HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ..ELEMENTAL..

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PostSubject: ..ELEMENTAL..   ..ELEMENTAL.. Icon_minitimeSat Aug 08, 2009 4:57 am

LEVEL 1

Puff of Air (£2) 10 Paces Ins
This causes one quick, yet powerful breeze to come along, at the casters direction, much like someone blowing hard. It can be used to blow out candles, or accomplish anything else a wind can.

Push (£3) 10 Paces Ins
The target of this spell is repelled two paces in the direction away from the caster.

Stone Strike (£3) Touch 1 Encounter
The bearer of the touched weapon may now choose to do blunt damage, instead of the normal sharp. Only works on sharp weapons.

Touch Ignite (£2) Touch Ins
Any flammable object touched will start to burn. If this is a person, then the target must put out the fire or take1 point of damage to that location every 10 seconds until the put of the flames. (Drop and Roll time people!)

Dry Wood (£3) 10 Paces Ins
This spell drains all of the water from the target small wooden item, causing it to become dry and brittle. The target item splinters in to hundreds of tiny wooden spikes the next time it is struck or used to strike someone.


LEVEL 2

Air Whip (£4) 10 Paces Ins
The caster causes a gust of focused wind to rip a weapon from a foes hand, throwing it a few paces away behind the target.

Levitation (£3) Caster Only 1 Encounter
Upon completion of the spell verbals, the mage is supported upon a cushion of air an inch off of the ground. Whilst walking in this manner, the caster exerts no force on the ground and will not set off traps, pressure plates, etc. The spell does not work over water.

Ranged Extinguish (£3) 10 Paces Ins
A jet of cold air/water is sprayed onto the target, it can be used to put out a small fire on the ground.

Speak With Stone (£4) Caster Only 1 Encounter
The caster may hold a conversation with a stone or rock. How much the rock knows is another matter.

Water Walking (£3) Touch 1 Encounter
The target may walk across water as though it was solid ground. Results at Ref's discretion.


LEVEL 3

Elemental Imbue (£6) Touch 1 Encounter
Target touched weapon is granted one of four different types of elemental powers. When the weapon strikes a target, the call should include the element that was nominated upon casting. The weapon inherits all associated powers from this element. Results are at Ref's discretion.

Ranged Ignite (£5) 10 Paces Ins
A flammable object within range will start to burn. If this is a person, then the target must put out the fire or take1 point of damage to that location every 10 seconds until the put of the flames. (Drop and Roll time people!)

Sheet of Ice (£6) 5 pace radius/10 paces 10 Seconds
Everything in this area is unable to stand up and if cast on a hill, then all in the area at the time of casting will be sent hurtling to the bottom of the slope.

Vibration Sense (£5) Local Area 1 Encounter
The caster is able to sense vibrations thought the earth. You can determine movement within a large radius, but cannot make out any specific details except rough direction and distance.

Water Meld (£5) Caster Only 5 Mins
The spell caster disappears into the water. Whilst there, he or she is completely safe from all harm short of powerful magic’s. He or she is also completely unaware of all that goes on around him or her. The water source must be at least as large as the caster.

Howling Wind (£6) Area 1 Encounter
This spell causes the winds velocity in the area above the caster to increase to dramatic speeds. The result is that there is a massive howling, deafening everybody and stopping all forms of verbal communication. This does not stop spells from being cast, only from all talking being heard.


LEVEL 4

Body of Air (£8 ) Caster Only 5 Mins
You are able to transform your body and all of your equipment into a small translucent cloud. In this form you cannot be harmed except by magical attacks, and you will not be able to react to your environment at all until you change back into your original form. This spell last for five minutes. You may have a small influence on the direction you can travel in (walking speed) but not if the wind is too strong. Ref's Discretion

Earth Meld (£6) Caster Only 5 Mins
The spell caster sinks into the ground. Whilst there, he or she is completely safe from all harm short of powerful magic’s. He or she is also completely unaware of all that goes on around him or her. Only works on large areas of soil big enough to hold the casters body.

