Spells (Ordo Ignis Aeternis)
From LSWiki
Revision as of 22:17, 1 September 2010 (edit) Slinky (Talk | contribs) (→Emblazon Heartfires) ← Previous diff |
Revision as of 08:40, 11 October 2010 (edit) Slinky (Talk | contribs) (→Inferno) Next diff → |
||
Line 1,336: | Line 1,336: | ||
==Inferno== | ==Inferno== | ||
- | Relevant Attributes: three tenths of a part charisma and a tenth of a part | + | Relevant Attributes: seven twentieths of a part charisma and a quarter of a part intelligence |
- | intelligence | + | Relevant Skills: two fifths of a part [[metaphysics]], seven twentieths of a part [[pyromancy]], a |
- | Relevant Skills: three tenths of a part [[pyromancy]], a fifth of a part | + | quarter of a part [[conjuration]], and a quarter of a part [[evocation]] |
- | [[conjuration]] and a fifth of a part [[evocation]] | + | Rating Requirement: five hundred |
- | Rating Requirement: seven hundred fifty | + | Effective Maximum Rating: one thousand two hundred |
- | Effective Maximum Rating: three thousand | + | Difficulty: difficult |
- | Difficulty: difficult | + | Forms of Evocation: |
- | Forms of Evocation: | + | |
inferno | inferno | ||
inferno <target> | inferno <target> | ||
- | Base Energy Costs: one hundred seventy-five points of spiritual energy, | + | Base Energy Costs: three hundred seventy-five points of spiritual energy, two hundred points |
- | three hundred fifty points of elemental fire energy and one hundred | + | of elemental fire energy, and one hundred fifty points of heat |
- | fifty points of heat | + | |
- | One of the most powerful spells in a Pyromancer's arsenal, Inferno lives | + | One of the most powerful spells in the arsenal of Ordo Ignis Aeternis spells, Inferno lives up |
- | up to its name in every sense of the word. It summons forth a blazing tower | + | to its name in every sense of the word. It summons forth a blazing tower of fiery power that |
- | of fiery power that continuously ravages a single opponent. | + | continuously ravages a single opponent while assailing allcontinuously ravages a single opponent while |
+ | assailing all nearby targets. | ||
==Internal Warmth== | ==Internal Warmth== |
Revision as of 08:40, 11 October 2010
List
TODO: similar short list as in the main OIA page.
TODO: move the menu below that list (or even hide it?).
Details
TODO: remove all "development information", not of any relevance here and gets outdated quickly. Instead, add a date when the information on this page was last checked.
Some of the information here is outdated or even obsolete (e.g. removed spells).
Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult
Angel Fire
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part evocation, a quarter of a part enchantment, a quarter of a part pyromancy and a tenth of a part conjuration Rating Requirement: one hundred Knowledge Requirement: have at least 35 points among albimancy skill, extropic affinity skill, 25% of invocation skill, 25% of theology skill, holy purity skill and holy fortitude skill Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: angel fire angel fire <target> Base Energy Costs: forty points of spiritual energy and fifty points of elemental fire energy
This spell is a basic building block for other spells of a more angelic nature than most other Ordo spells. It infuses a basic fire bolt with the raw extropic and holy powers believed to be formed by angelic beings. Much of this is speculative theory without documentable case studies and test groups. Still, the power of belief is strong.. strong enough to help empower this spell far beyond the capabilities of a standard fire bolt.
Ashen Ward
Relevant Attributes: three quarters of a part charisma, eleven twentieths of a part intelligence and a quarter of a part dexterity Relevant Skills: half a part metaphysics, half a part physics, two fifths of a part evocation, three tenths of a part conjuration and a quarter of a part pyromancy Rating Requirement: three hundred fifty Knowledge Requirement: have at least 505 points among 100% of tactics skill, 100% of metaphysics skill, 100% of evocation skill, 125% of physics skill, 100% of demolition skill and 100% of summoning skill Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: ashen ward Base Energy Costs: one hundred seventy-five points of spiritual energy and thirty points of heat
Ashen Ward is an odd spell among the arsenal of Ordo Ignis Aeternis, in that it incorporates many teachings from other practices, yet does not include any aspect of fire itself. Instead, it uses a simple byproduct of fire -- ash. By using ash in conjunction with a containment field, the mage is able to maintain a constant location of the ash while applying pressure through the use of heat and thermodynamics. The result is a volatile mass of compacted ash that disperses rapidly into the surrounding atmosphere. While this lacks a significant amount of damage potential found in similar spells, it also incurs a much smaller cost of energy. It is also very useful for dealing with opponents who are prepared to defend against fire.
Blaze of the Exoma
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: half a part xotimancy, two fifths of a part evocation, seven twentieths of a part pyromancy, three tenths of a part enchantment and three twentieths of a part conjuration Rating Requirement: three hundred Knowledge Requirement: xotimancy skill of 30 or higher, chaos affinity skill of 10 or higher or Exoma fieldcraft skill of 35 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: blaze of exoma blaze of exoma <target> Base Energy Costs: sixty points of spiritual energy and sixty points of elemental fire energy
Drawing upon the forces of Chaos to empower our fire spells is not precisely an exact science. We are able to process the chaotic energies in a certain way to achieve a somewhat predictable outcome, but at best, all we know is that there is a certain range of possibilities when dealing with chaos energies.
