“I shall be teaching you then. Do try not to.. hurt.. yourself in the process, hmm?” – Ajmayam, Fire Templar Guildmaster of Var Bandor

Deadly and unpredictable, fire templars are capable of unleashing great destructive force on their enemies. Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset.


Introduction

Unique amongst the spheres of magic, Fire templars predate their scholarly bretheren. One of the earliest delvings into magic after the Sundering, the srryn applied what magical capabilities they had in a characteristically brutal fashion. Humans later trained as templars of this sphere as well, as the War of Fire escalated. They are still the primary races who take on this profession, though nefortu as well have come to favour it.

Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. However, some of their magics are destructive in their own right, and can strike with devastating power. Most Fire templars favour wielding a spear, though they are also trained in some simple techniques with a sword, as well.

Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset. Srryn templars of Fire very often name Sythrak as their patron deity, seeking to destroy or subjugate all other races. Others, particularly nefortu, often follow Bayyal, seeking nothing but the destruction that is His creed.


Class Abilities

Click an ability name to see more details.

Skills

Level 1: Axe
Syntax: Automatic

Bladed weapons with a typically short haft, axes are most often favoured by
barbarians, who enjoy their lack of subtlety and learn specific techniques for
them. Axes may be found in many sizes, for both one and two-handed use. They
typically deal slashing damage, and they are characteristically poor at
fending off blows, due to their balance and lack of finesse. The weighty
swings often required by axes make it suited against both shield blocking and
deflection, but much easier for opponents to fend off or stone phalanx.

Primary Attribute: Strength

See also: PARRY
Level 1: Flail
Syntax: Automatic

A flail is a weight attached by a chain or hinge to a handle, designed to
penetrate armor through blunt or piercing force, though they are often used
interchangably with the less flexible maces. Only gladiators recieve extensive
training in the usage of flails, but other professions are taught the basics.
Because of their flexibility and the somewhat awkward movements to wield them,
they are not terribly suited to defend with, and will make it more difficult
to parry when they are offhanded. Flails are particularly effective against
foes who are dodging, deflecting, or shield blocking.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Hand to Hand
Syntax: Automatic

The art of fisticuffs is taught by several of Avendar's martial guilds.
Students will hit harder while unarmed than those who are untrained. If
someone who is trained in both fighting unarmed and dual wielding has even a
single free hand, he will use that as an off-hand attack. Having claws, both
srryn and kankoran will do more damage with this skill than other races.

However, this basic training only goes so far, and those who fight without a
weapon in hand will find themselves unable to parry.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Sword
Syntax: Automatic

One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Whip
Syntax: Automatic

A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.

Primary Attribute: Dexterity

See also: PARRY
Level 3: Enhanced Damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 5: Fast Healing
Syntax: Automatic

Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.

Primary Attribute: Constitution

See also: HIT POINTS
Level 6: Dual Wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.

Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.

The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).

Primary Attribute: Dexterity

See also: PARRY, AMBIDEXTROUS
Level 7: Dodge
Syntax: Automatic

Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.

All aelin receive a bonus to this skill.

Primary Attribute: Dexterity
Level 8: Wands
Range    : Inventory Item/Target Person or Mob

Syntax: Zap <item> <target>

Non-adventuring scholars and alchemists are able to imbue wands with magical
spells, that they might be cast at a later date. Spells imbued within a wand
affect a specified target, and are typically offensive but not universally so.
Wands may be freely used in combat, even if the spell within ordinarily may
not.

Wands have a limited number of charges; should all charges be expended from
one, the item will be consumed.

Primary Attribute: Intelligence, Dexterity

See also: CAST, OVERCHARGE, individual spell helpfiles
Level 9: Kick
Duration : Instantaneous                                       Cost: 3 Mana
Range    : Current Enemy

Syntax: Kick

Many guilds teach this basic martial manuver, allowing them to slightly
augment their damage in combat. Bandits receive further training in making
well-placed kicks.

Primary Attribute: Strength, Dexterity

See also: KNEE SHATTER
Level 12: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, SECOND ATTACK
Level 13: Meditation
Syntax: Automatic

A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.

