaming Weapon. ##

Energy cost to cast: 4. Cost doubles if the missiles to be fired are stone or metal. ## Energy cost to maintain: 2. Cost doubles if the missiles to be fired are stone or metal. ## Time to cast: 3 seconds. ## Duration: 1 minute. ## Item: A missile weapon that fires flaming missiles whenever used, at no energy cost to the user. ## Energy Cost to create: 1,000; a $500 ruby must be set in the weapon. ##


Name: Flaming Armor ## Difficulty: IQ/H ## College: Fire ## Type: Regular ## Description: The subject is sheathed in flames without feeling any discomfort – he, and anything he carries, is under a basic Resist Fire spell. The flames provide the usual illumination and heat to their surroundings. The subject’s melee attacks do an extra point of fire damage. Any melee attack that hits the subject triggers a 1d Flame Jet backlash along the weapon at the foe. This attack automatically hits the hand holding the weapon if the weapon’s Reach was 1 or less. Should the subject grapple or be grappled, the foe takes 3d burning damage, but the spell will be broken. ## Prerequisites: Magery 1, Resist Fire, and Flame Jet. ##

Energy cost to cast: 6. ## Energy cost to maintain: 3. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: (a) Staff or jewelry. Usable only by mages. ## Energy Cost to create: 600; must include $300 worth of rubies. ## Item: (b) Cape or armor. Only affects the wearer. When activated, the cape seems literally woven of flames; it will protect against attacks from the back and sides, but not from the front, unless it is wielded as a light cloak (see Cloak, p. B184). ## Energy Cost to create: 700 for the cape, 1,000 for armor. ##


Name: Fire Cloud ## Difficulty: IQ/H ## College: Fire ## Type: Area ## Description: Creates a swirling cloud of flames and fiery embers. It does not block vision, but inflicts burning damage to all within it. Creatures in the cloud take damage on their own turns. If less than an entire second is spent in the affected area, damage is halved (round down). Armor protects normally. Only highly flammable materials may catch fire. ## Prerequisites: Shape Air and Fireball. ##

Energy cost to cast: (Base) 1 to 5; the cloud inflicts 1 point of damage per second for every energy point put into the base cost. ## Energy cost to maintain: Same as casting cost to maintain. ## Time to cast: 1 to 5 seconds, depending on base cost. ## Duration: 10 seconds. ## Item: Staff, wand, or jewelry. Usable only by mages. ## Cost to create: 175 energy and a $500 ruby. ##


Name: Breathe Fire ## Difficulty: IQ/VH ## College: Fire ## Type: Regular ## Description: Similar to Flame Jet, except that the flame issues from the caster’s mouth, Breathe Fire cannot be maintained, and each energy point buys 1d+1 damage instead of 1d. Caster rolls to hit against DX-2 or Innate Attack skill. This counts as an action; the caster must be facing the target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Breathe Fire can be cast “no hands” at any level of skill. ## Prerequisites: Magery 1, Flame Jet, and Resist Fire. ##

Energy cost to cast: 1 to 4. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 2 seconds. ## Duration: 1 second. ## Item: Jewelry. Usable only by mages. ## Energy Cost to create: 1,000; must include $500 worth of gold and a $500 ruby. ##


Name: Burning Touch ## Difficulty: IQ/H ## College: Fire ## Type: Melee ## Description: Wreathes the caster’s hand in flames. The first target struck after the spell is cast suffers 1d of fire damage for every point of energy that the caster puts into the spell. Armor does not protect, but natural DR does. ## Prerequisites: Magery 2 and at least six Fire spells including Heat. ##

Energy cost to cast: 1 to 3. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Instant. ## Item: Staff, wand, or glove. The item must touch the subject. ## Energy Cost to create: 300. ##


Name: Body of Flames ## Difficulty: IQ/VH ## College: Fire ## Type: Regular; Resisted by HT ## Description: Subject gains the Body of Fire meta-trait (p. B262) for the duration of the spell. Clothes (up to 6 pounds) also become fire, but lose any magic powers they might have had. He can carry nothing while in this form. ## Prerequisites: Breathe Fire. ##