Blazing Twister
Relevant Attributes: nine twentieths of a part charisma, a quarter of a part intelligence and three twentieths of a part dexterity Relevant Skills: eleven twentieths of a part evocation, seven twentieths of a part pyromancy and a quarter of a part prestidigitation Rating Requirement: two hundred seventy-five Knowledge Requirement: have at least 350 points among 50% of heat tolerance skill, 50% of sky fieldcraft skill, 25% of pyromancy skill, 25% of evocation skill, 25% of metaphysics skill, 50% of aeromancy skill and 50 points for having completed the Power Potion Quest Effective Maximum Rating: nine hundred Difficulty: very difficult Forms of Evocation: blazing twister blazing twister <target> Base Energy Costs: forty points of spiritual energy, forty points of heat and twenty points of elemental fire energy
This spell summons a powerful tornado composed of devastating flame and
searing heat and directs it towards the caster's target.
Bloodfire
Relevant Attributes: half a part intelligence, a fifth of a part charisma, and a tenth of a part dexterity Relevant Skills: half a part poison affinity, three tenths of a part evocation, a fifth of a part pyromancy, and a fifth of a part telesmatic weapon Rating Requirement: three hundred ten Knowledge Requirement: have at least 75 points among 50 points for having a venom gland and 100% of poison affinity skill Effective Maximum Rating: five hundred fifty Difficulty: somewhat difficult Forms of Evocation: bloodfire bloodfire <target> Base Energy Costs: sixty points of spiritual energy, five points of heat, and twenty-five points of elemental fire energy
Bloodfire is a diabolical concoction devised by a mage with complete disregard for his test subjects. Thesubjects. The spell fuses together the mutable nature of fire with the debilitating nature of poison. It acts as several different types of venom, and changes its properties within the target's body, making natural processes to remove the toxin very inefficient. The initial impact of this spell is the original fused pair of venoms and fire, but once the toxins enter the body, they are predominantly poisons, but constantly shifting and changing as if they were flames. Every practioner of this spell has at least some amount of toxicity already built up in their body.
Blue Flame
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part abjuration, a fifth of a part anatomy, a fifth of a part chirurgery, a fifth of a part Exoma fieldcraft, a fifth of a part empathy, a tenth of a part biofeedback, a tenth of a part conjuration, a tenth of a part metaphysics, a tenth of a part pyromancy and a tenth of a part biology Rating Requirement: five hundred fifty Effective Maximum Rating: nine hundred Difficulty: extraordinarily difficult Forms of Evocation: blue flame blue flame <target> Base Energy Costs: two hundred fifty points of spiritual energy and three hundred twenty points of elemental fire energy
Though Ordo Ignis Aeternis has vowed not to get involved with the insipid battles of ideologies known as order and chaos, sometimes one of our own is an innocent bystander of the backlash of that conflict. One of the most notoriously debilitating attacks that the forces of Chaos have is their ability to completely warp a person's entire identity, from their race, to their skin colour, to the make-up of their anatomy. This effect essentially cruelly disfigures whomever it touches that is not in alignment with Chaos. To help protect ourselves and those aligned with us, a spell was devised that would counter this disfigurement process. This spell burns away the chaos energies that were forced upon the target, and much like a phoenix rising whole again from its funeral pyre, the recipient of this spell will rise again in its original form. The process has not been perfected yet, so there may be some loss of motor coordination or clouding of the mind. Many victims of chaos warping will gladly sacrifice that small amount for their original form back. Sadly though, this spell cannot restore lost talents that were wiped away during the original warping process.
Brimstone Portal
Relevant Attributes: two fifths of a part intelligence and a tenth of a part willpower Relevant Skills: a quarter of a part conjuration, a quarter of a part pyromancy and a quarter of a part symbology Rating Requirement: seventy-five Knowledge Requirement: have at least 60 points among 100% of cosmology skill, 35% of metaphysics skill and 60 points for being a Stalker of the Gate Effective Maximum Rating: six hundred fifty Difficulty: easy Form of Evocation: brimstone portal Base Energy Costs: forty points of spiritual energy
Among the many things that has been revealed to the Ordo Ignis Aeternis, the Plane of Fire, called so for lack of a better term, holds among the most fascination. Many days have been spent scrying this plane, with very little results. Efforts to transport anything fully to this plane have met with utter failure, but it has been discovered that a doorway can be opened directly through this fiery plane. The exact physics of this is completely unknown, and what happens to unanchored item is complete speculation. One beneficial effect that was found is that the transport room of Schola Fervitus can be set up as an anchor. As such, by casting this spell, a member of the order can transport hirself 'through' the elemental plane and emerge unscathed in Schola Fervitus. Further experiments are being conducted to extend the amount of time spent in the realm of flames, but for now, the amount of time the portal is open is barely long enough to let through a small portion of the brimstone laden atmosphere.
Burning Fever
Relevant Attributes: a fifth of a part intelligence, a tenth of a part constitution and a tenth of a part charisma Relevant Skills: four fifths of a part first aid, three tenths of a part pyromancy, a fifth of a part enchantment and a tenth of a part prestidigitation Rating Requirement: two hundred fifty Effective Maximum Rating: four hundred Difficulty: somewhat difficult Form of Evocation: burning fever <target> Base Energy Costs: fifty points of spiritual energy and fifty points of elemental fire energy
This spell calls forth the ability of fire to burn away impurities, in this case, the impurity is disease and rot. Timely use of this spell can sometimes mean the difference between life and death. Due to the use of elemental fire in this spell, it is not the most gentle method of removing an affliction, so care must be taken when administering this magickal remedy to those who are sensitive to the effects of flames.
