The Arcane Grimoire


Five Rings of Fire

First Circle Elementalist Spell

Threads: 1Weaving Difficulty: 7/14
Range: 10 yardsDuration: 1 round
Effect: See Below
Casting Difficulty: Target's Spell Defense

While the Thread of this spell are being woven, the Elementalist removes five wooden rings. The Elementalist then creates a small flame on the palm of his hand which encircles the rings. To complete the spell, the Elementalist chooses at which targets he will throw the rings, up to a maximum of five targets. Each target suffers step 3 damage per ring, up to a total of step 15 damage if all rings are thrown at a single target.

Five Rings of Fire may seem too powerful for a first-level spell, but many things modify its power. First, five wooden rings must be present for the spell, whose supply can easily be depleated. Second, the damage of this spell will never exceed step 15 due to willforce. Some of the other uses of this spell are as entertainment for an audience, a possible distraction, or a quick way to set fire to the camp of the enemy.



Flame Arc

Third Circle Elementalist Spell

Threads: 1Weaving Difficulty: 8/15
Range: 3 yardsDuration: 1 round
Effect: Willforce + 8
Casting Difficulty: Target's Spell Defense

The Flame Arc spell allows the elementalist to create a short ranged arc of flame using a torch or other similar source of fire. To begin the casting of the spell, the elementalist draws part of the nearest fire source toward him, causing flames to rapidly encircle his body. The elementalist then focuses the ignis between his hands, magnifying its size and intensity. To complete the spell, the elementalist unleashes the fire in front of him in a 150 degree arc of flames. Up to three characters, not more than three yards away, are engulfed by the magical flames and suffer the effect step of the spell.



Sub-Zero

Third Circle Elementalist Spell

Threads: 1Weaving Difficulty: 7/14
Range: 10 yardsDuration: 3 + rank rounds
Effect: Cumulative -1 to steps every round
Casting Difficulty: Target's Spell Defense

The elementalist blows incredibly wet and incredibly cold air at the target. The target begins to shiver uncontrollably and his mind begins to numb slightly, intensifying as the spell continues. The target receives a -1 to all steps per round cumulative, subtracting at maximum the caster's rank in steps. If any attribute step falls to zero, the target goes into a state of shock and is paralyzed for the rest of the duration of spell. During this spell, the target feels as if he has gone skinny dipping in the North Pole.

This spell can be reduced in severity by spells which resist against cold such as Resist Cold (will cancel 3 of the negative steps) and by spells or actions which inflame at least 50% of the target's body such as Inflame Self or jumping into a campfire, both of which would cancel the spell. The target also suffers step 4 cold damage each round, protected by mystic armor.



Impenetrable Armor

Fourth Circle Elementalist Spell

Threads: 2Weaving Difficulty: 10/18
Range: TouchDuration: rank minutes
Effect: Increases success needed for physical armor-defeating hits
Casting Difficulty: Target's Spell Defense

To cast this spell, the elementalist must take some water and some earth and create a clay-like substance. He then begins to seal any openings or weak spots of the target's armor with the substance. The success level needed to breach the armor is now one level higher. Thus, an attacker would need to obtain an extraordinary success to ignore the physical armor of a piece of armor that usually would take an excellent success to bypass. This spell only works on one piece of armor at a time. Therefore, someone with leather armor and a footman's shield could only benefit from this spell for either their footman's shield or their leather armor, but not both. This spell only applies to physical armor.



Pretty Good Ale

Fourth Circle Elementalist Spell

Threads: 2Weaving Difficulty: 9/16
Range: TouchDuration: rank hours
Effect: Makes invigorating ale (aiye!)
Casting Difficulty: Caster's Spell Defense

To cast the spell, the elementalist needs enough water for as many people who will want to drink the ale. The elementalist may create a number of drinks equal to his spellcasting rank. The difficulty of making the ale is the caster's own spell defense, which cannot be lowered. On an average success, the caster may make any drink he has tasted in the past year. This drink has a pretty good kick and adds +1 to any toughness test for the duration of the spell. On a good success, the drink has an even better kick and gives +2 steps to toughness and +1 to the character's dexterity for movement only, giving the drinker a "lively step". On an excellent success, this bonus increases to +3 toughness step and +2 dexterity for movement. An extraordinary success makes a drink better than the caster has ever had, granting +4 to toughness step, +3 to dexterity for movement, and +3 steps to Willpower to resist the effects of any fear-related attacks. Drinking the ale requires a toughness test vs. 4, which if failed causes slight inebriation and slurred speech. Botching means the character probably passed out.



Blazing Sphere of Inferno

Fifth Circle Elementalist Spell

Threads: 3Weaving Difficulty: 12/20
Range: 100 yardsDuration: rank rounds
Effect: Willforce + 5
Casting Difficulty: Targets' Spell Defense

The Blazing Sphere of Inferno creates a sphere, 10 yards in diameter, with a movement rate of 50/100 yards that can be moved anywhere within the spell range by the caster. To weave the threads of the spell, the elementalist cups his hands together as if holding something. He then creates a small spark within his hands which he begins to magnify, steadily moving his hands further away from each other while causing them to trace the surface of a sphere. The elementalist decides how large he wants to make the sphere, up to ten yards, and then points at an area as he casts the spell. The sphere is now under his control and will move wherever he directs it within the spell range while he is conscious and controlling it. Directing the sphere's takes all of the elementalist's control. The caster is unable to perform any other action while controlling the Blazing Sphere of Inferno until either the spell's duration expires, or the caster decides to end the spell. A spellcasting test is made each round against all characters caught in Blazing Sphere of Inferno, physical armor protecting against the damage.

I made this spell because Gairten loves fire and I always thought it would be cool if he could call upon his element and create mass quantities of fire. It also makes sense that the sphere should move since by nature, fire never stays in one place for long and you never know where it will go next. This movement can be a very powerful tool, and so it I have attempted to balance it. When compared to the Fourth Circle spell Blizzard Sphere, Blazing Sphere of Inferno has an extra thread, does less damage, and lasts only rank rounds instead of rank + 3. This balances out the ability to chase after your enemies and not leave your spell behind.



Vortex

Fifth Circle Elementalist Spell

Threads: 2Weaving Difficulty: 11/19
Range: 100 yardsDuration: 1 round
Effect: Willforce + 3
Casting Difficulty: Targets' Spell Defense

With this spell, the caster may summon a vortex of air which will pick up all characters in a 10 foot radius and hurtle them into the sky. The targets are thrown and number of yards vertically equal to the effect test and suffer falling damage (ED 207) the next round as they come back to the ground. If there is a ceiling with a height less than the effect test, the targets suffer a number of damage points equal to the effect test of the spell minus physical armor and then suffer falling damage. During the round in which this spell is cast, the targets may take no action if their initiative is lower than the spellcaster's since they are being thrown turbulently in to the air. Targets are also unable to perform most actions as they are falling to the ground, as determined by the GM. This spell has an effective strength step equal to the effect step of the spell and so can lift many thousands of pounds in most cases. Target's must make a successful dexterity or strength test to hold onto hand-held possessions such as shields and weapons during this spell. Targets are automatically assumed knocked down for the duration of the spell.




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