Pass-wall (£8 ) Touch Ins
The caster touches a wall and then the first person may walk through the wall at this point as it is temporarily made of water. Multiple castings are required to allow more than one person through. Does not work on walls that are wider than one metre thick.

Rust (£6) 10 Paces Perm
The target metal item is imbued with so much water essence it is rusted beyond repair and use. It may no longer be used as a weapon again under any circumstances.

Windblast (£8 ) 10 Paces / 90 Arc Ins
This spell causes a massive burst of wind to issue from the caster. Everyone within ten paces of the caster and within a ninety degree arc is forced back five paces.




LEVEL 5

Fire Trap (£8 ) Touch 1 Year
The spell caster must touch either an open portal, door, chest or other openable item, not open ground. When somebody, other than the spell caster interferes with the location this individual sets off the trap and receives five point of fire damage to the chest. Only one Fire Trap may be cast on any one location at any one time. When disturbed, the spell has no further effect.

Protection from the Elements (£10) Touch 1 Encounter
The touched target of this spell is granted protection from the element of your choice, this protection will reduce any elemental attack by 2 points. Damage can drop to 0.

Return from Earth (£8 ) 10 Pace Radius Ins
There is an audible rumble as all items currently buried within this area are violently forced to the surface.

Temperature Control (£10) 10 paces around caster 1 Encounter
The temperature of the area is under the control of the caster, though it can take a few seconds for the temperature to adjust. Ref's discretion. Caster is affected .

Thunder Clap (£8 ) 10 Pace Radius Ins
Every one within the area, apart from the caster, is stunned for ten seconds. This ear piercing sound causes all within the area to fall to their knees, drop everything in their hands and cover their ears as best they can to drown out the sound.

Thirst (£10) Touch 1 Encounter
Your target thinks that they are so parched, all they can think about is getting a drink. Any liquid will do. They will use the closest source of liquid they see or know about...yes even its poisoness. It takes 3 potions/holy waters worth of liquid to stop this spell.


Last edited by Admin on Sat Aug 08, 2009 5:20 am; edited 1 time in total
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PostSubject: Re: ..ELEMENTAL..   ..ELEMENTAL.. Icon_minitimeSat Aug 08, 2009 5:18 am

LEVEL 6 EARTH

Banish Earth (£12) 10 Paces Perm
This spell will destroy the earth at a given point on the ground, the result is that all the earth in the area will disappear to form a pit that is 8' deep, 2 paces wide and 3 paces long. It can also be used for other purposes at the ref’s discretion.

Earth Shield (£10) Caster Only 1 Encounter
The caster summons turns his arm a magical shield made of earth. Anybody who strikes the arm must drop their weapon to the ground as if Disarmed. If unarmed, they may not use that hand for the rest of the encounter. The caster does not receive any damage to the shield-arm.

Earth Shift (£10) Caster Only Ins
The ground opens up and swallows this individual. The caster then pushes up through the ground at a designated point within ten paces.

Indomitable Mountains (£10) Touch 1 Encounter
The target is granted the stability of the mountains. The touched target creature cannot be knocked over, back or thrown under any circumstances short of powerful magic.

Summon Earth Elemental Sprite (£10) Summon 1 Encounter
This summons into this plane a small being created of the earth. It is guided by the summoning caster. They have a pool of six hits and may attack for a magic single. It has Vibration Sense, knowing the location of all moving targets. They are also immune to all earth based attacks.

Summon Earth Wall (£10) Touch 1 Encounter
This spell causes a wall based of Earth to spring up from the point of the ground touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. This magical wall cannot be moved through by any means except magic. The earth wall does not affect the spell caster. The wall can be moulded into any upright shape the caster desires.