Burning Gout
Relevant Attributes: half a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: three tenths of a part evocation and a tenth of a part pyromancy Rating Requirement: three hundred ten Knowledge Requirement: be a dracon, be a zuth, be a sleestak or be a dragon Effective Maximum Rating: five hundred fifty Difficulty: somewhat difficult Forms of Evocation: burning gout burning gout <target> Base Energy Costs: forty points of spiritual energy, twenty points of heat and fifty points of elemental fire energy
During ancient times, draconic races ruled the air and land. After the downfall of the Istax, the draconic races separated, each one going their own path, and developing completely different cultures and abilities. Dracon separated from sleestak, and both from zuth. Somewhere deep inside each of these races is a blood bond to the mighty drakes and dragons. Through the use of this spell, they are once again able to tap into this blood bond, and are able to use the dragon's mighty breath attack. For the dracon, this merely means that their breath attack will do additional damage, and may be a larger size. For the zuth, it means that their normal lightning breath can be temporarily replaced by a fire attack. For the sleestak, it means simulating the presence of phlogiston glands and relying on instinct and racial memory to guide the effects of the spell. Dragons, already talented spell casters and powerful fighters on their own, will find this a very useful addition to their arsenal of abilities, since it modifies their phlogiston to cling to opponents and does not consume more phlogiston in the process
NB: As of 10/04/09, this spell is an attack spell rather than an enhancement spell, and cannot be cast on one's self.
Burning Light
Relevant Attributes: eleven twentieths of a part charisma, seven twentieths of a part intelligence and a tenth of a part dexterity Relevant Skills: half a part concentration, nine twentieths of a part tenacity, two fifths of a part evocation, seven twentieths of a part pyromancy and three tenths of a part conjuration Rating Requirement: four hundred Knowledge Requirement: have at least 725 points among 100% of tactics skill, 100% of metaphysics skill, 100% of pyromancy skill, 100% of evocation skill, 50% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill, 100% of summoning skill, 100% of lumimancy skill, 100% of photonic affinity skill and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: burning light Base Energy Costs: sixty-five points of spiritual energy, fifty points of elemental fire energy and ten points of heat
Harnessing the power of flame to produce light is mere child's play for most members of OIA. This spell pushes that concept to the extreme. By using a containment sphere to bind the light energy into one place, and continually supplying more light from more flames fed into that sphere, a properly trained mage is able to amplify hir light producing power many times over. The resulting build-up of power is evident when the containment sphere is collapsed, and the photonic energies within are allowed to escape. The violent outburst of this release is such that everything in the immediate vicinity of the sphere is stricken by powerful, harmful rays of light. The photonic energy is accompanied by some of the flames used to produce the light, adding more burning damage to the mix.
Burn Undead
Relevant Attributes: charisma Relevant Skills: two fifths of a part telesmatic weapon, three tenths of a part arcane lore, three tenths of a part evocation, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: four hundred ninety-five Effective Maximum Rating: six hundred fifty Difficulty: ordinary Forms of Evocation: burn undead burn undead <target> Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental fire energy and fifteen points of heat
There are beings that roam the lands that are neither alive nor dead--beings referred to as the Undead. These creatures are growing in number at an alarming rate, and seem resistant to most strains of fire. The Ordo Ignis Aeternis, not to be outsmarted by a defiant unthinking creature, did some research and developed this spell, designed specifically to inflict our fiery power upon the walking dead things.
Burning Redemption
Relevant Attributes: charisma Relevant Skills: three tenths of a part evocation, a fifth of a part holy purity, a fifth of a part telesmatic weapon, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: six hundred five Knowledge Requirement: holy purity skill of 75 or higher or theology skill of 120 or higher Effective Maximum Rating: eight hundred fifty Difficulty: ordinary Forms of Evocation: burning redemption burning redemption <target> Base Energy Costs: forty-five points of spiritual energy and twenty-five points of elemental fire energy
The war between Good and Evil, Angels and Demons-- whatever you want to call it, it is still a battle that members of Ordo Ignis Aeternis need to balance. In this particular war, the forces of 'Evil' have many allies. Sometimes it is the duty of the Order to eradicate these allies so that a harmonious balance can be found. The problem is that most of the demons are creatures of fire and darkness, so our normal brands of fire do not work well against them. Drawing upon holy energies that can be found around and within the more devout members of the guild, this spell is able to lash out at demonic entities and fill them with holy energies, slowly roasting them from the inside. The use of our normal flames to convey this holy energies allows the holy power to penetrate deeper within their demonic flesh.
Burnt Offerings
Relevant Attributes: two fifths of a part intelligence and a tenth of a part willpower Relevant Skills: a quarter of a part conjuration, a quarter of a part cosmology, a quarter of a part imagination, a quarter of a part concentration and a quarter of a part introspection Rating Requirement: one hundred sixty-five Knowledge Requirement: have at least 300 points among 100% of cosmology skill, 25% of metaphysics skill, 30% of conjuration skill, 100% of meditation skill, 100% of imagination skill, 100% of concentration skill, 100% of introspection skill and 100% of completed quest points Effective Maximum Rating: six hundred fifty Difficulty: easy Form of Evocation: burnt offerings Base Energy Costs: ten points of spiritual energy and four points of elemental fire energy
During one of the many scrying missions upon the Plane of Fire, a form of sentient flame was discovered. Using a combination of magicks, this being was brought forth to the Prime. Once it fully materialized, it began rampaging, treating the entire plane as a fuel source to be consumed. Seeking to rectify this mistake, the elders of Ordo Ignis Aeternis first attempted to destroy this creature, but since it was immune to even their strongest spells, they imprisoned this creature in a pocket dimension that was being researched for a completely different purpose. Further investigations concerning this creature revealed that as it consumed items from the material plane, it emitted energies beneficial to the Order. Making the best of the situation, the elders tuned these energy emissions to the internal fire found in all members of Ordo Ignis Aeternis. They next devised this spell, which creates a one-way conduit to the pocket dimension that holds the fire entity, sending through any non-living material in the caster's local environment. These items are consumed by the elemental being, and the energies released from this burning are distributed amongst all active members of the Order.
