“The Inferno speaks through us all.” – Kthalenje, Infernal Harbinger
Born of destruction, of heat, of magma, the fire scholar calls forth all the most offensive powers in the world. Wanton incineration is their bread and butter. Resonating with both chaotic and evil tendancies, none who are good or lawful may call upon the magics of flame.
Fire is among the oldest of the mystic arts, discovered first by the nefortu and the srryn. Blended with the ambition and curiosity of humanity, the three sparked the War of Fire, a conflict which reduced cities and forests to ash. In the following millennia, the emergence of the shuddeni brought new refinement to the sphere, and the incursion of fire devils introduced new applications of old concepts. Scholars of fire have brought an uneasy detente to Yithoul, stoked the forges of countless smiths, brought heat to great city-states, and laid waste to countless armies.
Minor scholars of the flame delve into all aspects of the sphere, learning both some of the empowering benedictions fire offers and a taste of its destruction. The major sphere focuses primarily on enhancing and refining the latter, producing most of the sphere’s mainstay attacks. Greater fire scholars gain unparalleled mastery of destruction, and can draw the flames unto themselves such that they might even bypass death itself.
Resonating with both chaotic and evil tendancies, none who are good or lawful may call upon the magics of flame. The primary patron of fire scholars is Bayyal, who is particularly favored by the nefortu; the aelin, on the other hand, may call upon Alil, while the shuddeni may be inclined to Arkhural. However, deific patronage is hardly required, as destroyers are as content to take one life as they are another.
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: Dagger
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
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 1: Concentration
Syntax: Automatic
Typically, magic is a simple proposition to those who know it: focus on the
spell, cast it, and it simply works. However, for those who see combat,
maintaining that focus can be problematic. The concentration skill represents
one's ability to cast in combat-- once maximized, one should virtually never
lose concentration when casting a spell. Templars, being explicitly trained
for battle, will never lose concentration.
It is not necessary to have this skill to utilize powers granted by the Stones
of Power to members of the Great Houses.
Primary Attribute: Intelligence, Constitution
See also: CAST
Level 3: 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 4: Firekin
Syntax: Automatic
Firekin offers a reduction in fire damage taken from all sources. This
reduction will not be evident to the scan spell. The long experience with fire
that it represents also grants the scholar an improved chance to save against
smoke, consume, and brimstone ward. Furthermore, it will obviate all penalties
associated with the haste effect, including but not limited to that granted by
the living flame spell.
Primary Attributes: Intelligence, Strength
Level 5: 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 6: 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 7: Staves
Range : Inventory Item/Wielder's Group
Syntax: Brandish <item>
Non-adventuring scholars and alchemists are able to imbue staves with magical
spells, that they might be cast at a later date. Spells imbued within a staff
will affect the user and his group, and may not be targeted in any way. Spells
which may only be cast on oneself may not affect anyone other than the wielder
of the staff. Staves may be freely used in combat, even if the spell within
ordinarily may not.
Staves have a limited number of charges; should all charges be expended from
one, the item will be consumed.
Primary Attribute: Intelligence
See also: CAST, REFORGE MAGIC, individual spell helpfiles
Level 12: 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: Second Attack
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
Level 18: Haggle
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: Charisma
Level 20: 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 25: 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 32: Intensity
Syntax: Automatic
By gaining a thorough understanding of how to leverage intensity in their
magics, the majority of a fire scholar's offensive fire-based spells will be
more difficult to save against, the evoke hatred, mindkindle, and pandemonium
spells will be cast at an increased level, and their area-effect spells will
set surrounding objects on fire.
An aura further to the red will increase the effect of this skill.
Primary Attribute: Intelligence, Strength
Level 41: Slow Burn
Syntax: Automatic
Sufficiently skilled fire scholars learn to prolong the effects of their
spells. First and foremost, the fires set by the immolate spell will last
longer. Second, their area-effect spells will also immolate those caught in
the blast. Thirdly, when immolation ends, the lingering smouldering wounds
will severely hinder the victim's ability to heal. Finally, consuming wounds
(such as those left by immolate) will reignite themselves more efficiently.
Primary Attribute: Intelligence
See also: CONSUME, IMMOLATE
Spells
Level 1: Immolate
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
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 3: 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 4: 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 6: 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 8: Warmth
Duration : Level/8 Hours Minimum Cost: 25 mana
Range : Caster's Current Room Reuse Delay : 5 Hours
Syntax: Cast 'Warmth'
With this spell, a fire scholar may place a rune of hearth in their current
location. Up to five people may concurrently sit, rest, or sleep at this place
of shelter and receive a bonus to their mana regeneration. The rune will also
serve as a fire for the purposes of scrying or fading from sight.
Primary Attribute: Intelligence
See also: CINDER SCRY, JAZIJI'S FADE
Level 9: 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: 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: Scan
Duration : Instantaneous Minimum Cost: 15 mana
Range : Single PC or Mob
Syntax: Cast 'Scan' <target>
This spell attempts to discern the target's immunities, resistances, and
vulnerabilities to all damage types, and will compare the target's level to
the spell's. It will not initiate combat, but may be gauche socially.
Primary Attribute: Intelligence
Level 13: Evoke Hatred
Duration : Level/10 Hours Minimum Cost: 20 mana
Range : Single PC or Mob
Syntax: Cast 'Evoke Hatred' <target>
With this spell, a fire mage may attempt to kindle the seeds of hatred and
rage living within all beings. Should the spell succeed, the target will incur
a penalty to armour class then lash out and assault someone-- anyone else in
the room. This will not be the caster nor anyone in their group, unless there
are no other viable targets.
Mobiles who cannot otherwise be disabled, knocked out, moved, et cetera, will
always assault the caster if targeted.
Primary Attribute: Intelligence, Charisma
Level 14: Deny Entropy
Duration : Level/8 Hours Minimum Cost: 30 mana
Range : Single Inventory Item
Syntax: Cast 'Deny Entropy' <target>
A fire scholar of even the most minor skill may ward items against effects
that might instantly destroy them, such as being on fire, shattered, et
cetera. This will provide no defense against ordinary wear-and-tear on a
weapon or the deliberate use of the destroy command.
