“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
Duration : Instantaneous Range : Self Only Reuse Delay: 6 Hours Syntax: Recover Adventurers all learn a basic technique to draw upon the divine threads of power that attune them to their altar and restore some lost hit points. Primary Attribute: wisdom
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
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: dexterity
See also: PARRY
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
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
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
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
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
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
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
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
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
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
Syntax: Automatic Characters with proficiency in this skill will attempt a second 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, strength See also: DUAL WIELD
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
Duration : Level/2 hours Minimum Cost: 20 mana Range : User Only Syntax: Cunningeye This skill allows the user to see detect all manner of hidden or camoflauged person or thing, and to see in the dark. Primary Attribute: wisdom See also: DETECT HIDDEN, SHARP VISION, INFRAVISION
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
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
Syntax: Automatic Characters with proficiency in this skill will attempt a second 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, strength See also: DUAL WIELD
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
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
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
Syntax: Automatic This skill intensifies the power of the immolate spell, adding additional damage of type energy, and will cause earth-based benedictions to weaken or dispel. Primary Attribute: intelligence, strength
Spells
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)
Duration : At Least 4 Rounds Minimum Cost: 15 mana Range : Single PC or Mob Syntax: Cast 'Immolate' <target> This spell lights the target on fire. In addition to the initial burst of damage, being on fire will rapidly damage the target over time. Furthermore, should the target fail a save, they will be painfully burned and incur additional damage each half hour that passes by for the duration of the spell. This spell restores a portion of mana spent when casting it. Primary Attribute: Intelligence, Strength See also: SLOW BURN, MAGIC APTITUDE
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
Duration : 12 Hours Minimum Cost: 100 mana Range : Target 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. One may place a brand upon a held weapon by casting it upon oneself, or upon the holder of said weapon. Primary Attribute: Intelligence
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
Duration : Level/2 Hours Minimum Cost: 75 mana Range : Caster or Target Item Syntax: Cast 'Frozen Shield' <target> This spell enchants a shield with a frigid chill; this causes it to grant additional hitroll, damroll, and resistance to fire. When cast upon a blessed item, the duration will be extended. One may place this spell upon a held shield by casting it upon oneself. This spell does not coexist with Rotheld's Bulwark; one may use one or the other, but not both. Primary Attributes: Intelligence, Charisma See also: HITROLL, DAMROLL, DAMAGE REDUCTION
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
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
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
Duration : Level/6 Hours Minimum Cost: 50 mana Range : Target 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. The duration of this spell will be extended if cast upon a weapon with the evil flag. One may place a brand upon a held weapon by casting it upon oneself, or upon the holder of said weapon. Primary Attribute: Intelligence
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
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
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
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
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. One may place a rune on one's currently equipped weapon by casting it on oneself. Primary Attribute: Intelligence See also: RUNE OF EARTH
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
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
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
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
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
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
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
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
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
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
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
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