LEVEL 7 EARTH

Burrowing (£15) Caster Only 1 Encounter
Like a mole can burrow through the ground you can now do the same to walls. Your hands will harden to form small shovels, which you can use to hack through walls to create an opening as big or small as you choose. The bigger the hole the more time it will take. Cannot be used for combat.

Destroy Air Elemental (£15) 10 Paces Ins
Instantly Destroys an Air Elemental.

Earth to Mud (£20) 10 Paces / 5 Pace Radius 1 Encounter
The earth underneath the target quickly liquefies and the target is stuck up to their waist in mud. You may crawl out of this area after 3 minutes, if assisted then it will only take 1 minute (Must be constantly help during this time or the target will slip back into the mud for the remaining time). Anybody entering this area will also get stuck.

Earth Tremor (£15) All in Area / 1 Encounter 5 Secs
A localized earthquake causes everyone in the vicinity to be knocked to the ground. The violent shaking means that nobody can rise to their feet for a period of 5 seconds. The caster is not affected by this spell.

Summon Earth Elemental (£15) Summon 1 Encounter
This spell summons an Earth Elemental, to be guided by the caster. These Elementals each have one defy and a pool of eight hits. They may not wield weapons, and instead attack with their hands for a magic single. In addition to this, an earth elemental has the following abilities.

Immune to all earth based attacks
2x Stone Dart 3 1x Earth Shift


LEVEL 8 EARTH

Earth Elemental Staff (£22) Caster Only End Adv
The spell caster can create a magical quarterstaff of there chosen element which cannot be warped, this staff will stay with the caster for the rest of the adventure. The staff does not do any extra damage, it does how ever gain these abilities.
1x Earth Tremor
Vibration Sense at Will

Earth Bind (£30) All in Area 1 Minute
Everyone in the area is bound to the earth and cannot move from that spot where they are standing. The caster is not affected by this spell.

Earthen Rear-Guard (£22) Caster Only End Adv
The caster is immune to all damage to the back location. Armour is still damaged just not the caster

Mound of Earth (£22) 5 Pace Radius /Centred 3 Mins
The earth around the caster begins to form's a dome like structure centred on the caster, anyone in this area is protected from any outside interference, which may cause them harm or have a direct affect upon their lives. Once in side the dome of earth you have three minutes to think. At the end of this time, the earth returns to its flat state

Summon Earth Elemental Prince (£22) Summon 1 Encounter
This summons up a powerful earth based creature, guided by the caster. These creatures have a pool of twelve hits and cause magic doubles when they strike an opponent. They also have two defies instead of one. These Elementals also have the following additional powers.

Immune to all earth based attacks.
2x Stone Dart 5 2x Earth Shift 1x Earth Tremor


LEVEL 9 EARTH

Earth Armour (£30) Caster Only 1 Encounter
Your skin attains the consistency of the earth. The caster is fully protected from any form of blunt damage and will only take one point of damage from non magical bladed weapons, regardless of damage called. Magical weapons still have full affect.

Immunity from Earth Based Attacks (£25) Caster Only Ins
The caster is fully protected from any form of earth based attacks.

Meteor Storm (£35) All in Area Ins
The heavens rumble and roar and you are in is devastated by hundreds of tiny meteors. Every body in the area is knocked to the floor and receives 4 points of damage to all locations, any non magical shields and weapons are destroyed. The caster is not affected by this spell.

Spike Traps (£25) Area 1 Encounter
6 Spike Traps are randomly placed in the area. Anyone setting them off suffers 2 points of through damage to each leg as well as being knocked back 5 paces on the floor as a 5ft spike of rock slams out of the ground. The caster is not affected by this spell.


LEVEL 10 EARTH

Chasm (£45) Touch 1 Encounter
This causes a massive crevasse to split open up in front of the caster. The depth of the chasm is immeasurable and anybody falling into it dies. The dimensions of the chasm are as follows. 20 paces long x 10 paces wide from the point where the caster touches. After the encounter ends, the chasm closes engulfing everything within.