Primary Attribute: Intelligence, Wisdom

See also: TRANCE, MANA
Level 14: Cunning Wisp
Syntax: Automatic

With this skill, a fire scholar will be able to turn to smoke and avoid melee
attacks. This may still occur underwater, though it is far less likely to do
so; it will not be possible to use this skill anywhere that magic cannot be
cast at all. Those embodying the aspect of the inferno will find this skill
slightly less effective. Those affected by a living flame will turn to flame
rather than smoke when they evade attacks, damaging their opponents' weapons
in the process.

Primary Attribute: Intelligence, Dexterity

See also: DODGE, PARRY
Level 16: Bash
Duration : Instantaneous                                       Cost: 6 Mana
Range    : Target PC or Mob

Syntax: Bash <target>

A commonly taught method of preventing an enemy's action, a bash is an
inelegant attempt to simply ram into another person. If successful, the target
will fall to the ground and be lagged briefly. Because it is so commonly
taught, there are many methods of preventing or discouraging this skill,
though perfect protection is few and far between. It is not ordinarily
possible to bash someone underwater.

Primary Attribute: Strength

See also: LAG
Level 17: Scrolls
Range    : Inventory Item/As Original Spell

Syntax: Recite <scroll> <target>

Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.

As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.

Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.

Primary Attribute: Intelligence

See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Level 18: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, SECOND ATTACK
Level 22: Cauterize
Duration : Instantaneous                        Minimum Cost: 20 mana
Range    : User Only

Syntax: Cauterize

A rough battle technique, cauterize will close off any bleeding wounds the
user has, using a quick jet of flame. This flame will of course damage the
user. One must be either wielding or dual wielding a weapon made of metal in
order to do this.

Primary Attribute: Constitution
Level 28: Trance
Syntax: Automatic

A further refinement upon the more widely taught basic technique of
meditation, trance is taught by the spellworking guilds and those focused on
more meditative studies, in order to better recover their mana.

Primary Attribute: Intelligence, Wisdom

See also: MEDITATION, MANA
Level 32: Aggravate Wounds
Duration : 2 Hours

Syntax: Automatic

Fire templars, skilled in the use of fire and weaponry, learn the art
of leaving particularly messy, burning wounds in their victims. These wounds
will burn each half hour that passes before they heal, and they are
cumulative.

It is only possible to aggrivate wounds with a weapon that is either
firebranded, or innately deals fire damage.

Primary Attribute: Dexterity

See also: FIREBRAND
Level 36: Disruption
Duration : Instantaneous                          Cost: 25 Mana
Range    : Single PC or Mob

Syntax: Disruption <target>

A fire templar may channel powerful chaotic energy through a blow of his
weapon, dealing damage and having a chance to dispel earth-based effects such
as fortify, giant strength, stone skin, stone shell, anchor, and additionally
may destroy worn mantles of earth.

Primary Attribute: Strength

Spells

Level 2: Armor
This is a short list of the more common wear-slots accessible to mortals.
There are a few more, but are comparatively obscure. These should be most
all that you'll deal with:

  -Left finger                     -Right finger
  -Neck (first)                    -Neck (second)
  -Torso                           -Head
  -Legs                            -Feet
  -Hands                           -Arms
  -Shield/Held/Dual Wielded/Light  -About body
  -Waist                           -Left wrist
  -Right wrist                     -Wielded (weapons)
  -Floating                        -Branded (immortals' sigils and brands)
Level 4: Detect Invis
Duration : Level/2 hours                               Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Detect Invis'

This spell allows the caster to see all players, mobiles, and objects that are
invisible.

Primary Attribute: Intelligence

See also: INVISIBILITY
Level 6: Rune of Embers
Duration : 12 Hours                                Minimum Cost: 100 mana
Range    : Target Inventory Weapon                 Recast Delay: 12 Hours

Syntax: Cast 'Rune of Embers' <weapon>

A mystical symbol scribed upon a weapon, a rune of embers indicates a direct
channel to the elemental plane of fire. A weapon with this rune will
frequently set whomever it strikes on fire, keeping them that way so long as
the wielder continues to attack with it. However, the strain of using such a
weapon will reduce the wielder's mana while the rune is in place.