Primary Attribute: Intelligence
Level 15: Smoke
Duration : 1.5 Hours Minimum Cost: 40 mana
Range : Caster's Current Room
Syntax: Cast 'Smoke'
This spell floods the caster's current room with a thick cloud of smoke.
Anyone present in the room when the spell is cast or while the smoke lingers
may be blinded by it, including the caster. It is also not possible to scan
into or through a room filled with smoke, and it will impede attacks such as
rays of light, icebolts, firebolts, archery, bolos, and thrown weapons.
Casting smoke underwater will not cause blindness, but will still cause
damage.
Primary Attribute: Intelligence
See also: SMOKING
Level 16: Lambent Aura
Duration : Level/18 Hours Minimum Cost: 100 mana
Range : Caster Only
Syntax: cast 'lambent aura'
This spell wreaths the caster in flames, causing damage to anyone who attempts
to bash, shield bash, or surprise attack them, and protecting the caster from
the brunt of the bash. Any dart thrown at a person affected by this spell will
be incinerated by the flames.
Primary Attribute: Intelligence
See also: BASH, SHIELD BASH, SURPRISE ATTACK, DART
Level 17: Shield
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
Level 17: Jazijis Fade
Duration : Special Minimum Cost: 25 mana
Range : Caster Only
Syntax: cast "Jaziji's Fade"
With this spell, a fire scholar may emulate the trickster-scholar Jaziji, and
fade into thin air above any source of flame. Doing so will continually drain
mana from the caster while they are so concealed. The effect will end when the
scholar either inputs any command or their mana is wholly depleted.
Primary Attribute: Intelligence
See also: CINDER SCRY
Level 19: 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. One may place a rune on one's currently equipped
weapon by casting it on oneself.
Primary Attribute: Intelligence
See also: RUNE OF EARTH
Level 20: 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 21: Beam of Fire
Duration : Instantaneous Minimum Cost: 20 mana
Range : Single PC or Mob
Syntax: Cast 'Beam of Fire' <target>
This spell unleashes a concentrated beam of flame at its target, dealing
damage to them.
Primary Attribute: Intelligence, Dexterity
Level 22: 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 23: Corona
Duration : Level/16 Hours Minimum Cost: 90 mana
Range : Caster Only
Syntax: Cast 'Corona'
This spell limns the caster with a bright corona, causing them to shed a vivid
enough light to draw anyone out of the shadows who enters the caster's current
room (or vice versa, should the caster move). This will end hide, camouflage,
and shadow mastery, though it will not prevent such a person from concealing
themself again.
This does not dispel invisibility on others, though the caster themself may
not be invisible while they are shedding a corona. This spell will supercede a
fire templar's coronal glow, and prevent a new one from being placed on the
caster. A corona does not usefully illuminate a room.
Primary Attribute: Intelligence
Level 24: Locate Object
Duration : Instantaneous Minimum Cost: 20 mana
Range : Single Object
Syntax: Cast 'Locate Object' <target>
Locate object attempts to find all items in the world identified by a given
keyword or keywords. It cannot find objects of a higher level than the
caster's. A higher level and greater mastery of this spell will produce
markedly better results.
Primary Attribute: Intelligence
Level 25: Word of Recall
Duration : Special Minimum Cost: 5 mana
Range : Self or Target Groupmate
Syntax: Cast 'Word of Recall' <target>
Word of recall transports its target back to their altar, significantly
reducing their movement points. This spell takes a few moments to take effect,
generally less than half an hour; it can take longer to work on a target who
is currently engaged in combat. Spells such as curse and certain locales may
suppress this spell, preventing it from taking effect; the word might be cast,
but nothing will happen.
Moving to a different room after the spell has been cast but before it takes
effect will also negate the spell.
Primary Attribute: Intelligence
See also: CURSE
Level 26: Shiyul's Fury
Duration : Instantaneous Minimum Cost: 55 mana
Range : Single PC or Mob
Syntax: Cast "Shiyul's Fury" <target>
Fire blast sends a column of flame crashing into its target. In addition to
dealing some damage, the force of the blow may also lag its target, or even
force them out into an adjoining room. Those who are anchored to a room cannot
be so moved.
Primary Attribute: Intelligence, Dexterity
See also: LAG, ANCHOR
Level 27: 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 28: Ignite Enchantment
Duration : Instantaneous Minimum Cost: 30 mana
Range : Single PC or Mob
Syntax: Cast 'Ignite Enchantment' <target>
With this spell, a scholar of fire may attempt to overwhelm and burn out a
large number of enchantments wielded by casters of earth magics. This will
destroy mantles of earth, and dispel: smooth terrain, clay shield, fortify,
stabilize, anchor, brittleform, giant strength, stone skin, and stone shell.
As this is done via incredibly hot fire, this spell will do damage, escalating
the more the ignition successfully dispels. Effects that are not dispelled
will be weakened; continual weakening will eventually break the effects
regardless. If a spell is eroded by this means, there will be no additional
damage incurred.
Primary Attribute: Intelligence, Charisma
Level 29: Seal of the Golden Flames
Duration: Caster's Discretion Minimum Cost: 100 mana
Cooldown: 2 hours Range: Target Inventory Item
Syntax: cast 'seal of the golden flames'
Syntax: cast 'seal of the golden flames' <item> explode
Syntax: cast 'seal of the golden flames' <item> smoke
By tracing the seal of the golden flames over an object, the scholar can
imbue it with fiery energy to get unleashed later on command. Only items
with a natural affinity to flames can be so imbued; in particular, items
whose primary purpose is to give off light, such as a torch. By specifying
the 'explode' argument when casting the spell, the mage marks the object to
explode when commanded. By choosing 'smoke', he instead marks the object to
issue a dense cloud of smoke to blind and irritate anyone nearby. All of
his seals are triggered when the scholar casts this spell with no argument.