Energy cost to cast: 12. ## Energy cost to maintain: 4. ## Time to cast: 5 seconds. ## Duration: 1 minute. The spell expires if the subject loses consciousness. ## Item: (a) Staff, wand, or jewelry. Only affects the wearer. A severe drawback is that, as soon as it is activated, the item falls through the user’s hand. Thus, a spell cast with this item lasts only a minute. ## Energy Cost to create: 3,000. ## Item: (b) Staff, wand, or jewelry. Only affects the wearer. Unlike the previous item, this item turns to fire along with the wearer, allowing him to maintain the spell longer than 1 minute. While in flame form, the item loses any magical powers it might ordinarily have. ## Energy Cost to create: 6,000. ##


Name: Burning Death ## Difficulty: IQ/VH ## College: Fire ## Type: Melee; Resisted by HT ## Description: Causes the victim to burn from within. The caster must strike the subject to trigger this spell; hit location is irrelevant. Every turn, the victim must roll against HT; on a failure (critical or not), he takes 1d-1 fire damage. On a success, he takes no damage that turn; on a critical success, the spell is broken. Neither DR nor Resist Fire protects against this injury! For the duration of the spell, the victim experiences almost unbearable discomfort, equivalent to the effects of a Sickness spell (p. 138). If the spell is maintained long enough, the victim’s skin and clothes start to char and little flames dart out here and there. Once the victim dies, his body bursts into flame and burns until only a little pile of ashes remains. Undead beings are not affected. The caster must concentrate while maintaining this spell, but need not remain in physical contact. This is also a Necromantic spell. ## Prerequisites: Magery 2, Heat, and Sickness. ##

Energy cost to cast: 3. ## Energy cost to maintain: 2. ## Time to cast: 1 second. ## Duration: 1 second. ## Item: Staff, wand, or jewelry. Usable only by mages; the item must touch the subject. ## Cost to create: 700 energy and a $500 ruby. ##


Name: Summon Fire Elemental ## Difficulty: IQ/H ## College: Fire ## Type: Special ## Description: It allows the caster to call a nearby fire elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent. The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities. The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay! The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what a fire elemental might desire. ## Prerequisites: Magery 1 and either eight fire spells or four fire spells and another Summon Elemental spell. ##

Energy cost to cast: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being). ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear. ## Duration: One hour. May not be maintained. ## Item: Staff, wand, or jewelry decorated with Fire-oriented images. ## Cost to create: 800 energy, $1,300 gold and platinum. ##


Name: Control Fire Elemental ## Difficulty: IQ/H ## College: Fire ## Type: Regular; Resisted by higher of ST and Will ## Description: Control all actions of a single fire elemental while the spell continues. For direct control, the elemental must remain within the caster’s view. If the elemental is simply told to leave, it does so. If the elemental is sent to do a task, rather than controlled directly, its IQ must be sufficient (GM’s decision) to comprehend its instructions! This spell can also be used as an information spell, to judge the four attributes of a fire elemental (within 15 feet). A successful roll is required, but there is no energy cost when used in this way. ## Prerequisites: Summon Fire Elemental. ##

Energy cost to cast: 1 point per 10 character points used to build the fire elemental. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 2 seconds. ## Duration: 1 minute. ## Item: Staff, wand, or jewelry decorated with Fire-oriented images. This item does not let the user cast the spell, but gives a non-cumulative +2 bonus to any attempt to use the spell. ## Cost to create: 1,000 energy, $1,300 gold and platinum. ##


Name: Create Fire Elemental ## Difficulty: IQ/H ## College: Fire ## Type: Special ## Description: Create a fire elemental spirit. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands. A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction). ## Prerequisites: Magery 2 and Control Fire Elemental. ##

Energy cost to cast: 1 point per 5 character points used to build the elemental. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: Seconds equal to the total character points used to build the elemental. ## Duration: Instant. ##
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College of Fire

GURPS High Fantasy Belrathius