Primary Attribute: Intelligence
Level 8: Infravision
Duration : Level Hours                               Minimum Cost: 5 mana
Range    : Single PC or Mob

Syntax: Cast 'Infravision' <target>

This spell enables its target to see in the dark. He may look, see adjoining
exits, and scan exactly as if he were in a well-lit area.

Primary Attribute: Intelligence
Level 10: Shield
Duration : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
Level 10: Wings of Flame
Duration : Level/6 Hours                             Minimum Cost: 25 mana
Range    : Caster Only

Syntax: Cast 'Wings of Flame'

This spell creates a pair of flaming wings for its caster, imparting them with
magical flight and a bonus to their dexterity.

Primary Attributes: Intelligence, Constitution

See also: FLY
Level 11: Coronal Glow
Duration : Level/2 Hours                             Minimum Cost: 5 mana
Range    : Single PC or Mob

Syntax: Cast 'Coronal Glow' <target>

Outlining its target with phantom flames, this spell greatly penalizes its
target's armor class. Persons afflicted by this spell will also find
themselves unable to conceal themselves, either via invisibility, or by hiding
or camoflauging.

Primary Attribute: Intelligence

See also: ARMOR CLASS
Level 13: Enflame
Duration : (Level+6)/2 Hours                         Minimum Cost: 5 mana
Range    : Single PC, Mob, or Object

Syntax: cast 'Enflame' <target>

When used on a character, this spell imbues its target with an inner fire,
markedly improving their damroll and saves. It is not possible to cast
immolation upon a target who is currently fighting.

When used on an object of light type, this spell increases the duration
of the light remaining. The object need not be held in inventory; it may
simply be in the room with the caster. Objects that are not of type light may
not be targeted by this spell; something that is simply glowing is not
sufficient.

This spell was at one point taught in guilds as 'immolation'.

Primary Attribute: Intelligence

See also: SAVES, DAMROLL
Level 15: Firebrand
Duration : Level/6 Hours                              Minimum Cost: 50 mana
Range    : Target Inventory Weapon
  
Syntax: Cast 'Firebrand' <target>
  
This spell wreaths a weapon in magical flame, causing it to deal fire damage.
This spell cannot be cast on weapons that are blessed, that cannot be used by
those of evil alignment, affected by the aura spell, that naturally deal cold
damage, or that burst with either flame or frost.
  
Primary Attribute: Intelligence
Level 17: Burnout
Duration : 3 Hours                                    Minimum Cost: 30 mana
Range    : User Only                                  Recast Delay: 3 Hours

Syntax: Cast 'Burnout'

This spell drastically increases the regenerative capabilities of the caster,
tripling their hit point regeneration. After the spell expires, however, the
caster will find their regeneration halved, as their body recuperates from the
massive expenditure of energy.

Primary Attribute: Intelligence, Constitution
Level 19: Firebolt
Duration : Instantaneous                              Minimum Cost: 25 mana
Range    : Target PC or Mob

Syntax: Cast 'Firebolt' <target> <optional direction>

This spell calls forth a projectile blast of fire, dealing damage to its
target. It may optionally be aimed at a target up to a room away from the
caster, though spells which block vision into that room will prevent this from
occurring. A smoke-filled room will impede even attempts to direct this spell
to a nearby target, as well.

Primary Attribute: Intelligence, Dexterity
Level 20: Baptism of Fire
Duration : Instantaneous                             Minimum Cost: 65 mana
Range    : Caster Only
  
Syntax: Cast 'Baptism of Fire'
  
This spell will burn petrification and most poisons, plagues, and other
diseases out of the caster, as well as various maledictions of the water
sphere, but it does so literally-- the resultant flame will do damage to the
caster in the process of purging the afflictions. When used by a water mage
under the martyr's fire, this will heal them instead.
  
