Spells of the Followers of the Fire

Pyramid of Fire

Level: 5

School: Conjuration/Summoning, Elemental Fire

Range: 5 yards/level

Duration: 20 turns or until dispelled

Area of Effect: A pyramid made of flame, 15 feet high, 15 square feet at the base

Components: V, S, M

Casting Time: 4

Saving Throw: Half damage

This spell is a very widespread spell among high-level Fire Wizards of the Flaems. Many version of it have been developed over the years, varying the style of casting, the damage and are of effect (A good example for the latter is Wilhelmine's improved pyramid of fire.). The classic version was invented by Tedinarr Jargatin, Minister of Magic to the King of Braejr in AC 532. The King wanted more spells that could be efficient both in battle and in protecting objects from humanoid raids, that were frequent at the time.

This spell can be cast around objects or living beings without harming them. Any items or creatures caught inside the pyramid of fire suffer no damage from heat, but exiting the pyramid through its fiery walls inflicts 6d6 points of magical fire damage. Creatures trying to go through the pyramid walls from the outside will suffer 10d6 points of damage instead. Spells can be cast through either side of the pyramid, but visibility is impossible with normal vision. The spell can be used as a trap, a cage, or as protection for a wizard immune to fire.

The material components of this spell are five balls of bat guano and sulfur which will mark the five angles of the pyramid.

Fire Implosion

Level: 2

School: Evocation, Elemental Fire

Range: 40 yards

Duration: Instantaneous

Area of Effect: An imploding ball of fire 12 yards in diameter

Components: V, S, M

Casting Time: 3

Saving Throws: Half damage

This highly efficient and popular spell was first devised in AC 719 by the Duke of Meraan (a Flaemish duchy, once located in the southern area of Blackhill and Caurenze). The spell "spread like fire" in the spellbooks of all Flaems at the time. Its effectiveness combined with the relative simplicity of casting and safety in urban surroundings made it a trademark of Flaemish magical supremacy to this day. (Flaems are generally reluctant to teach this spell to non-Flaems.)

Fire implosion is a reversed and toned-down version of the fireball spell. The center of the implosion must be centered on one creature who will suffer the fire damage as a regular fireball (1d6 per level of caster up to 20d6, save for half damage), while all others within the implosion suffer only 1d6 points of damage. In addition the spell will extinguish any fire that was

burning in the spells area of effect, robbing it of its air supply.

The material component of this spell is a tiny ball of bat guano and sulfur, same as the fireball spell.

Wilhelmine's Discs of Flame

Level: 2

School: Evocation, Elemental Fire

Range: 50 yards

Duration: 6 turns

Area of Effect: 1 flaming sphere/3 levels

Components: V, S

Casting Time: 1

Saving Throw: See below

This spell was crafted by Lady Wilhelmine Vlaardoen, wife of Prince Vanserie of Bergdhoven, traditionally called "The Princess of the Flaems." This is a spell that simulates the effect of magic missile to some extent. When this spell is cast, flaming discs 1 foot in diameter appear next to the caster and hover around her when she walks. One disc is created for every 3 levels of the caster (1 at 3rd-level, 2 at 6th-level, until a maximum of 12 at 36th-level). The caster can hurl up to two discs (one disc per hand) per round at any victim in range and they will automatically hit. Even if the victim runs around a corner or hides behind an obstruction, the disks will hit the target, if the caster knows the exact location of the target. The discs can be hurled at one or two targets, as desired. Each disc does 1d6 points of damage instantaneously with no saves, and then flares up in the following round, delivering an additional 1d6 points of damage, this time with a save to negate this damage.

See Through Fire

Level :1

School: Alteration, Elemental Fire

Range: 0

Duration: Concentration

Area of Effect: The caster

Components: V, S, M

Casting Time: 2

Saving Throw: None

This spell was created by the Heart of Flaem project, a grand undertaking meant to study everything about the Elemental Plane of Fire, including travel and surveillance. The project ran from AC 880 to AC 953, when its main proponent, Lord Horst Krollnar, disappeared in the Plane of Fire.

This spell allows the caster to see through fires and as if they were plain air. It will allow normal sight through a wall of fire or pyramid of fire. It also negates the blindness caused by light or continual light spells.

The material component of this spell is a fire agate or fire opal, which is not consumed in the casting.

Ignite Stone

Level: 3

School: Alteration, Elemental Fire

Range: Touch

Duration: 3 rounds

Area of Effect: A mass of stone not larger than 3 cubic yards

Casting Time: 4

Components: V, S, M

Saving Throw: Negates

This spell was invented by Reldin Forom, a Flaemish battlemage and the head of the Fleamish military in the middle 8th century AC. The spell was meant to fight the new threat encountered by the Flaems: enemies with fortified stone cities.

This spell will cause otherwise fireproof rock to burst into flames. The flames cause 1d6 points of damage per round if touched, and burns for 3 rounds. After those 3 rounds, the rock crumbles into dust. This is highly effective against castle walls. If cast against magical walls or rock-based life forms, the target receives a save versus spells to avoid the disintegration.

The material component of this spell is a piece of volcanic rock that is consumed in the casting.