Entomb (£50) 10 Paces Ins
The poor victim of this spell is violently swallowed into the ground in a small pocket of air, 10 feet down. Your poor victim will only have 1 minute to live.

Tar Pits (£40) Area Perm
Over the period of about a day, a number of oily, tar filled pits slowly bubble to the surface. Anybody trying to negotiate through this area without assistance stands the chance of falling in. If you are a victim you are sucked underneath within 30 seconds and will drown without immediate help. The chance of falling in is at the ref’s discretion. It should also be noted that these tar pits give off noxious fumes and are well known for being extremely flammable. The caster of the spell instantly knows a path through this particular area.
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PostSubject: Re: ..ELEMENTAL..   ..ELEMENTAL.. Icon_minitimeSat Aug 08, 2009 5:19 am

LEVEL 6 AIR

Air Shield (£10) Caster Only 1 Encounter
The caster turns his arm a magical shield made of Air. This means that anyone who strikes the shield in melee combat is affected by the Air Whip spell. The caster does not receive any damage to the shield-arm.

Fog Screen (£12) 10 Paces 10 seconds
The air begins to thicken in front of you and your sight is obscured for a short time. You can still move through the area of effect with out hindrance, you just can’t see very far in it. The size of the fog screen is about two paces thick and 20 paces wide centered up to 10 paces in front of the spell caster.

Dividing Wind (£15) Radius / 10 paces Ins
This spell act's like repulse, but does not cause any damage. Everyone within ten paces of the spell caster is forced away from the caster, ending up ten paces away from where they where standing at the time of casting. All players must turn around and walk at least ten paces away from the caster. The caster is not affected by this spell.

Summon Air Elemental Sprite (£10) Summon 1 Encounter
This summons into this plane a small being created of Air. It is guided by the summoning caster. They have a pool of six hits and may attack for a magic single. It may also push at will. They are also immune to all air based attacks.

Summon Air Wall (£10) Touch 1 Encounter
This spell causes a wall based of swirling winds to spring up from the point of the ground touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. This magical wall stops all physical attacks and passage from passing through.


LEVEL 7 AIR

Downdraft (£20) All in Area 1 Minute
Everyone in the area is bound to the spot where they are standing, no one may move from that spot due to very strong winds pinning them in place from above. Even casting spells to free your self may be tricky. The caster is not affected by this spell.

Destroy Earth Elemental (£15) 10 Paces Ins
Instantly Destroys an Earth Elemental.

Flight (£15) Caster 1 Encounter
This allows the caster to fly. In order to represent this, hold one of you hands out to the side, flapping. You cannot carry anything weighing more than half your own weight. Ref discretion in some instances.

Summon Air Elemental (£15) Summon 1 Encounter
This spell summons an Air Elemental to be guided by the caster. These Elementals each have one defy and a pool of eight hits. They may not wield weapons, and instead attack with their hands for a magic single. In addition to this, these elementals have the following abilities.
Immune to all air based attacks
2x Lightning Dart 3 1x Wind Blast

Thin Atmosphere (£18) Area 1 Encounter
This spell causes the air pressure of the local area to be decreased. Everybody may only move at half speed. All talking is made impossible, due to the lack of oxygen and all ranged combat is impossible as the missiles fall short. The caster is not affected by this spell.
LEVEL 8 AIR

Dense Fog (£22) Area 1 Encounter
All things in the area are unable to see more than three paces in front of them. The caster is not affected by this spell.

Air Elemental Staff (£22) Caster Only End Adv
The spell caster can create a magical quarterstaff of there chosen element which cannot be warped, this staff will stay with the caster for the rest of the adventure. The staff does not do any extra damage, it does how ever gain these abilities.
2x Windblast
Levitation at will

Healing Breeze (£30) Area 30 sec
This spell will heal everyone that is in the area over a period of 30 seconds. Those who wish to be healed must put down all their weapons and bathe in this healing wind, exposing their wounds to the air. This only heals physical damage.