Every mage who learns this spell can maintain a single seal at any given
time; those who have achieved mastery of the spell may place another, and
those who have reached the pinnacle of their guild have grown proficient
enough to support yet another. Triggered seals will generally destroy the
object they are triggered on; in the case of explosions, the flying
fragments will make the seal particularly dangerous. Items which cannot be
destroyed will not be, but the resulting explosion will also be less severe.
Primary Attribute: Intelligence
Level 31: 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 33: Wall of Fire
Duration : Level/6 Hours Minimum Cost: 60 mana
Range : Target Exit Recast Delay: 12 Hours
Syntax: Cast 'Wall of Fire' <direction>
This spell calls a large column of flame to block off an exit of a given room.
Anyone passing through this wall will incur damage. This wall will also block
line of sight, preventing archery, bolo, dart, firebolt, icebolt, ray of
light, and throw from working through it. A wall of fire cannot be called on
or underwater.
Primary Attribute: Intelligence
Level 34: 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 36: Cinder Scry
Duration : Instantaneous Minimum Cost: 80 mana
Range : Caster Only
Syntax: Cast 'Cinder Scry'
Syntax: Cast 'Cinder Scry' <number>
Even the least of fire magi can call upon their affinity to flames and seek
them out, even over great distances. By casting this spell with no argument,
will find the locations of campfires and other flames. Certain powerful
magics might restrict which may be sensed, but most such flames will become
evident to him. They may then cast the spell again, supplying one of the
fires as an argument specified by number. If successful, their newly-extended
senses will then perceive that fire and its surroundings as though they were
actually there, providing the output of the generalized 'where' command at
that flame, as well as the current state of the room.
Primary Attribute: Intelligence
Level 37: Living Flame
Duration : Level/6 Hours Minimum Cost: 50 mana
Range : Single PC or Mob
Syntax: Cast 'Living Flame'
The spell places the target in contact with the plane of fire, allowing
the caster to maintain a conduit through which power may be drawn. This
grants a bonus to the target's dexterity, hitroll, damroll, and hit points,
proportionally to the level of the caster. This spell also hastens its target,
granting them an additional attack each round of combat. In response to the
conduit, any time one affected by the flame deals fire damage, they will
regain a small amount of mana.
There are numerous drawbacks to this conduit, however: persons affected will
heal significantly slower than otherwise, and will also become both hungry and
thirsty much sooner than normal.
Primary Attribute: Intelligence, Dexterity
Level 41: Elemental Flame
Duration : Level/4 Hours Minimum Cost: 75 mana
Range : Caster Only
Syntax: Cast 'Elemental Flame'
With this spell, a fire scholar may suffuse themself with pure elemental
flame. This will draw fire magics toward them: anyone fighting them has a
chance of being stripped of infravision, enflame, frenzy, wings of flame, fury
of the inferno, and consuming rage. This may also result in a bonus to the
caster's saves.
Primary Attribute: Intelligence, Strength
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.
A path for those who pursue the power of the fire devils, inspired and guided by the legendary abomination, Kyez-Ralin.
Skills
Level 30: Flameheart
Syntax: Automatic
One who has bound themself to fire devils will find themselves suffused with
an inner fire that never fades. Such a scholar will gain substantial
resistance to fire and susceptability to the cold-- a little more than the
natural racial resistance of the srryn, when the skill is perfected. They will
not be lagged by brimstone wards and receive less damage from them. Bleeding
wounds have a good chance of cauterizing themselves, and they may innately
avoid the effects of consume. Both cloak of embers and conflagration will last
longer for them. Lastly, hot weather, both magical and natural, will not
trouble them at all.
Primary Attribute: Intelligence, Strength
Level 45: Yesa's Radiance
Syntax: Automatic
Named for the first known Flameheart scholar, before she rejected Kyez-Ralin's
gifts, Yesa's radiance is an outpouring of the sheer burning force of the fire
devil's influence. Whenever the scholar is attacked in melee, there is a
chance their foe will be burned in retaliation.
Primary Attribute: Intelligence
Spells
Level 40: Aspect of the Inferno
Duration : See Text Minimum Cost: 100 mana
Range : User Only Recast Delay: See Text
Syntax: Cast 'Aspect of the Inferno'
By this spell, a Flameheart scholar may, through their pact with fire devils,
channel the Inferno directly through their bodies. While so affected, they
will receive a massive boost to melee damage, gain a chance to make a
third melee attack each round, and receive a bonus to hitroll. This will also
allow them to go into negative hit points, and change all their outgoing
damage to fire. They will be less able to benefit from the cunning wisp spell,
and their ability to cast spells will be hindered. Their mana will drain
continually while channeling the Inferno. A planar barrier against fire will
impede them.
This spell will last at most six hours and has a recast delay of at most eight
hours; the duration is of both contingent on their spell percentage.
Primary Attributes: Intelligence, Strength
Level 38: Conflagration
Duration : Level/10 Hours Minimum Cost: 140 mana
Range : Caster Only Recast Delay: 5 Hours
Syntax: Cast 'Conflagration'
By this spell, a scholar of the Flameheart may call up flames to follow them
wherever they may walk. They will set rooms on fire merely by being in them.
Being fire, this may well spread on its own. The Flameheart skill proper will
double the duration.
Primary Attribute: Intelligence
Level 35: Cloak of Embers
Duration: Level/16 Hours Cost: 90 mana
Syntax: Cloakofembers
With this skill, a scholar of the Flameheart will gain an additional defense
against melee attacks, as the embers of their being rise up to protect them.
This skill is more effective in a room that is on fire, and provides a
significant penalty to their caster level. The Flameheart skill is able to
quadruple the duration.
Primary Attributes: Intelligence, Strength
See also: DODGE
Level 51: Wrath of Kyez-Ralin
Duration : See Text Minimum Cost: 100 mana
Range : Caster Only Recast Delay: Special
Syntax: Cast "Wrath of Kyez-Ralin"
While fire is normally stymied by the protective magics of water, one of the
Flameheart path may call directly upon the power of the fire devil Kyez-Ralin,
drawing on his personal rage against ice-magi. While channeling his wrath, the
scholar will entirely disregard the effects of the sanctuary spell.