NB: This spell will return fire/heat energy, spirit, and sometimes xp.
Burning Vitriol
Relevant Attributes: half a part charisma and three tenths of a part dexterity Relevant Skills: half a part alchemy, a quarter of a part evocation, a fifth of a part conjuration, a fifth of a part pyromancy and a fifth of a part telesmatic weapon Rating Requirement: ninety-five Knowledge Requirement: have at least 70 points among alchemy skill, 500% of acid resistance skill, 500% of alkaline resistance skill and 50 points for having completed the Source of the Slime Effective Maximum Rating: six hundred fifty Difficulty: ordinary Forms of Evocation: burning vitriol burning vitriol <target> Base Energy Costs: forty-five points of spiritual energy, twenty-five points of elemental fire energy and fifteen points of heat
One of the very basic lessons of alchemy is the working of acids and alkalines, and heating various components for asundry reasons. This spell was first conceptualized when a student of alchemy decided to experiment on mixing the two in an attempt to see what would happen if the acid itself were set ablaze. Weeks later, when the bandages were removed, a second experiment was attempted, and the blazing, burning, caustic spell of 'burning vitriol' was given form. This spell combines not only the burning effect of fire, but the effects of both alkaline and acid burns.
Calm Heartfires
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part empathy, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: one hundred seventy-five Knowledge Requirement: empathy skill of 35 or higher or carousing skill of 38 or higher Effective Maximum Rating: seven hundred seventy-five Difficulty: difficult Form of Evocation: calm heartfires <target> Base Energy Costs: fifty points of spiritual energy, seventy points of elemental fire energy and five points of heat
Aspects of fire can be found almost everywhere, including in the mortal emotions. Several emotions burn within the hearts of mortals, instilling them with fervor and passion. One of these emotions manifests itself as rage, and can completely overtake the rational mind and reduce a person to raw animal savagery. This spell was crafted to counter these effects and bring the recipient back to the rational realms of thought. It works by affecting the fire within the target, bringing it from a raging inferno that burns the mind and reddes the eyes, to a smaller, more managable flame.
Candlelight
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: two fifths of a part enchantment, three tenth of a part conjuration and a fifth of a part pyromancy Rating Requirement: one hundred Effective Maximum Rating: six hundred Difficulty: ordinary Form of Evocation: candlelight on <target> Base Energy Costs: twenty points of spiritual energy and twenty-five points of elemental fire energy
Drawing upon the ability of a candle's flame to illuminate the darkness, this spell causes the target to begin glowing with the intensity of a small candle. As with candles, a single candle only produces a small amount of light, but many candles can brightly illuminate an entire room.
Cauterize
Relevant Attributes: one part intelligence, one part charisma and one part perception Relevant Skills: one part first aid, three fifths of a part anatomy, half a part evocation and half a part pyromancy Rating Requirement: one hundred Effective Maximum Rating: nine hundred Difficulty: ordinary Form of Evocation: cauterize <target> Base Energy Costs: thirty points of spiritual energy, five points of elemental fire energy and fifty points of heat
This spell delivers extreme heat to the site of any fresh, untreated wounds upon a fleshly target's body, stopping bleeding and preventing infection, thereby providing a measure of healing. The effect is extremely painful, however, and usually causes severe scarring. The subject's resistance to heat will reduce the effectiveness of the spell.
NB: This spell is one of the very few ways to acquire scars on one's head. It also stops bleeding immediately on a mortally-wounded target, including the mage hirself.
Comforting Warmth
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: three quarters of a part first aid, half a part anatomy, half a part diagnosis, a quarter of a part biofeedback and a tenth of a part introspection Rating Requirement: three hundred Knowledge Requirement: have at least 320 points among 50% of first aid skill, 100% of biofeedback skill, 100% of anatomy skill, 100% of chirurgery skill, 100% diagnosis skill, and 100% completed quest points Effective Maximum Rating: three hundred seventy-five Difficulty: difficult Forms of Evocation: comforting warmth comforting warmth <target> Base Energy Costs: fifty points of spiritual energy, twenty points of elemental fire energy and forty points of heat
This simple enchantment calls upon the nurturing aspect of fire and heat to soothe the weary and help mend the body. Unlike most healing spells, this one works in stages, doing the most healing in the first stage, and slowly tapering off as time passes. The healing energies are carried through a living body in pulsing waves. This unique method of delivery requires a significant amout of control over both heat and fire in order to avoid accidentally burning the recipient. As such, very few new initiates are able to handle the processes of this spell--even some very experienced members of the guild have difficulty with the very subtle nuances required for mastery of this spell. Fortunately, though, practitioners of this spell are able to heal with minimal scarring, unlike magi who use Cauterize. Cauterize is more for use in field and emergency situations, whereas Comforting Warmth is for use in quiet seclusion away from the din of battle. The long processes involved in avoiding accidental injury with this spell make it a very poor candidate for use in battle, as spell interruption will lead to an incomplete healing, leaving the patient open to further injury or infection.