Cloud of Suspension (£25) All Allies 3 Mins
All allies to the caster are whipped up, on to a low flying cloud where they are suspended in the air. Once on the cloud all allies to the caster are put out of harms way, no spells or arrows are able to reach them. This spell will only last for three minutes before all are returned back to earth. You are free to move around, as long as you stay within five paces of the caster.

Summon Air Elemental Prince (£22) Summon 1 Encounter
As Summon Air Elemental, but the creature summoned is more powerful. These creatures have a pool of twelve hits and cause magic doubles when they strike an opponent. They also have two defies instead of one. These Elementals also have additional powers as follows.

Immune to all air based attacks.
2x Lightning Dart 5 1x Wind Blast 2x Invisibility


LEVEL 9 AIR

Air of Protection (£30) Caster Only 1 Encounter
This spell causes swirling winds to spring up and form around the caster. This magical air will stops all direct attacks from passing through it and damaging the spell caster.

Immunity From Air Based Attacks (£25) Caster Only Ins
The caster is fully protected from any form of air based attacks.

Whirlwind (£32) Target Ins
This spell will uproot your target and gently place them down to earth up to half a mile away from you.

Mass Choke (£35) 10 Pace radius on caster Ins
This spell immediately evacuates over half the air in the target area, this will cause everyone in that area to lose one life point. Everyone left in the area of affect will lose another life point every five seconds that they stay in the area of effect. All players must immediately collapse on to the floor gasping for air. Once they are on the floor they can slowly try to crawl out of this area and breathe the air again. (This spell will never drop you below 0 life points). The caster is not affected by this spell.

Sonic Boom (£35) All in Area End Adv
A massive explosion rocks the area, causing everybody to go deaf for the remainder of the adventure. The caster is not affected by this spell.


LEVEL 10 AIR

Mass Haste (£40) All Allies 1 Minute
All allies to the caster now have the ability to move at double speed. This is represented by having every monster moving at half speed for everything including spell casting and speaking. In order to inform everybody of this spell, a time freeze may be called. (Same rules apply to this spell as to the normal haste spell).

Tornado (£50) All in Area Ins
What starts out to be a small gust of wind suddenly becomes a violent storm. Tearing down trees and tossing them around like match sticks what chance do you have. All in the area of effects will suffer three points of damage, plus you will be randomly thrown up to thirty paces away in any direction, with the prospect of taking more damage as you land or what you hit on your way out of the area. Plus there is a chance of losing other items or items being smashed. The caster is not affected by this spell.

Vortex (£55) 10 Paces Ins
This spell sucks your target up into the air, to a height of one mile before releasing them.
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PostSubject: Re: ..ELEMENTAL..   ..ELEMENTAL.. Icon_minitimeSat Aug 08, 2009 5:19 am

LEVEL 6 WATER

Frostbite (£10) 10 Paces 2 Encounters
The target hand for the next two encounters can no long be used for anything. If carrying anything in that hand, you must drop it and cannot be picked up again.

Mass Extinguish (£10) Area Ins
All non-magical fires in the vicinity are instantly extinguished.

Summon Water Elemental Sprite (£10) Summon 1 Encounter
This summons into this plane a small being created of water. It is guided by the summoning caster. They have a pool of six hits and may attack for a magic single. It may also touch slow at will. They are also immune to all water based attacks.

Summon Water Wall (£10) Touch 1 Encounter
This spell causes a wall composed of water to spring up from the point of the ground touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. This magical wall takes ten seconds to force through, no matter how strong you are. The caster is not affected by the wall.

Water Shield (£10) Caster Only 1 Encounter
The caster turns his arm into a magical shield made of water. This means that anyone who strikes the arm in melee combat with a metal weapon has now had the Rust spell cast on it.The caster suffer no damage to the arm.