This spell will last at most five hours; the duration depends on spell
percentage. The spell's recast delay begins when the affect ends, and
additionally imposes a penalty to the user's mana.
Primary Attributes: Strength, Charisma
Undying Blaze
These magi seek the seeds of the War of Fire, invoking ancient powers which indiscriminately destroy the living.
Skills
Level 30: Phoenix Dirge
Syntax: Automatic Reuse Delay: 8 Hours
The soul of the Undying Blaze path lies in the literal phoenix dirge skill.
Should a scholar with this skill be killed by any means, there is a
significant chance that they will be reborn from their own ashes, right then
and there. When this skill is perfected, it cannot fail. It will not
completely heal them.
However, this is very physically taxing; this feat can only be acheived at
most once every eight hours.
Primary Attributes: Intelligence, Strength
Spells
Level 35: Firestorm
Duration : Instantaneous Minimum Cost: 40 mana
Range : See Text
Syntax: Cast 'Firestorm'
An enhanced form of the fireball spell, firestorm calls forth a massive storm
of flame to fill the caster's current and any adjacent rooms. Anyone who is
not grouped with the caster will take damage from the blast and may be set
on fire.
Primary Attribute: Intelligence
Level 38: Blazing Inferno
Duration : 4 Hours Minimum Cost: 140 mana
Range : Caster's Current Area Recast Delay: 24 Hours
Syntax: Cast 'Blazing Inferno'
This spell starts a blazing inferno in the caster's current room, placing
walls of fire at every exit. From this location, the fire will spread from
room to room. Individuals who remain in the affected rooms will suffer intense
damage from the blaze. This spell cannot be cast on or under water, or in the
air. Walls of water will douse the blaze, but only in the immediate vicinity
of the wall.
Primary Attribute: Intelligence, Charisma
Level 40: Rain of Fire
Duration : Level/10 Hours Minimum Cost: 200 mana
Range : Caster's Current Area Recast Delay: 60 Hours
Syntax: Cast 'Rain of Fire'
This spell calls forth fire to rain from the heavens. Those struck by the
falling blaze will be set aflame as if by the consume spell, for two and a
half hours. This spell will only work out of doors.
Primary Attribute: Intelligence
See also: CONSUME
Level 45: Pandemonium
Duration : Level/10 Hours Minimum Cost: 200 mana
Range : See Text
Syntax: Cast 'Pandemonium'
A scholar of the Undying Blaze may call forth the very rages that moved the
world during the War of Fire, and attempt to evoke hatred in every single
being in their current room and any adjacent rooms. This will also penalize
the target's armour class, should it succeed.
Mobiles who cannot otherwise be disabled, knocked out, moved, et cetera, will
always assault the caster if given the opportunity.
Primary Attribute: Strength, Charisma
See also: EVOKE HATRED
Level 51: Implosion
Duration : Instantaneous Minimum Cost: 175 mana
Range : Caster's Current Room
Syntax: Cast 'Implosion'
The pinnacle of the fire scholar's destructive power, implosion requires that
the caster draw in an immense amount of energy rapidly inward. In a split
second, the caster redirects the energy of the implosion to the surrounding
room, channeling the immense heat generated outward in an exploding sphere.
This deals damage to all beings present in the room, caster included, and has
the potential to deal a tremendous amount of damage. However, the effects of
this spell are quite random, and the spell may even fizzle out, producing
little effect.
Primary Attribute: Intelligence
Infernal Harbinger
Inspired by the shuddeni, these spellcasters use focused fire to torment and incinerate their enemies.
Skills
Level 30: Incineration
Syntax: Automatic
With this skill, a mage of the Infernal Harbinger school will attempt to
inflict lingering burning wounds on anyone they strike with: Shiyul's fury,
beams of fire, invocations of Thuyile, disintegration, and ignited
enchantments.
Primary Attributes: Intelligence, Strength
See also: CONSUME
Spells
Level 35: Brimstone Ward
Duration : 3.5+(level/20) Hours Minimum Cost: 60 mana
Range : User's Current Room Recast Delay: See Text
Syntax: cast 'Brimstone Ward'
A brimstone ward may be placed upon a room by Infernal Harbingers, providing a
defense against incursion. Once tripped, the ward will explode with Shiyul's
fury upon everyone in the room. This does not dispel the ward, but does reduce
its duration. The spell's recast delay ranges from six to twelve hours, and
lessens with increased skill.
Primary Attribute: Intelligence
See also: SHIYUL'S FURY
Level 38: Infernal Conduit
Duration : Instantaneous Minimum Cost: 90 mana
Range : Single PC or Mob
Syntax: Cast 'Infernal Conduit' <target>
This spell attempts to thrust its target directly through the Inferno to
literally anywhere else. Should the spell succeed, the target will be
teleported randomly, heavily damaged in the process, and will explode where
they land. This will cause any mobiles in the room where they land to attack.
Charmed mobile companions will also be sent. Uniquely cursed, magically
protected, or extraplanar locales cannot be teleported to or from, though a
scholar may certainly eject someone from their own Great House in this manner.
Should the transit prove fatal, the smoking corpse will land where the living
being would have.
Primary Attribute: Intelligence
Level 40: Mindkindle
Duration : Instantaneous Minimum Cost: 50 mana
Range : Single PC or Mob
Syntax: Cast 'Mindkindle' <target>
This spell attempts to evoke a sensation of fear and panic within its target.
Should it succeed, the one so panicked will receive significant penalties to
both their wisdom and skill percentages. They are also very likely to be
severed from any group they are currently in, and will be unable to regroup
for the duration.
Primary Attribute: Intelligence, Charisma
See also: ROUT
Level 45: Invocation of Thuyile
Duration : Instantaneous Minimum Cost: 60 mana
Range : Single PC or Mob
Syntax: Cast 'Invocation of Thuyile' <target>
With this spell an Infernal Harbinger may invoke the power of the legendary
Thuyile upon their foes. In addition to the immediate damage, this spell has a
significant chance of destroying items the target is carrying (especially such
things as potions or containers), and might melt metal items. Durable items of
otherwise flammable materials will be safe, and items flagged nodestroy will
be neither destroyed (obviously) nor melted.
