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[Spell review] Fire Magic


JmOz

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Fire Spells: Multipower, 25-point reserve, Variable Limitations (requires -1/2 worth of Limitations; -1/4); all slots Requires A Skill Roll (-1/2), Incantations (-1/4)

 

Firebolt: RKA 1d6 (vs. ED); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4)

 

Fireball: RKA 1/2d6 (vs. ED), Explosion (+1/2) (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4)

 

Heat Exhaustion: Drain REC 0 1/2d6, Ranged (+1/2), Uncontrolled (+1/2), Continuous (+1) (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Incantations (-1/4), Not vs Immuinity to Heat (-1/4)

 

Burn: Drain STUN 0 1/2d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (15 Active Points)

 

Warm: CE 2" radius, +1 Temperature Level Adjustment, Long-Lasting 20 Minutes (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4)

 

Protection from Flames: (Total: 15 Active Cost, 5 Real Cost) FF (5 ED), Costs END Only To Activate (+1/4), Hardened (+1/4), Uncontrolled (+1/2), Invisible to Sight Group (+1/2) (12 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4), Linked (LS; -1/4) (Real Cost: 4) plus LS (Safe in Intense Heat), Uncontrolled (+1/2) (3 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Linked (FF; -1/2), Gestures (-1/4) (Real Cost: 1)

 

Control fire: TK (10 STR) (15 Active Points); Only vs Fire (-1), Gestures, Requires Gestures throughout (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

 

See the Heart of fire: IR Perception (Sight Group), Discriminatory, Uncontrolled (+1/2) (15 Active Points); Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4)

 

Dancing Flames: +15 PRE (15 Active Points); Offensive Only (-1), Only to paralyse (-1/2), Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4)

 

Extinguish: Dispel Any one Fire Spell 5d6 (15 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4)

 

Most of the Foci are going to be ashes, chared wood, that sort of thing...

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Re: [spell review] Fire Magic

 

Fire Spells: Multipower' date=' 25-point reserve, Variable Limitations (requires -1/2 worth of Limitations; -1/4); all slots Requires A Skill Roll (-1/2), Incantations (-1/4)[/quote']

Great. A pool big enough to wreak some havok!

 

Firebolt: RKA 1d6 (vs. ED); OIF Expendable (Easy to obtain new Focus; -1/2)' date=' Gestures (-1/4)[/quote']

Nice, but unless you intend for your wizard to be less dangerous (raw-damage-wise) than just about everyone else in the party, maybe increase to 1d6+1 or add AP or something.

 

Fireball: RKA 1/2d6 (vs. ED)' date=' Explosion (+1/2) (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4)[/quote']

Same comment as above, basically. Maybe make it a 1d6 with One Hex. Won't (usually) affect multiple opponents, but it allows you to almost guarantee a hit. Could also make it 1 hex doubled. At least 1d6 explosion, or a reduced fade rate, cuz 1/2d6 is going to be ignored by a lot of baddies (2 body 10 stun? leather armor offers good protection from this spell)

 

Heat Exhaustion: Drain REC 0 1/2d6' date=' Ranged (+1/2), Uncontrolled (+1/2), Continuous (+1) (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Incantations (-1/4), Not vs Immuinity to Heat (-1/4)[/quote']

Ooh...nasty. I like it. If I were GM, I'd tell you to buy it at a full d6 or wait until you had raised your pool enough to afford one.

 

Burn: Drain STUN 0 1/2d6' date=' Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (15 Active Points)[/quote']

Same comment.

 

Warm: CE 2" radius' date=' +1 Temperature Level Adjustment, Long-Lasting 20 Minutes (15 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4)[/quote']

Useful. You could always add more temp levels, since you don't have to use all of them.

 

Protection from Flames: (Total: 15 Active Cost' date=' 5 Real Cost) FF (5 ED), Costs END Only To Activate (+1/4), Hardened (+1/4), Uncontrolled (+1/2), Invisible to Sight Group (+1/2) (12 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Gestures (-1/4), Linked (LS; -1/4) (Real Cost: 4) plus LS (Safe in Intense Heat), Uncontrolled (+1/2) (3 Active Points); OIF Expendable (Easy to obtain new Focus; -1/2), Linked (FF; -1/2), Gestures (-1/4) (Real Cost: 1)[/quote']

Looks like what I use. Maybe add in some regular ed to protect from the stun.

 

Control fire: TK (10 STR) (15 Active Points); Only vs Fire (-1)' date=' Gestures, Requires Gestures throughout (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)[/quote']

I can see someone haveing way to much fun with this. Add fine manipulation and you can illustrate your stories with fiery images. Great

 

See the Heart of fire: IR Perception (Sight Group)' date=' Discriminatory, Uncontrolled (+1/2) (15 Active Points); Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4)[/quote']

Discriminatory? OK. I would have added some flash defense, but its your thing

 

Dancing Flames: +15 PRE (15 Active Points); Offensive Only (-1)' date=' Only to paralyse (-1/2), Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4)[/quote']

Presence only to paralyze? I'd be pulling my player-whomping stick out. Why not build 5d6 mind control as hypnosis, theres an example in 5e/5er in the sidebar by mind control.

 

Extinguish: Dispel Any one Fire Spell 5d6 (15 Active Points); Extra Time (Full Phase' date=' -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4)[/quote']

Don't you need the +1/4 advantage for any one fire spell? Can you not extinguish normal fires? Remember that dispels are cheap for a good reason, so buy as many dice as you can. This dispel would have trouble dispelling any of your other spells, and I don't like spells that have an unreliable effect after you've made an attack roll and a skill roll allready.

 

Most of the Foci are going to be ashes' date=' chared wood, that sort of thing...[/quote']

Obsidian and other volcanic stones are neat too. Don't forget sulpher, brimstone, and brass.

 

Again, a list of really cool ideas

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Re: [spell review] Fire Magic

 

Had the MP wrong, these are Circle spell 1's as well (15 active points)...Most of your sugestions will be incorporated into circle 2 (25 active points)

 

 

On dispel: I have a house rule that boils down to the +1/4 level is a freebie

 

Dancing Flames is suppose to be a distraction type spell, paralyizing is a shorthand for "Only to cause delays in combat" not true paralasis, I feel PRE better reflects the idea

 

Thank you for all the great coments. I do appreciate them. I think I will be including the extra ED and FD into those spells, probably rewrite the Sight and put the ED in the second circle version

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Re: [spell review] Fire Magic

 

The dispel makes more sense now. Our house rule about adjustment powers is +1/4 advantage per thing affected beyond the first (up to +2 everything) and +1/4 to change those things from use to use.

The dancing flames will only delay people for a phase or so, but then again it can be used against pretty much about everyone who can see it.

 

Glad I could help!:thumbup:

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