Primary Attribute: Intelligence, Strength
  
See also: Listed maledictions, MARTYR'S FIRE
Level 21: Ward of Fire
Duration : 5 Hours                                 Minimum Cost: 25 mana
Range    : Target PC or Mob

Syntax: Cast 'Ward of Fire' <target>

This spell lays out a fiery ward on the ground around its target. Should the
warded character be attacked, the ward will discharge, dealing significant
fire damage to the attacker. Leaving the room in which the ward was cast
immediately causes it to dissipate. This spell may not be cast on anyone who
is currently fighting.

Primary Attribute: Intelligence
Level 23: Rune of Fire
Duration : Level/2 Hours                             Minimum Cost: 65 mana
Range    : Item, Closed Container, Closed Door

Syntax: Cast 'Rune of Fire' <target>

This spell marks an invisible rune of fire on an object, container, or door.
Anyone save the caster themself who attempts to pick up the object or open the
container or door will be blasted by a jet of flame. If the door is locked,
the force of the rune may blow it open
 even runes of earth will fail before
such power. Placing a rune on a weapon will cause the rune to go off on one's
opponent when used in combat.

Primary Attribute: Intelligence

See also: RUNE OF EARTH
Level 24: Fireball
Duration : Instantaneous                             Minimum Cost: 15 mana
Range    : All ungrouped PCs or Mobs in Room

Syntax: Cast 'Fireball'

This spell calls a large ball of flame to fill the caster's immediate
vicinity. Anyone who is not grouped with the caster will take damage from the
blast.

Primary Attribute: Intelligence
Level 25: Fury of the Inferno
Duration : Level/20 Hours                          Minimum Cost: 50 mana
Range    : Caster Only

Syntax: Cast 'Fury of the Inferno'

This spell imbues the caster with a powerful, fiery rage. This will
significantly boost his damroll, proportionally to his level. In exchange for
this enhancement, he will take a moderate amount of damage each half hour
until the spell ends. The damage taken increases each half hour.

Primary Attribute: Intelligence, Constitution

See also: DAMROLL
Level 26: Weariness
Duration : Instantaneous                           Minimum Cost: 30 mana
Range    : All ungrouped PCs or Mobs in Room

Syntax: Cast 'Weariness'

Weariness sends a wave of heat throughout a room, heavily reducing the
movement points of everyone in the room who is not grouped with the caster. In
addition, this spell attempts to penalize both the strength and dexterity of
anyone struck by this wave of wearying heat. The effects of this spell are
cumulative.

Primary Attribute: Intelligence, Constitution
Level 27: Frenzy
Duration : Level/6 Hours                             Minimum Cost: 30 mana
Range    : Single PC or Mob

Syntax: Cast 'Frenzy' <target>

Similar to its cousin, the zeal spell, frenzy imbues its target with rage,
granting a bonus to both hitroll and damroll. The lack of care caused by this
state causes a penalty to the target's armor class, as well.

It is not possible to cast this spell on someone who is already in a berserk
state. Those imbued with the rage of this spell will find themselves unable
to either retreat or cower away from battle.

Primary Attribute: Intelligence, Charisma

See also: ZEAL, HITROLL, DAMROLL, RETREAT, COWER
Level 29: Flare
Duration : Level/6 Hours                             Minimum Cost: 50 mana
Range    : Caster Only
  
Syntax: Cast 'Flare'
  
This spell stores the energy of a fireball within the caster's body. Should
they come close to death, the energy will be released, calling a fireball down
upon everyone present in the room and healing the caster. Should the fireball
discharge, some time will need to pass before this spell may be cast again--
less for those of the Flameheart path.
  
Primary Attribute: Intelligence, Strength
  
See also: FIREBALL
Level 30: Temper
Duration: Permanent                                 Minimum Cost: 300 mana
Range: Target Inventory Item

Syntax: cast 'temper' <item> high
Syntax: cast 'temper' <item> low

Many disciples of the flame have sufficient control over their art to
carefully temper ferric metals, toughening them far beyond their natural
wont.  While hardly the equal of master smiths, the skills of these magi are
nonetheless sought after by many whose lives depend on their blade not
breaking at a critical moment.  