Primary Attribute: Intelligence, Strength
Level 51: Disintegration
Duration : Instantaneous Minimum Cost: 50 mana
Range : Single PC or Mob Recast Delay: 6 Hours
Syntax: Cast 'Disintegration' <target>
Calling forth a beam of pure fiery energy, the disintegration spell deals a
consistent, high amount of damage. Such is its power that it may even burn
straight through its target, killing them instantly.
Primary Attribute: Intelligence, Dexterity
Mixed Spheres
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.
A mage of these spheres gains mastery of thermics even as he blends creation and destruction to great effect.
Fire/Water Unique Abilities
Skills
Level 38: Martyrs Fury
Syntax: Automatic
While a scholar with this skill is affected by the frenzy spell, they will
receive damage reduction (comparable to that enjoyed inherently by most races)
against all sources of damage besides fire and cold. Additionally, this
ensures that self-incurred damage, such as via Baptism of Fire, will
always affect the caster.
Primary Attribute: Strength, Constitution
Level 45: Frost Infusion
Syntax: Automatic
Whenever a scholar with this skill casts a spell that deals fire damage, a
significant amount of cold damage will also be added to the total.
Primary Attribute: Intelligence, Wisdom
Spells
Level 30: Boil Blood
Duration : Level/16 Hours Minimum Cost: 45 Mana
Range : Single PC or Mob
Syntax: Cast 'Boil Blood' <target>
With this spell, the caster will attempt to boil the very blood in their
target's veins. This does not directly cause harm, but is intensely painful,
imposing a significant penalty to the target's constitution and their skill
percentages. Furthermore, the pain may prevent the target from moving from
room to room, slowing as they try to recover.
Primary Attribute: Intelligence, Constitution
Level 50: Icebreaker
Duration : 1 Hour Minimum Cost: 150 Mana
Range : Caster Only (Out of Combat) Recast Delay: 10 Hours
Syntax: Cast 'Icebreaker'
While affected by this spell, the caster will negate all cold damage they
receive; a portion of that damage will be applied as healing instead.
Primary Attributes: Intelligence, Strength
Fire/Water Progression
Skills
Level 1: Axes
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: Dagger
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
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 1: Concentration
Syntax: Automatic
Typically, magic is a simple proposition to those who know it: focus on the
spell, cast it, and it simply works. However, for those who see combat,
maintaining that focus can be problematic. The concentration skill represents
one's ability to cast in combat-- once maximized, one should virtually never
lose concentration when casting a spell. Templars, being explicitly trained
for battle, will never lose concentration.
It is not necessary to have this skill to utilize powers granted by the Stones
of Power to members of the Great Houses.
Primary Attribute: Intelligence, Constitution
See also: CAST
Level 3: 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 4: Firekin
Syntax: Automatic
Firekin offers a reduction in fire damage taken from all sources. This
reduction will not be evident to the scan spell. The long experience with fire
that it represents also grants the scholar an improved chance to save against
smoke, consume, and brimstone ward. Furthermore, it will obviate all penalties
associated with the haste effect, including but not limited to that granted by
the living flame spell.
Primary Attributes: Intelligence, Strength
Level 5: 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 6: 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 7: Staves
Range : Inventory Item/Wielder's Group
Syntax: Brandish <item>
Non-adventuring scholars and alchemists are able to imbue staves with magical
spells, that they might be cast at a later date. Spells imbued within a staff
will affect the user and his group, and may not be targeted in any way. Spells
which may only be cast on oneself may not affect anyone other than the wielder
of the staff. Staves may be freely used in combat, even if the spell within
ordinarily may not.
Staves have a limited number of charges; should all charges be expended from
one, the item will be consumed.
Primary Attribute: Intelligence
See also: CAST, REFORGE MAGIC, individual spell helpfiles
Level 12: 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: Second Attack
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
Level 18: Haggle
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: Charisma
Level 20: 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 25: 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 32: Intensity
Syntax: Automatic
By gaining a thorough understanding of how to leverage intensity in their
magics, the majority of a fire scholar's offensive fire-based spells will be
more difficult to save against, the evoke hatred, mindkindle, and pandemonium
spells will be cast at an increased level, and their area-effect spells will
set surrounding objects on fire.
An aura further to the red will increase the effect of this skill.
Primary Attribute: Intelligence, Strength
Level 38: Martyr's Fury (F/W)
Syntax: Automatic
While a scholar with this skill is affected by the frenzy spell, they will
receive damage reduction (comparable to that enjoyed inherently by most races)
against all sources of damage besides fire and cold. Additionally, this
ensures that self-incurred damage, such as via Baptism of Fire, will
always affect the caster.
Primary Attribute: Strength, Constitution
Level 41: Slow Burn
Syntax: Automatic
Sufficiently skilled fire scholars learn to prolong the effects of their
spells. First and foremost, the fires set by the immolate spell will last
longer. Second, their area-effect spells will also immolate those caught in
the blast. Thirdly, when immolation ends, the lingering smouldering wounds
will severely hinder the victim's ability to heal. Finally, consuming wounds
(such as those left by immolate) will reignite themselves more efficiently.
Primary Attribute: Intelligence
See also: CONSUME, IMMOLATE
Level 45: Frost Infusion (F/W)
Syntax: Automatic
Whenever a scholar with this skill casts a spell that deals fire damage, a
significant amount of cold damage will also be added to the total.
Primary Attribute: Intelligence, Wisdom
Level 49: Waveborne (-/W)
Syntax: Automatic
Water scholars develop an affinity for the water in the form of this skill.
They may move and cast freely underwater as if affected by the aquatic
movement spell. Additionally, they incur reduced casting lag when on the
water; this is further reduced when under the water.