LEVEL 7 WATER

Destroy Fire Elemental (£15) 10 Paces Ins
Instantly Destroys a Fire Elemental.

Acid Rain (£20) 10 Paces Ins
This spell may only be cast outdoors. A brief down pour drenches the target in acid. The victim takes two points of acid damage to every location. All head armour is destroyed beyond repair if any was worn.

Frost Burn (£18) 10 Paces End Adv
Your most dominant hand no longer works, you are unable to use your hand for any purpose what so ever.

Summon Water Elemental (£15) Summon 1 Encounter
This spell summons a water element to be guided by the caster. These Elementals each have one defy and a pool of eight hits. They may not wield weapons, and instead attack with their hands for a magic single. In addition to this, an elemental has other abilities based upon their element.

Immune to all water based attacks.
2x Storm Dart 3 1x Earth to Mud

Swamp (£18) Area 1 Encounter
Anyone entering this area is slowed to walking pace, due to the thick mud and dense and murky water. Does not affect the Caster.


LEVEL 8 WATER

Water Elemental Staff (£22) Caster Only End Adv
The spell caster can create a magical quarterstaff of the chosen element which cannot be warped. This staff will stay with the caster for the rest of the adventure. The staff does not do any extra damage, it does how ever gain these abilities.
2x Water Melds
Water Walking at will

Icy Tempest (£25) 10 Paces Ins
The target and everybody within five paces of the victim receives two points of damage to the chest.
(Requires Projectile Magic)

Summon Water Elemental Prince (£22) Summon 1 Encounter
This summons up a powerful water based creature, guided by the caster. These creatures have a pool of twelve hits and cause magic doubles when they strike an opponent. They also have two defies instead of one. These Elementals also have the following additional powers.

Immune to all water based attacks.
2x Storm Dart 5 1x Earth to Mud 2x Dry Wood

Water Armour (£22) Caster Only 1 Encounter
Your body attains the consistency of water. Non magical attacks do no damage.

Elemental Moat (£25) 3 Paces around Caster 1 Encounter
The caster places around himself a wall of water elementals that protect him from harm. The caster may not move or able to attack anything outside of it physically but can still cast spells as normal. Anybody trying to cross this barrier will be considered a threat to the caster and be attacked. The elemental wall has a pool of 30 hits, 3 defy’s and 6x Water Missles 3 to use against the creatures attacking the caster.


LEVEL 9 WATER

Cleansing Rain (£35) Area 30 Sec
Anybody in the area of this rain cloud is cured of all poisons, venoms, disease and will heal up to five points of damage over a period of 30 seconds. Those who wish to be cured must put down all their weapons and bathe in this healing water, doing nothing else but covering themselves completely.

Flood (£30) Area 1 Encounter
This spell may only be cast near a body of water. It causes it to burst its banks causing a massive flood. The flood raises the level of water up to the point that you need to be able to swim in order to avoid drowning. Whether or not you are drowning is up to ref's discretion. If you move up onto higher ground, then the flood no longer affects you. Everybody fallen on the ground drowns regardless. You drown by losing a life point every ten seconds. Also, all non-magical fires are instantly extinguished.

Immunity from Water Based Attacks (£25) Caster Only Ins
The caster is fully protected from any form of water based attacks.

Tidal Wave (£35) All in the Area Ins
The ground begins to shake. The noise is deafening as a huge wave of water, trees, rocks and all sorts of debris comes in everybody’s direction. You cannot escape this awesome display of nature. All in the area of effect will be swept up to thirty paces away in the direction of the wave. All those caught in the wave will lose two life points each and will take up to four points of random damage to different locations. The caster is not affected by this spell.


LEVEL 10 WATER

Desiccation (£55) All in Area Ins
This spell sucks the moisture from the air and every living thing in the vicinity. If living, you lose 4 life points. The caster is unaffected by this spell. This spell also drains the moisture from plants and animals nearby.