Tempering may be performed at high or low temperatures to help toughen
ferric materials.  In the case of weapons, this equates to improved hitroll
due to the greater incaution with which the owner may now wield the blade;
other items tend to become more suitable as armor.  Master flamesmiths have
been known to imbue weapons with additional minor bonuses, as well.  While
all tempering comes with a risk of losing control and melting the item into
uselessness, that risk -- and the commensurate reward -- is far greater at
high temperatures.  In all cases, a surviving product will be rendered
nearly indestructible by the process.  

Primary Attributes: Intelligence, Wisdom
Level 31: Ring of Fire
Duration : Level/10 Hours                          Minimum Cost: 20 mana
Range    : Target PC

Syntax: Cast 'Ring of Fire'

This spell rings the target with fire. While so afflicted, any time they move,
they will be damaged. Should they flee, they will be damaged even more
severely. They will also be unable to hide, sneak, become invisible, or
otherwise conceal themself.

Primary Attribute: Intelligence
Level 33: Dispersion
Duration : Instantaneous                              Minimum Cost: 55 mana
Cooldown (combat): 5 - 8 hours, varies by skill
Cooldown (other): none

Syntax: Cast 'Dispersion'

An innovation based on the teleport spell dating back to the War of Fire,
dispersion will instantly transport the caster somewhere in the world at
random, at a cost of half his movement points and casting a fireball behind
him in his wake. Unlike the teleport spell, this spell may be cast in combat.
While many dangerous locations cannot be teleported into, many can, and the
spell carries no guarantee of safety. If this is used in combat, it will be
some time before the mage use it again; there is no such cooldown when used
outside of combat.

Primary Attribute: Intelligence

See also: TELEPORT, FIREBALL
Level 34: Blaze
Duration : Level/10 Hours                          Minimum Cost: 60 mana
Range    : Caster's current room

Syntax: Cast 'Blaze'

This spell suffises a fire templar's magics with additional power. Any time
they cast a fire spell that impacts the entire room (eg, fireball), that room
will be set on fire, if it was not already. Anyone within the room will
continuously take damage.

Primary Attribute: Intelligence, Charisma
Level 35: Consuming Rage
Duration : Level/10 Hours                          Minimum Cost: 25 mana
Range    : Caster Only

Syntax: Cast 'Consuming Rage'

Settling a lingering, magical rage into the caster, this spell causes him to
continually gain bonuses to his damroll as he takes damage. Each gain is based
on the damage dealt to him, and is cumulative until the spell ends.

Primary Attribute: Intelligence, Charisma

See also: DAMROLL
Level 38: Blast
Duration : Instantaneous                           Minimum Cost: 30 mana
Range    : Caster's current room; all connecting rooms

Syntax: Cast 'Blast'

This spell triggers an explosion in the caster's immediate surroundings,
and all connecting rooms, dealing a significant amount of damage in the
current room, and a smaller but not negligible amount in the others. Mobiles
which do not move from where they stand are not affected by this spell. This
spell will not affect adjacent rooms blocked off by a closed door or a wall of
stone, or rooms containing a wall of water. Blast immediately destroys walls
of thorns.

Primary Attribute: Intelligence, Dexterity
Level 40: Nova
Duration : See Text                                  Minimum Cost: 60 mana
Range    : Single PC or Mob

Syntax: Cast 'Nova' <duration from 1-3>
 Cast 'Nova' <target>

This spell allows the caster to channel a ball of flame directly from the
elemental plane of fire. He must first charge the nova before it can be
discharged on the target. The wait time for this spell is measured as 1+the
specified duration in ticks, and may be from 1 to 3.

Any command input while charging a nova has a chance to cause the spell to
dischage upon the caster. Damage to the caster from any source save his own
fury or wings during charging will always cause the spell to backfire as well.
The longer the spell has been charging, the greater the potential backlash.
If a nova goes uncast after three times the initial specified charge length,
there is a significant chance it will detonate on the caster and room he is
in. For example, a nova cast with a duration of 1 will expire after 3 ticks,
and duration of 3 will expire after 9 ticks.

Once a nova has been charged, it can be cast as any other spell. The amount of
damage dealt by the nova decreases the longer the caster waits before casting
it.

Primary Attribute: Intelligence

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