Primary Attribute: Intelligence
See also: AQUATIC MOVEMENT
Spells
Level 1: Immolate
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
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 3: 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 4: 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 6: 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 8: Warmth
Duration : Level/8 Hours Minimum Cost: 25 mana
Range : Caster's Current Room Reuse Delay : 5 Hours
Syntax: Cast 'Warmth'
With this spell, a fire scholar may place a rune of hearth in their current
location. Up to five people may concurrently sit, rest, or sleep at this place
of shelter and receive a bonus to their mana regeneration. The rune will also
serve as a fire for the purposes of scrying or fading from sight.
Primary Attribute: Intelligence
See also: CINDER SCRY, JAZIJI'S FADE
Level 9: 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: 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: Scan
Duration : Instantaneous Minimum Cost: 15 mana
Range : Single PC or Mob
Syntax: Cast 'Scan' <target>
This spell attempts to discern the target's immunities, resistances, and
vulnerabilities to all damage types, and will compare the target's level to
the spell's. It will not initiate combat, but may be gauche socially.
Primary Attribute: Intelligence
Level 12: Draught of the Seas (-/W)
Duration : Instantaneous Minimum Cost: 15 mana
Range : Single PC or Mob
Syntax: Cast 'Scan' <target>
This spell attempts to discern the target's immunities, resistances, and
vulnerabilities to all damage types, and will compare the target's level to
the spell's. It will not initiate combat, but may be gauche socially.
Primary Attribute: Intelligence
Level 13: Evoke Hatred
Duration : Level/10 Hours Minimum Cost: 20 mana
Range : Single PC or Mob
Syntax: Cast 'Evoke Hatred' <target>
With this spell, a fire mage may attempt to kindle the seeds of hatred and
rage living within all beings. Should the spell succeed, the target will incur
a penalty to armour class then lash out and assault someone-- anyone else in
the room. This will not be the caster nor anyone in their group, unless there
are no other viable targets.
Mobiles who cannot otherwise be disabled, knocked out, moved, et cetera, will
always assault the caster if targeted.
Primary Attribute: Intelligence, Charisma
Level 14: Deny Entropy
Duration : Level/8 Hours Minimum Cost: 30 mana
Range : Single Inventory Item
Syntax: Cast 'Deny Entropy' <target>
A fire scholar of even the most minor skill may ward items against effects
that might instantly destroy them, such as being on fire, shattered, et
cetera. This will provide no defense against ordinary wear-and-tear on a
weapon or the deliberate use of the destroy command.
Primary Attribute: Intelligence
Level 15: Smoke
Duration : 1.5 Hours Minimum Cost: 40 mana
Range : Caster's Current Room
Syntax: Cast 'Smoke'
This spell floods the caster's current room with a thick cloud of smoke.
Anyone present in the room when the spell is cast or while the smoke lingers
may be blinded by it, including the caster. It is also not possible to scan
into or through a room filled with smoke, and it will impede attacks such as
rays of light, icebolts, firebolts, archery, bolos, and thrown weapons.
Casting smoke underwater will not cause blindness, but will still cause
damage.
Primary Attribute: Intelligence
See also: SMOKING
Level 16: Lambent Aura
Duration : Level/18 Hours Minimum Cost: 100 mana
Range : Caster Only
Syntax: cast 'lambent aura'
This spell wreaths the caster in flames, causing damage to anyone who attempts
to bash, shield bash, or surprise attack them, and protecting the caster from
the brunt of the bash. Any dart thrown at a person affected by this spell will
be incinerated by the flames.
Primary Attribute: Intelligence
See also: BASH, SHIELD BASH, SURPRISE ATTACK, DART
Level 16: Glyph of Frost (-/W)
Duration : One Half Hour Minimum Cost: 20 mana
Range : Target PC or Mob
Syntax: Cast 'Glyph of Frost' <target>
The next time anyone affected by this spell is struck in melee, the attack
will be blocked by a barrier of ice; if this person also has the frostkin
skill, their opponent will also receive cold damage. This spell will end after
it has blocked a single attack. The barrier is only so sturdy-- particularly
powerful blows will simply pass through the ward, dissipating it to no effect.
No form of damage reduction will raise that threshold.
Primary Attribute: Intelligence
Level 17: Shield
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
Level 17: Jazijis Fade
Duration : Special Minimum Cost: 25 mana
Range : Caster Only
Syntax: cast "Jaziji's Fade"
With this spell, a fire scholar may emulate the trickster-scholar Jaziji, and
fade into thin air above any source of flame. Doing so will continually drain
mana from the caster while they are so concealed. The effect will end when the
scholar either inputs any command or their mana is wholly depleted.
Primary Attribute: Intelligence
See also: CINDER SCRY
Level 19: 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. One may place a rune on one's currently equipped
weapon by casting it on oneself.
Primary Attribute: Intelligence
See also: RUNE OF EARTH
Level 20: 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 21: Beam of Fire
Duration : Instantaneous Minimum Cost: 20 mana
Range : Single PC or Mob
Syntax: Cast 'Beam of Fire' <target>
This spell unleashes a concentrated beam of flame at its target, dealing
damage to them.
Primary Attribute: Intelligence, Dexterity
Level 22: 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 23: Corona
Duration : Level/16 Hours Minimum Cost: 90 mana
Range : Caster Only
Syntax: Cast 'Corona'
This spell limns the caster with a bright corona, causing them to shed a vivid
enough light to draw anyone out of the shadows who enters the caster's current
room (or vice versa, should the caster move). This will end hide, camouflage,
and shadow mastery, though it will not prevent such a person from concealing
themself again.
This does not dispel invisibility on others, though the caster themself may
not be invisible while they are shedding a corona. This spell will supercede a
fire templar's coronal glow, and prevent a new one from being placed on the
caster. A corona does not usefully illuminate a room.
Primary Attribute: Intelligence
Level 23: Douse (-/W)
Duration : Instantaneous Minimum Cost: 25 mana
Range : Target PC or Mob
Syntax: Cast 'Douse' <target>
This spell will attempt to put out any lingering flames on the target, such as
those caused by consume, rune of embers, aggravate wounds, coronal glow, or
smoulder, at the small cost of leaving the target somewhat wet afterwards. The
water will also clear away blindness caused by dirt kicking, blinding dust,
and smoke. Restore vigor will expand the uses of this spell somewhat.