Quicksand (£45) 10 Paces 30sec
This spell creates a pool of quicksand underneath the feet of the victim. The target is instantly sucked under the ground. Quick thinking may save the Character. Ref's discretion.

Glacial Wall (£40) Touch 1 Encounter
As other wall spells for dimensions, but this summons up a wall of extremely cold ice. This wall cannot be by-passed in any way, except by magical means and anything touching the wall automatically shatters, including wooden objects, limbs, etc. Everything...
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PostSubject: Re: ..ELEMENTAL..   ..ELEMENTAL.. Icon_minitimeSat Aug 08, 2009 5:19 am

LEVEL 6 FIRE

Combustion (£10) 10 Paces Ins
Your target suddenly combusts into flames. Every part of their body is covered in fire. Every location will take one point of fire damage if it is not put out within ten seconds of this spell taking effect. Drop and Roll time!

Fire Shield (£10) Caster Only 1 Encounter
The caster summons turns his arm into a magical shield made of fire. This means that anyone who strikes the arm in melee combat catch fire as the spell Touch Ignite to the attacking location. The caster does not receive any damage to the shield-arm.

Heat Metal (£10) 10 Paces 30 Secs
Any one non-magical metal item is heated up to extreme temperatures. Any flesh that comes into contact with this metal is seared for a point of fire damage. If the object is held or worn, then the targets bearer will suffer one point of fire damage every five seconds, for a total of six points of damage. The bearer must also attempt to remove or drop the item. If this spell is cast upon an item already under the effects of heat metal, the object will melt. The bearer cannot remove melted items as the molten metal sticks to the flesh and must suffer over a period of thirty seconds. The item is destroyed in the process.

Ignite Missiles (£15) One ranged weapon End Adv
All projectiles fired the weapon burst into flame when they leave the bow/crossbow. They now cause an extra point of non magical fire damage. If they miss the target they go out.

Summon Fire Elemental Sprite (£10) Summon 1 Encounter
This summons into this plane a small being created of fire. It is guided by the summoning caster. They have a pool of six hits and may attack for a magic single. It may also touch ignite at will. They are also immune to all fire based attacks.

Shower of Sparks (£10) 90 Degree Arc / 10 Paces 10 Seconds
Anybody in front of the cast is blinded by a shower of sparks. A bright flash of light and small metal splinters strike you in the face and you are blinded for ten seconds. All you can do is defend yourself.


LEVEL 7 FIRE

Destroy Water Elemental (£15) 10 Paces Ins
Instantly Destroys a Water Elemental.

Enflame (£18) 90 Degree Arc / 10 Paces 30 Seconds
Anybody in front of the caster at time of casting is set on fire. This spell lasts for thirty seconds. Anything caught up in this spell must retreat from the area and must take time to put themselves out or start to take damage. Anything that enters the area of effect will also be caught on fire. The area in front of the cast will stay alight for the period of thirty seconds. Any flammable material caught in this area will remain on fire.

Fire from Earth (£18) 10 Paces Ins
Under the designated target, a fire springs from the earth, completely engulfing the poor victim. The target takes two points of fire damage to every location and catch fire as the spell Touch Ignite.

Summon Fire Elemental (£15) Summon 1 Encounter
This spell summons a minor fire elemental, guided by the caster. This Elemental has one defy and a pool of eight hits. It may not wield weapons, and instead attacks with its hands for a magic single. In addition to this, a fire elemental has the following abilities.
Immune to all fire based attacks.
2x Fire Darts
Touch Ignite at Will.

Summon Fire Wall (£15) Touch 1 Encounter
This spell causes a wall based of fire to spring up from the point of the ground touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. This spell causes two points of magical fire damage to each location if touched and catch fire as the spell Touch Ignite. The fire wall does not affect the spell caster. The wall can be moulded into any upright shape the caster desires.