Dancing Flame
Relevant Attributes: three quarters of a part willpower and three quarters of a part charisma Relevant Skills: three quarters of a part summoning, three quarters of a part imagination, thirteen twentieths of a part conjuration, a quarter of a part pyromancy, and three twentieths of a part prestidigitation Rating Requirement: two hundred Knowledge Requirement: have at least 300 points among 100% of summoning skill, 100% of introspection skill, 75% of metaphysics skill, 50% of cosmology skill, 25% of pyromancy skill, 75% of conjuration skill, and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: ordinary Form of Evocation: dancing flame Base Energy Costs: eighty-five points of spiritual energy and ninety points of elemental fire energy
This spell takes the essence from a fire gem and summons from it a small flame that dances around the caster. This flame may at first seem to be nothing more than a cheap parlour trick, but it has many subtle uses. It is quite a ravenous flame, and will feed itself on whatever flammable objects are in the environment, including corpses and other fleshy remains. This allows the dancing flame creature to heal itself, which is quite fortunate since they are so fragile, and because the dancing flame expends a portion of itself when it damages an opponent. The flames themselves are a product of an introspective process, so the flame gains some of its fiery aspects from the caster who summoned it. This introspection is incomplete, though, so the dancing flame soon begins to manifest its own version of affinity shifts.
Dancing Needle
Relevant Attributes: a fifth of a part charisma, a tenth of a part intelligence and a tenth of a part perception Relevant Skills: a fifth of a part evocation, a tenth of a part pyromancy, a tenth of a part symbology and a tenth of a part prestidigitation Rating Requirement: seventy-five Knowledge Requirement: have at least 20 points among 10 points for having completed Solve the Catelius Major, 10 points for having completed the Inner Sanctum Quest, 10 points for having completed the Source of the Slime, 20 points for having completed the Quest of the Observer and 20 points for having completed Prince Avryx's Rescue Effective Maximum Rating: seven hundred Difficulty: very difficult Forms of Evocation: dancing needle dancing needle <target> Base Energy Costs: fifty-five points of spiritual energy, forty points of elemental fire energy and forty points of heat
This spell creates a needle of sorcerous white phosphorous that seeks out its target without fail, dancing and maneuvering in such as manner as to circumvent normal armour and to strike at particularly dextrous foes. While the damage inflicted by this spell is paltry, it possesses the ability to hit foes that would normally be too nimble or armoured to be damaged by other spells. It should be noted that this spell is nimble enough to not only maneuver around defenses like shields, but also between armoured plates to strike at the soft flesh underneath.
Darkfire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, seven twentieths of a part pyromancy, three tenths of a part enchantment, a quarter of a part necromancy and three twentieths of a part conjuration Rating Requirement: one hundred fifty Knowledge Requirement: necromancy skill of 30 or higher, entropic affinity skill of 10 or higher or have undeath trait Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: darkfire bolt darkfire bolt <target> Base Energy Costs: thirty points of spiritual energy and forty points of elemental fire energy
Studying necromancy is not for the weak of will, nor the faint of heart. The mysteries that the dead can reveal to you are amazing, but not without a price. This spell was discovered by a member of the Order early in his exploration of necromancy, and it is the only spell spawned from necromancy that can be used with any amount of certainty for your own safety. Measures have been built into the spell itself to ensure that the spell only manifests its darkness in your bolt of fire, and not within your physical form.
Deplete Phlogiston
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part eructation, three tenths of a part pyromancy, a fifth of a part anatomy, a fifth of a part biology and a tenth of a part enchantment Rating Requirement: three hundred fifteen Knowledge Requirement: eructation skill of 5 or higher, anatomy skill of 25 or higher and metaphysics skill of 25 or higher Effective Maximum Rating: seven hundred seventy-five Difficulty: difficult Form of Evocation: deplete phlogiston <target> Base Energy Costs: fifty points of spiritual energy, thirty points of elemental fire energy and twenty-five points of heat
Desiccate Remains
Relevant Attributes: two fifths of a part intelligence and three twentieths of a part charisma Relevant Skills: one and a fifth parts mortuary, thirty-three fiftieths of a part anatomy and three twentieths of a part pyromancy Rating Requirement: one hundred fifty Knowledge Requirement: desert fieldcraft skill of 30 or higher and mortuary skill of 30 or higher Effective Maximum Rating: three hundred fifty Difficulty: ordinary Form of Evocation: desiccate remains Base Energy Costs: ten points of spiritual energy, twenty-five points of elemental fire energy and thirty points of heat
This spell uses the heat from the desert to completely dry out the mortal remains of an unfortunate being, and preserves them, preventing any further decay of their body.
Disperse Personal Flame
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part enchantment, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: seventy-five Effective Maximum Rating: three hundred seventy-five Difficulty: ordinary Form of Evocation: disperse personal flame Base Energy Costs: twenty points of spiritual energy, twenty-five points of elemental fire energy and twenty-five points of heat
This spell lies in contradiction to most of the teachings of Ordo Ignis Aeternis. It channels energy into the personal flame that is the source of power for all other guild spells, and disperses it momentarily. It doesn't destroy the flame or harm it in any way, but causes it to momentarily die down, taking away some of the protective benefits of possessing the flame. This renders the caster much more vulnerable to heat than would normally be expected of one who wields flames. The effect is very temporary as the inner flame will restabilize itself rather quickly. It offers enough respite from heat protection so that a mage can test the temperature as a normal being would, to refresh hir own senses as to what heat feels like, or as a means of self punishment. Some even use it in an aesthetic sense to make their flesh vulnerable enough to heat to be branded or otherwise purposefully cauterizing the flesh. This spell only targets the caster's own personal flame, and cannot be used on an opponent to render them more vulnerable to heat attacks.
Earthfire Beam
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, three tenths of a part enchantment, a quarter of a part cthonimancy, a quarter of a part pyromancy and three twentieths of a part conjuration Rating Requirement: three hundred Knowledge Requirement: cthonimancy skill of 30 or higher or earth affinity skill of 10 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: earthfire beam earthfire beam <target> Base Energy Costs: twenty-two points of spiritual energy and twelve points of elemental fire energy
This spell combines some of the better aspects of earth magick with fire magick. It draws upon the strength and stability of the earth to empower the caster's flame,leading to a very stable, very powerful beam attack.
