* Denotes Element-specific Spells (May only be used by characters with matching Primary Element)
Barrier of Fiera
Delivery: Touch
Duration: Weekly
Element(s):
Flame
This power creates a barrier that will do (5 x level of character) in points of "Magic Flame" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Burn
Delivery: Self
Duration: Debriefing
Element(s):
Flame
All Magic Spells with the Flame element become physical fire, changing the flavor from "Magic" to "Massive." Burn is dispelled the next time the target is affected by an "Ice" effect.
Crippling Force
Delivery: Single
Duration: Instant
Element(s):
Doom, Fear, Flame, Ice, Law, Luck, Storm
Character may throw up to one packet per level with the call "Magic Maim".
Eldritch Armor
Delivery: Single
Duration: Debriefing
Element(s):
Doom, Earth, Flame, Growth, Ice, Storm
This spell confers an effect of "Spike 6" on the Target’s Attacker each time they are hit by a weapon attack. This effect triggers a number of times equal to the Caster's level. Target must call “Spike 6” in reaction to the attack for this to function, and it’s use is automatic. Note that this spell, like all effects, is nullified on Target hitting 0 or less Hit Points, before it has a chance to trigger the Spike effect.
Elemental Burst
Delivery: Shotgun 5
Duration: Instant
Element(s):
Doom, Earth, Flame, Growth, Ice, Storm
Character may throw five packets with the call "(10x level) Magic {Element}".
*
Firestaff
Delivery: Self
Duration: Debriefing
Element(s):
Flame
The caster may, after an uninterrupted ten-count while keeping his feet planted, swing for "(5x level) Magic Flame" at will. The caster may not use any other spells or offensive abilities. A staff phys-rep must be used to deliver this damage, but the caster need not have an IP staff to cast this spell. While under the effects of this spell, the caster may call "No Effect" to any attempt to Break or Disarm the staff. Moving one foot off the ground automatically dispels Firestaff.
Flame Aura
Delivery: Self
Duration: Debriefing
Element(s):
Flame
The character becomes a creature of Flame. All Flame based attacks heal the caster for double the value of the attack, and all Ice based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Flame Explosion
Delivery: Single
Duration: Instant
Element(s):
Flame
Character may throw one packet with the call "(15 x level of character) Magic Flame".
Flame Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Flame
Character may throw one packet per level of the character with the call "18 Magic Flame".
Mass Webbing
Delivery: Shotgun
Duration: Debriefing
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm
Character may throw five packets with the call "Magic Net: Body".
Superior Flame Blade
Delivery: Self
Duration: Debriefing
Element(s):
Flame
Character is granted the ability to swing a melee weapon for "Magic Flame" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Ward
Delivery: Touch
Duration: Weekly
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
This power may be used on any enclosed room. One opening into this room is designated the Entryway. On the Guide Notes for that opening, the Field power must be marked and the level of the caster must also be marked, along with the names of the caster and any characters touching him/her at the time this spell is cast. These characters may enter through the Entryway at will. No other characters or effects may enter this area unless one of those listed in the Guide Notes lowers the Entryway for 5 seconds by call "Entry Down 1, Entry Down 2, Entry Down 3, Entry Down 4, Entry Down 5" in a clear tone of voice, during which anything may cross through the entryway.
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