Primary Attribute: Intelligence, Wisdom
See also: RESTORE VIGOR
Level 24: Locate Object
Duration : Instantaneous Minimum Cost: 20 mana
Range : Single Object
Syntax: Cast 'Locate Object' <target>
Locate object attempts to find all items in the world identified by a given
keyword or keywords. It cannot find objects of a higher level than the
caster's. A higher level and greater mastery of this spell will produce
markedly better results.
Primary Attribute: Intelligence
Level 25: Word of Recall
Duration : Special Minimum Cost: 5 mana
Range : Self or Target Groupmate
Syntax: Cast 'Word of Recall' <target>
Word of recall transports its target back to their altar, significantly
reducing their movement points. This spell takes a few moments to take effect,
generally less than half an hour; it can take longer to work on a target who
is currently engaged in combat. Spells such as curse and certain locales may
suppress this spell, preventing it from taking effect; the word might be cast,
but nothing will happen.
Moving to a different room after the spell has been cast but before it takes
effect will also negate the spell.
Primary Attribute: Intelligence
See also: CURSE
Level 26: Shiyul's Fury
Duration : Instantaneous Minimum Cost: 55 mana
Range : Single PC or Mob
Syntax: Cast "Shiyul's Fury" <target>
Fire blast sends a column of flame crashing into its target. In addition to
dealing some damage, the force of the blow may also lag its target, or even
force them out into an adjoining room. Those who are anchored to a room cannot
be so moved.
Primary Attribute: Intelligence, Dexterity
See also: LAG, ANCHOR
Level 27: 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 28: Ignite Enchantment
Duration : Instantaneous Minimum Cost: 30 mana
Range : Single PC or Mob
Syntax: Cast 'Ignite Enchantment' <target>
With this spell, a scholar of fire may attempt to overwhelm and burn out a
large number of enchantments wielded by casters of earth magics. This will
destroy mantles of earth, and dispel: smooth terrain, clay shield, fortify,
stabilize, anchor, brittleform, giant strength, stone skin, and stone shell.
As this is done via incredibly hot fire, this spell will do damage, escalating
the more the ignition successfully dispels. Effects that are not dispelled
will be weakened; continual weakening will eventually break the effects
regardless. If a spell is eroded by this means, there will be no additional
damage incurred.
Primary Attribute: Intelligence, Charisma
Level 28: Communion (-/W)
Duration : Level/2 Hours Minimum Cost: 80 mana
Range : Caster's Group
Syntax: Cast 'Communion'
This spell offers the caster's group a sustaining taste of purest water. This
offers a bonus to everyone's armour class, saves, and hit points. The spell
may be re-cast before it has expired to renew the benefit. The undead,
obviously, do not drink.
Primary Attribute: Wisdom, Charisma
Level 29: Seal of the Golden Flames
Duration: Caster's Discretion Minimum Cost: 100 mana
Cooldown: 2 hours Range: Target Inventory Item
Syntax: cast 'seal of the golden flames'
Syntax: cast 'seal of the golden flames' <item> explode
Syntax: cast 'seal of the golden flames' <item> smoke
By tracing the seal of the golden flames over an object, the scholar can
imbue it with fiery energy to get unleashed later on command. Only items
with a natural affinity to flames can be so imbued; in particular, items
whose primary purpose is to give off light, such as a torch. By specifying
the 'explode' argument when casting the spell, the mage marks the object to
explode when commanded. By choosing 'smoke', he instead marks the object to
issue a dense cloud of smoke to blind and irritate anyone nearby. All of
his seals are triggered when the scholar casts this spell with no argument.
Every mage who learns this spell can maintain a single seal at any given
time; those who have achieved mastery of the spell may place another, and
those who have reached the pinnacle of their guild have grown proficient
enough to support yet another. Triggered seals will generally destroy the
object they are triggered on; in the case of explosions, the flying
fragments will make the seal particularly dangerous. Items which cannot be
destroyed will not be, but the resulting explosion will also be less severe.
Primary Attribute: Intelligence
Level 30: Boil Blood (F/W)
Duration : Level/16 Hours Minimum Cost: 45 Mana
Range : Single PC or Mob
Syntax: Cast 'Boil Blood' <target>
With this spell, the caster will attempt to boil the very blood in their
target's veins. This does not directly cause harm, but is intensely painful,
imposing a significant penalty to the target's constitution and their skill
percentages. Furthermore, the pain may prevent the target from moving from
room to room, slowing as they try to recover.
Primary Attribute: Intelligence, Constitution
Level 31: 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 31: Purify (-/W)
Duration : Instantaneous Minimum Cost: 45 mana
Range : Target PC or Mob
Syntax: Cast 'Purify' <target>
This spell calls upon the healing power of water to wash away various
maladies. By itself, this spell will cure both poisons and blindness (as per
the spell). The skills treat infection, restore vigor, and clarify mind will
expand this spell's capabilities.
Primary Attribute: Intelligence, Wisdom
See also: TREAT INFECTION, RESTORE VIGOR, CLARIFY MIND
Level 33: Wall of Fire
Duration : Level/6 Hours Minimum Cost: 60 mana
Range : Target Exit Recast Delay: 12 Hours
Syntax: Cast 'Wall of Fire' <direction>
This spell calls a large column of flame to block off an exit of a given room.
Anyone passing through this wall will incur damage. This wall will also block
line of sight, preventing archery, bolo, dart, firebolt, icebolt, ray of
light, and throw from working through it. A wall of fire cannot be called on
or underwater.
Primary Attribute: Intelligence
Level 34: 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 36: Cinder Scry
Duration : Instantaneous Minimum Cost: 80 mana
Range : Caster Only
Syntax: Cast 'Cinder Scry'
Syntax: Cast 'Cinder Scry' <number>
Even the least of fire magi can call upon their affinity to flames and seek
them out, even over great distances. By casting this spell with no argument,
will find the locations of campfires and other flames. Certain powerful
magics might restrict which may be sensed, but most such flames will become
evident to him. They may then cast the spell again, supplying one of the
fires as an argument specified by number. If successful, their newly-extended
senses will then perceive that fire and its surroundings as though they were
actually there, providing the output of the generalized 'where' command at
that flame, as well as the current state of the room.