Emblazon Heartfires
Relevant Attributes: nine twentieths of a part intelligence, nine twentieths of a part perception, three tenths of a part willpower, and a quarter of a part charisma Relevant Skills: half a part empathy, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: two hundred forty-five Knowledge Requirement: empathy skill of 70 or higher or killer instinct skill of 75 or higher Effective Maximum Rating: seven hundred seventy-five Difficulty: difficult Form of Evocation: emblazon heartfires <target> Base Energy Costs: thirty points of spiritual energy, twenty points of elemental fire energy, and five points of heat
Aspects of fire can be found almost everywhere, including in the mortal emotions. Several emotions burn within the hearts of mortals, instilling them with fervor and passion. One of these emotions manifests itself as rage, and can completely overtake the rational mind and reduce a person to raw animal savagery. This spell was crafted to instigate these effects and push the target past the brink of their normal sanity, succumbing completely to the rage that dwells deep within them. Being affected by this spell lose control of their inhibitions and lash out wildly in combat. While this may be a boon to a physical fighter, it can be a serious detriment to trying to cast spells.
Enhance Phlogiston
Relevant Attributes: a quarter of a part intelligence, a quarter of a part perception and three twentieths of a part charisma Relevant Skills: half a part eructation, three tenths of a part pyromancy, a quarter of a part first aid, a quarter of a part biology, a fifth of a part anatomy and a tenth of a part enchantment Rating Requirement: one hundred fifteen Knowledge Requirement: eructation skill of 5 or higher, anatomy skill of 25 or higher and metaphysics skill of 25 or higher Effective Maximum Rating: seven hundred seventy-five Difficulty: difficult Form of Evocation: enhance phlogiston <target> Base Energy Costs: fifty points of spiritual energy, fifteen points of elemental fire energy and twenty-five points of heat
One of the naturally occuring processes for fire production is found in a dragon's breath weapon. Studies into this phenomenon have lead to the discovery of the phlogiston liquid, produced in the phlogiston glands and ignited in the air. This natural combustion depletes these phlogiston glands, and it could take some time to replenish fully. This spell helps to accelerate this process, drawing upon the initiate's healing ability, pyromancy, enchantment, and knowledge of eructant weapons to heal the glands and stimulate further glandular production.
Fan of Flames
Relevant Attributes: three tenths of a part charisma, a tenth of a part intelligence and a tenth of a part dexterity Relevant Skills: a tenth of a part conjuration, a tenth of a part evocation and a tenth of a part prestidigitation Rating Requirement: two hundred and seventy Effective Maximum Rating: seven hundred fifty Difficulty: somewhat difficult Forms of Evocation: fan of flames fan of flames <target> Base Energy Costs: twenty-five points of spiritual energy, fifty points of heat and fifty points of elemental fire energy
A modified version of a typical attack spell, this shapes the attack into a fan shape, which most often strikes multiple points on the same target, but has the potential to fan out enough to strike several targets
Feed Inner Flame
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part enchantment, three tenths of a part conjuration, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: seventy-five Effective Maximum Rating: nine hundred seventy-five Difficulty: ordinary Form of Evocation: feed inner flame <target> Base Energy Costs: eighty points of spiritual energy, ninety points of elemental fire energy and twenty-five points of heat
This simple enchantment performs well beyond what one would expect from its name. Feeding the inner flame makes one more closely aligned with fire energies, but at the same time, it nourishes and sustains the physical body. Once the inner flame has achieved the maximum amount that it can, the excess energy flows over to nourish the body. Although multiple castings will continue to nourish the body, only so much can be done. The inner flame, just like the physical body, can only sustain so much. Anything after this is a waste of a casting.
NB: This spell adds a very small bonus to Fire Affinity, depending on your rating, and will replenish thirst/hunger.
Fiery Temper
Relevant Attributes: three tenths of a part intelligence and a tenth of a part willpower Relevant Skills: one part discipline, one part empathy and a tenth of a part pyromancy Rating Requirement: two hundred Knowledge Requirement: have at least 250 points among 25% of pyromancy skill, combat reflexes skill, imagination skill, concentration skill, empathy skill, killer instinct skill, find weakness skill, dirty fighting skill and discipline skill Effective Maximum Rating: nine hundred fifty Difficulty: very difficult Form of Evocation: fiery temper <target> Base Energy Costs: fifty points of spiritual energy and fifty points of elemental fire energy
This spell draws upon the power of fire and heat to stir emotions in a target. By specifically targetting the fire within, this spell increases the passion with which one fights, instilling in them the same fire and zeal as someone who truly believes in what they are fighting for. While the effects can be quite pronounced for a typical mage, some of the effects may not be as pronounced for a zealot or a hardened warrior. The effects are even less significant for those who have completely separated themselves from their emotions. It should also be notd that those who are normally devoid of emotions are able to be affected by this spell, as the fire energies are empowered by the caster's own empathy, artificially interlacing these emotions into the subject. Multiple castings bear no further benefits.
NB: This spell is a buff that increases many combat-oriented skills including Killer Instinct, Massive Blow, and Quickness, as well as providing a solid increase in hit points.
Fire Barrage
Relevant Attributes: four fifths of a part charisma, three fifths of a part intelligence and two fifths of a part dexterity Relevant Skills: nine twentieths of a part evocation, seven twentieths of a part conjuration, a quarter of a part pyromancy and a quarter of a part summoning Rating Requirement: three hundred fifty Knowledge Requirement: have at least 350 points among 100% of tactics skill, 100% of metaphysics skill, 25% of pyromancy skill, 50% of evocation skill, 25% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill and 100% of summoning skill Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: fire barrage Base Energy Costs: one hundred fifty points of spiritual energy, fifty points of elemental fire energy and fifty points of heat
This spell is an extraordinarily complex and dangerous evocation. It begins by creating a very temporary containment field. The next step involves filling that containment field with elemental fire energy until it is filled beyond capacity. The goal is to infuse the field with so much fire energy that it is overpowered, destabilizes, and then explodes in one huge, fiery ball.