Garnaar's Uncontrollable Forest Fire

Level: 9

School: Alteration, Elemental Fire

Range: 30 feet

Duration: Special

Area of Effect: One tree within range

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This is an ancient spell used in the wars of the Flaems against the elves. After the wars ended the spell was forgotten, only to be found again by Garnaar Verlien, a noble Flaemish archmage. Its devastating effect still burns in the memory of the Glantrian elves and fuels their anger towards the Flaems.

This spell is cast on a tree and causes it to ignite in magical flames in a matter of seconds. The fire passes on to every tree close to the first one as if it was a normal fire. This fire cannot be extinguished by anything. The fire cannot be dispelled, and cannot be fought with water or sand. The fire cannot even be stopped by denying it of its air supply. Even after the tree has run out of flammable material to keep a normal fire alive, the magical flames continue burning for 10 more hours. The only way to stop the magical forest fire from spreading is by removing the neighboring trees, which it needs to expand (by chopping them down, or even burning them down with normal fires.) The magical fire can only spread from tree to tree, and cannot spread across a clearing, a road or a river.

The material component of this spell is equal amounts of sulfur, phosphor and magnesium, a healthy sapling, and a drop of elven blood.

Sun Fury

Level: 6

School: Evocation, Elemental Fire

Range : 1000 feet

Duration: Instantaneous

Area of Effect: One ray of fire, one target

Casting Time: 4

Components: V, S, M

Saving Throw: half damage

This ancient Flaemish war spell is designed to kill leaders of an opposing army, and is said to predate the Flaemish arrival to Mystara. Today it is only known to the noble Flaemish families of Vlaardoen, Verlien and Vandehaar.

When cast, a ray of magical fires shoots at a target, apparently coming from the sun. The ray automatically hits and delivers 15d6 points of fire damage. Target gets a saving throw with a –2 penalty for half damage. This spell only works in open grounds and during daylight.

The material component of this spell is a fire opal worth at least 5,000 gp.

Fireworks

Level: 1

School: Illusion, Elemental Fire

Range: 100 yards upwards from caster

Duration: 2 rounds

Area of Effect: One explosion of light and color, no greater than 7 feet in radius.

Casting Time: 1

Components: V, S, M

Saving Throws: None

This spell was invented by the adventuring wizard Tanisai in the 6th century, and is now known to wizards all over Glantri, and to some in other realms. This spell creates fireworks that shoots from the caster's location straight up into the air. The color of the firework is up to the caster and can be as flamboyant or as simple as wished. The firework also emits a loud boom, heard for up to a mile. This spell is a relatively safe spell, as it only detonates high up in the sky. Even if there were a flying creature overhead near the explosion, the spell does not cause damage, nor does it blind or deafen. It can however startle and disorient the creature, as does any normal explosion.

The material component of this spell is a pinch of phosphorus.

Finger of Flame

Level: 1

School: Alteration, Elemental Fire

Duration: 1 round/level

Range: 0

Area of Effect: The caster's finger tip

Components: V, S

Casting Time: 1

Saving Throw: None

This simple and relatively safe spell was invented by Bernard Batril, the last wizard of House Batril. This spell was somehow acquired by the Peoples Spellcasters Company and spread Darokin and Glantri and Darokin, much to the dismay of Glantrian officials.

This spell creates a small hot flame in place of one of the casters fingertips. This flame produces the effect of a half-sized light spell, and can ignite all non-living flammable items the caster touches. The flame itself does no damage to the caster or to living things.

Pyrothinking

Level: 3

School: Divination, Elemental Fire

Range: Touch

Duration: 1 hour

Area of Effect: One fire source

Casting Time: 1

Components: S

Saving Throw: Negates

This spell was crafted by Prince Andries Vlaardoen III of Bergdhoven, and has been handed down through the rulers of House Linden for two centuries as a family secret. In AC 1000, this spell was only known to Prince Vanserie, Lady Wilhelmine, and Lady Juliana Vlaardoen.

When pyrothinking is cast on a target next to an open fire, the target's thoughts are presented as pictures made from colored flames inside the fire. The target is entitled to a save vs. spells if the target does not want his thoughts projected by the fire.

Garnaar's Sauna Heat

Level: 2

School: Alteration, Elemental Fire

Range: 20 yards

Duration: 12 hours

Area of Effect: One confined room

Casting Time: 2

Components: V, S

Saving Throws: None

This spell is simply a version of the climate spell. It makes a room's temperature to rise to that of a sauna and the air to become moist and humid. This spell is very popular among the nobles of northern Glantri.

Vanserie's Flaming Exit

Level: 8

School: Alteration, Evocation, Elemental Fire

Range: 0

Duration: Instantaneous

Area of Effect: Caster and 20-foot radius around the caster's position

Components: V, S, M

Casting Time: 1

Saving Throw: Half damage

This spell is known by high-level Flaemish nobles but has also been used by non-Flaems and even non-Glantrians in the past. It was invented by Vanserie Vlaardoen VIII (great-grandfather of Prince Vanserie XI). It is a spell often used as the last resort, when a wizard has to abandon the battle site, and is actually a combination of two common spells.

When cast, the spell has the effect of teleport without error affecting the caster, only the remaining enemies receive a special "gift" from the aborting caster: A full strength fireball explodes, centered on the previous location of the caster.

The material component is the same as a fireball spell, a ball of sulfur and bat guano.

References: The Spells of the Secret Craft of Fire Elementalism

Author: Ohad Shaham