Primary Attribute: Intelligence
Level 37: Living Flame
Duration : Level/6 Hours Minimum Cost: 50 mana
Range : Single PC or Mob
Syntax: Cast 'Living Flame'
The spell places the target in contact with the plane of fire, allowing
the caster to maintain a conduit through which power may be drawn. This
grants a bonus to the target's dexterity, hitroll, damroll, and hit points,
proportionally to the level of the caster. This spell also hastens its target,
granting them an additional attack each round of combat. In response to the
conduit, any time one affected by the flame deals fire damage, they will
regain a small amount of mana.
There are numerous drawbacks to this conduit, however: persons affected will
heal significantly slower than otherwise, and will also become both hungry and
thirsty much sooner than normal.
Primary Attribute: Intelligence, Dexterity
Level 40: Cure Critical (-/W)
Duration : Instantaneous Minimum Cost: 25 mana
Range : Single PC or Mob
Syntax: Cast 'Cure Critical' <target>
The standard spell for healing in most circumstances, cure critical heals
fairly substantial wounds while requiring little effort on the part of the
caster. This spell is somewhat more mana efficient than its more potent
counterpart, heal.
Primary Attribute: Intelligence, Wisdom
See Also: HEAL
Level 41: Elemental Flame
Duration : Level/4 Hours Minimum Cost: 75 mana
Range : Caster Only
Syntax: Cast 'Elemental Flame'
With this spell, a fire scholar may suffuse themself with pure elemental
flame. This will draw fire magics toward them: anyone fighting them has a
chance of being stripped of infravision, enflame, frenzy, wings of flame, fury
of the inferno, and consuming rage. This may also result in a bonus to the
caster's saves.
Primary Attribute: Intelligence, Strength
Level 42: Heatsink (-/W)
Duration : Level/16 Hours Minimum Cost: 40 Mana
Range : Target PC or Mob
Syntax: Cast 'Heatsink' <target>
This spell will attempt to ice over its target's weapon, causing a small
amount of damage each time they attack and causing the weapon to deal cold
damage. It is ineffective against someone who is not using a weapon, as well
as weapons that already deal cold or fire damage, and those that are uniquely
aflame or freezing.
This spell always succeeds when cast on oneself.
Primary Attribute: Intelligence
Level 44: Refine Potion (-/W)
Duration: Permanent Minimum Cost: 150 mana
Range: Inventory Object
Syntax: cast 'refine potion' <potion>
As a natural part of their general studies, researchers of water magics
are instructed in the art of refining potions. By carefully concentrating
the magics within a potion, such a scholar may increase the level of the
spell it contains; those of higher level themselves as well as those
particularly skilled in this art will find they can often increase the
potion's power substantially, while even the less-advanced can boost it
somewhat.
Primary Attribute: Intelligence
Level 46: Holy Water (-/W)
Duration : Instantaneous Minimum Cost: 40 mana
Range : Target Undead Being
Syntax: Cast 'Holy Water' <target>
Aimed at harming evil undead, holy water fires a blast of pure, sanctified
water at its target, at once dousing and burning them with Lielqan's
animosity. Revenants will take reduced damage from this, still clinging to the
fringes of life as they do. It will occasionally automatically kill its
target.
Primary Attribute: Intelligence, Wisdom
Level 48: Mark of Winter (-/W)
Duration : Level/12 Hours Minimum Cost: 85 mana
Reuse Delay: 8.5-10 Hours
Syntax: Cast 'Mark of Winter'
When scribed upon solid ground, this mark will cause all sources of physical
melee damage to deal cold damage instead. Magical weapons and spells are
uneffected.
Primary Attribute: Intelligence
Level 50: Icebreaker (F/W)
Duration : 1 Hour Minimum Cost: 150 Mana
Range : Caster Only (Out of Combat) Recast Delay: 10 Hours
Syntax: Cast 'Icebreaker'
While affected by this spell, the caster will negate all cold damage they
receive; a portion of that damage will be applied as healing instead.
Primary Attributes: Intelligence, Strength
Fire/Void
An adept of these arts is greatly feared as a master of both havoc and damnation.
Skills
Level 30: Linear Amplification
Syntax: Automatic
This skill represents a mage's application of the linear principles of fire to
Void's more esoteric arcana. The enervating ray spell will do substantially
more damage-- enough to satisfy such a destructive sphere, at least. Its
ability to easily and repeatedly drain the target's strength remains the same.
Primary Attribute: Intelligence, Strength
See also: ENERVATING RAY
Level 38: Barbs of Althajji
Syntax: Automatic
When a scholar with this spell deals fire damage via any means, they will deal
additional damage if the target is affected by: blindness (the spell, and no
other form of lack of vision), curse, plague, nightfears, or enervating ray.
The more such effects, the merrier.
Primary Attribute: Charisma, Strength
See also: The above-listed spells.
Level 45: Scarlet Infection
Syntax: Automatic
This skill permits a mage of fire and Void to make an already unsubtle disease
far less so: their plagues become scarlet infections, which deal more hit
point and move damage than than plagues. The flares of infection are quite
literal-- the afflicted will be set aflame each and every time.
Primary Attribute: Charisma, Strength
See also: PLAGUE
Spells
Level 50: Flame Tongue
Duration : Instantaneous Minimum Cost: 30 Mana
Range : Single PC or Mob
Syntax: Cast 'Flame Tongue' <target>
This spell bathes its target in blackened flames, attempting to strip away the
following spells: aquatic movement, protection from fire, protection from
poison, water breathing, communion, glyph of frost, polar aura, sanctuary,
soothing mist, and Sunset sigil. Those spells not removed will be weakened.
Successive uses will eventually cause spells to fail simply from this
weakness.
Primary Attribute: Intelligence, Charisma
Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…