Fire Bomb
Relevant Attributes: three tenths of a part intelligence and a quarter of a part charisma Relevant Skills: seven twentieths of a part metaphysics, a quarter of a part pyromancy, a fifth of a part conjuration, a fifth of a part evocation, and three twentieths of a part demolition Rating Requirement: four hundred fifty Knowledge Requirement: have at least 485 points among metaphysics skill, pyromancy skill, enchantment skill, evocation skill, and demolition skill Effective Maximum Rating: seven hundred Difficulty: ordinary Form of Evocation: fire bomb Base Energy Costs: fifty points of spiritual energy, fifteen points of elemental fire energy, and twenty-five points of heat
This spell demonstrates one of the more useful aspects of metaphysics -- how to slow the effects of a spell until a desired condition is met. For this spell, the condition is throwing the ball of fire into a crowd or room. This causes the normally destructive fireball to continue its combustion process, which was initially halted by this spell. An additional benefit to delaying the effect of the spell is that the physical manifestation of this spell can be handled as a normal object, and can be thrown at opponents in adjacent rooms.
Fire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, two fifths of a part telesmatic weapon, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: two hundred fifty Effective Maximum Rating: seven hundred fifty Difficulty: ordinary Forms of Evocation: fire bolt fire bolt <target> Base Energy Costs: twenty-five points of spiritual energy and twenty-five points of elemental fire energy
A staple of any fire mage's attack spells, this simple spell is readily grasped by newer initiates, and is still highly functional for more adept member of the order. A single bolt of fire is shot from the caster's hand. As the mage's abilities with fire magic improve, so too does this spell's performance.
Fire Gem
Relevant Attributes: three tenths of a part charisma, a quarter of a part perception and a tenth of a part intelligence Relevant Skills: seven tenths of a part enchantment, half a part conjuration and a tenth of a part pyromancy Rating Requirement: two hundred sixty-two Knowledge Requirement: have at least 200 points among 50% of pyromancy skill, 400% of gem lore skill and 20 points for having completed the Power Potion Quest Effective Maximum Rating: four hundred fifty Difficulty: somewhat difficult Form of Evocation: fire gem Base Energy Costs: one hundred points of spiritual energy and one hundred fifty points of elemental fire energy
This spell takes ordinary flames and condenses them down into a fiery gem, which is a valuable reagent for other spells. No special ingredients are required, as the caster uses the flames already present to mold the gem. Gems tend to follow a certain range of gems, and all have a fiery hue to them.
Fire Knives
Relevant Attributes: charisma Relevant Skills: three quarters of a part evocation, half a part conjuration, half a part pyromancy and half a part telesmatic weapon Rating Requirement: two hundred five Knowledge Requirement: dagger skill of 1 or higher, throwing skill of 1 or higher, weapon lore skill of 1 or higher and metaphysics skill of 1 or higher Effective Maximum Rating: six hundred fifty Difficulty: easy Forms of Evocation: fire knives fire knives <target> Base Energy Costs: forty-five points of spiritual energy, forty-five points of elemental fire energy and fifteen points of heat
As with many different media shaped by the arts, fire has a few shapes that it easily forms into. The basic bolt is one of those easy form, and another is the fire knife. While most shaped fire spells do predominantly fire damage, fire knives are able to shred through soft flesh and rip into armour like any other blade, using the power supplied by the fire component to assist in penetrating and causing even further damage.
Fire Rain
Relevant Attributes: three tenths of a part charisma and a fifth of a part intelligence Relevant Skills: two fifths of a part pyromancy, a fifth of a part conjuration and a fifth of a part evocation Rating Requirement: five hundred fifty Effective Maximum Rating: eight hundred Difficulty: difficult Forms of Evocation: fire rain fire rain <target> Base Energy Costs: two hundred fifty points of spiritual energy, two hundred fifty points of elemental fire energy and one hundred fifty points of heat
Considered by magi of the past to be a staple among the Pyromancer's arsenal, Fire Rain creates an ominous cloud that spews forth fiery rain upon your opponents. The spell may take some time to build up, but the visual aspects are impressive to bystanders, and the effectiveness cannot be denied.
NB: This can be cast and then left in the room. NB: This spell is no longer available.
Fire Spikes
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: half a part telesmatic weapon, two fifths of a part evocation, three tenths of a part conjuration and a tenth of a part pyromancy Rating Requirement: one hundred twenty Effective Maximum Rating: four hundred fifty Difficulty: ordinary Forms of Evocation: fire spikes fire spikes <target> Base Energy Costs: ten points of spiritual energy and ten points of elemental fire energy
Fire Web
Relevant Attributes: three quarters of a part intelligence and three quarters of a part charisma Relevant Skills: one and a quarter parts throwing, three fifths of a part conjuration, three fifths of a part prestidigitation, half a part pyromancy and three tenths of a part evocation Rating Requirement: one hundred twenty-five Knowledge Requirement: throwing skill of 35 or higher and traps skill of 35 or higher Effective Maximum Rating: six hundred Difficulty: difficult Form of Evocation: fire web <target> Base Energy Costs: one point of spiritual energy, one point of elemental fire energy and one point of heat
One day while taking a much needed break from spell development and research, one of the pioneers of spell development happened to look up and see a small spider had made is web in the study. Before the mage could fetch a broom to brush away the cobwebs, the spider had caught a moth. Watching in amazement at the skill this tiny spider used in covering a moth many times its own size in webbing, a spark of ingenuity struck the mage. Creating this spell, the mage formulated a means to create long strands of thin, semi-solid flames that can be forced to wrap around an opponent. The more the opponent struggles, the more the fire webbing burns.