LEVEL 8 FIRE

Consume (£22) 10 Paces Ins
The flammable target of this spell is instantly turned to ash. This spell does not work on living targets. Mummys suffer 5 points of damage to each loacation.

Fire Elemental Staff (£22) Caster Only End Adv
The spell caster can create a magical quarterstaff of their chosen element which cannot be warped. This staff will stay with the caster for the rest of the adventure. The Staff does not do any extra damage but does gain these abilities:
Touch Ignite at will
2x Range Ignite Spells.

Fire Prison (£30) Area 1 Encounter
Your target is surrounded by a two pace radius of fire. If they cross this boundary then they will receive 2 points of magical fire damage to each location and catch fire as the spell Touch Ignite. The caster is not affected by the fire prisons.

Heat All Metal (£25) 10 Paces 30 Secs
All non-magical metal items on the target are heated up to extreme temperatures. Any flesh that comes into contact with this metal is seared for a point of fire damage. If the object is held or worn, then the targets bearer will suffer one point of fire damage every five seconds, for a total of six points of damage. The bearer must also attempt to remove or drop the item. If this spell is cast upon an item already under the effects of heat metal, the object will melt. The bearer cannot remove melted items as the molten metal sticks to the flesh and must suffer over a period of thirty seconds. The item is destroyed in the process.

Summon Fire Elemental Prince (£22) Summon 1 Encounter
As Summon Fire Elemental, but the creature summoned is more powerful. These creatures have a pool of twelve hits and cause magic doubles when they strike an opponent. They also have two defies instead of one. These Elementals also have these additional powers.

Immune to all fire based attacks
2x Fire Dart Touch Ignite at Will
2x Ranged Ignite

LEVEL 9 FIRE

Body of Fire (£30) Caster Only 1 Encounter
The caster of this spell becomes encased in a body of fire. The caster has limited movement ( slow walk) but can still cast spells. An area of 3 paces around the caster is heated to such an extreme temperatures that the grass burns and any vegetation catches on fire. Anyone that enters this area will start to burn immediately taking 2 points of fire damage to all locations every 10 seconds and catch fire as the spell Touch Ignite. Also, the caster may Touch Ignite at will and is immune to all fire based damage.

Circle of Fire (£35) 5 Pace radius around Caster 1 Encounter
All allies close to the caster are protected by this circle of fire. The caster is the centre of the circle and may not move with this spell in effect. It is also impossible to see or hear through these roaring flames. Anybody may pass through this wall, but doing so causes 3 points of magical fire damage to every location and catch fire as the spell Touch Ignite.. The caster may choose to end this spell at any time.

Fire Storm (£35) Area Ins
Everybody (Except the caster) gets caught in a massive pyrotechnic conflagration. Everybody suffers three points of fire damage to each location and catch fire as the spell Touch Ignite. The spell also causes some damage to buildings and plant life.

Immunity from Fire Based Attacks (£25) Touch 1 Encounter
The caster is fully protected from any form of fire based attacks.


LEVEL 10 FIRE

Rise of the Phoenix (£45) Caster Only End Adv
Once this spell is cast, the Elementalist, if killed by any fire based means is raised from the ashes. At the end of the encounter, the caster is resurrected with no ill effects at all. He or she is also given back a full compliment of magic points. This spell does not work if the fire spell is cast by yourself…

Wall of Cremation (£40) Touch 1 Encounter
As other wall spells, but the heat is so intense that anything passing through this wall is instantly cremated, anything standing at least two paces either side of the wall when it go up takes two points of damage to each location and catch fire as the spell Touch Ignite..

Fireball (£55) Area Ins
This spell is hated by all, especially nature lovers. The intense heat and destruction from this spell has no mercy. All undergrowth in the area is razed, trees are set ablaze, buildings crumble and burn . Anyone caught in this area receives four points of magical fire damage to each location and catch fire as the spell Touch Ignite.. The caster is not affected by this spell.
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