NB: This spell does not aggro the opponent. Powerful opponents and those resistant to fire can easily break loose from these webs, and the webs are ineffective against amorphous or iuntangible opponents.
Fireball
Relevant Attributes: nine twentieths of a part charisma and two fifths of a part intelligence Relevant Skills: half a part conjuration, half a part evocation and a fifth of a part pyromancy Rating Requirement: two hundred twenty Effective Maximum Rating: six hundred Difficulty: difficult Forms of Evocation: fireball fireball <target> Base Energy Costs: sixty points of spiritual energy, fifty points of elemental fire energy and thirty-five points of heat
The fireball is a staple in any Ordo Ignis Aeternis arsenal of area based attacks. Recognizable on sight, even by those outside of the guild, this spell summons a large ball of flame to assail the caster's enemies. Upon impact, the fireball will explode, covering the targets in a caustic blaze of heat and fire.
Flame Dagger
Relevant Attributes: three tenths of a part dexterity, a fifth of a part strength, a tenth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part conjuration, half a part pyromancy, half a part smithing, half a part weapon lore and two fifths of a part evocation Rating Requirement: one hundred Knowledge Requirement: have at least 100 points among weapon lore skill, dagger skill and smithing skill Effective Maximum Rating: six hundred Difficulty: difficult Form of Evocation: flame dagger for <target> Base Energy Costs: one hundred points of spiritual energy, sixty points of elemental fire energy and twenty points of heat
This spell conjures enchanted dagger made of the solid state of fire itself. While Ordo Ignis Aeternis generally can rely on spells to protect them, when physical combat is required, this dagger is far superior to that forged by smiths. As part of this dagger's enchantment is fire, one will need total fire and heat protection in order to wield it properly. The duration of the dagger depends upon the skill of the spellcaster, but until it expires, it can be kept, dropped, etc. Unlike other weapons crafted by Ordo Ignis Aeternis magicks, this weapon only comes in one size and will not scale with the target's mass or size. As such, it is much more favoured among the smaller folk than the larger ones.
Flame of Knowledge
Relevant Attributes: seven twentieths of a part perception, a fifth of a part intelligence and three twentieths of a part charisma Relevant Skills: three fifths of a part divination, two fifths of a part scholarship, three tenths of a part symbology and a quarter of a part pyromancy Rating Requirement: ninety Knowledge Requirement: have at least 100 points among 100% of scholarship skill, 100% of arcane lore skill, 100% of legend lore skill, 100% of symbology skill, 100% of concentration skill and 50 points for having completed At'lordrith's Riddle Effective Maximum Rating: four hundred Difficulty: easy Form of Evocation: flame of knowledge <target> Base Energy Costs: eight points of spiritual energy and four points of elemental fire energy
Ever since fire was first discovered, many races have gazed into its flames seeking
answers to questions which elude their feeble minds, and often times the answer has been found. By gazing into a flame and concentrating on an object in question, an initiate can allow the power of flame to burn away the veil of ignorance and burn an image of the item's true self into the mind of the mage.
Flame Shield
Relevant Attributes: a fifth of a part intelligence, a fifth of a part dexterity and a tenth of a part charisma Relevant Skills: four fifths of a part shield, three fifths of a part conjuration, two fifths of a part evocation, three tenths of a part pyromancy, a fifth of a part enchantment and a fifth of a part symbology Rating Requirement: two hundred Knowledge Requirement: shield skill of 35 or higher and unarmed combat skill of 25 or higher Effective Maximum Rating: six hundred Difficulty: ordinary Forms of Evocation: flame shield flame shield <target> Base Energy Costs: fifty points of spiritual energy, eighty points of elemental fire energy and one hundred twenty points of heat
This spell summons forth the caster's internal flame and manifests it outwardly in the form of an aura of intense heat. This intense heat forms a bubble around the recipient, which brings several defensive benefits. The intense heat will burn away certain biological attacks before they reach the recipient. The heat also forms a layer of superheated air around the recipient, which serves as a thermal barrier to block out some cold and to stifle air flow. Finally, the superheated air acts as a cushion against certain forms of attacks, and also helps reduce the impact of short falls.
Flaming Skeleton
Relevant Attributes: half a part intelligence and a quarter of a part charisma Relevant Skills: thirteen twentieths of a part summoning, sixty-three hundredths of a part conjuration, twenty-seven fiftieths of a part evocation and eleven fiftieths of a part pyromancy Rating Requirement: two hundred Knowledge Requirement: have at least 300 points among 100% of summoning skill, 20% of pyromancy skill, 35% of necromancy skill, 50% of cosmology skill, 40% of metaphysics skill, 35% of scholarship skill, 45% of enchantment skill and 50% of spatiomancy skill Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: flaming skeleton Base Energy Costs: one hundred fifty points of spiritual energy and forty points of elemental fire energy
This spell breaches the barriers between necromancy and pyromancy. It summons forth a minor entity from the Plane of Fire, one which is bound to a skeleton. The caster can then take marginal control of the skeleton, essentially directing it like a puppeteer handling a puppet. Neither the bound elemental nor the skeleton have enough cognition to perform independent tasks other than self defense or defense of the caster. Due to the structure of the skeleton and how the elemental is bonded, there is very limited fine motor control, and sketelons are not exactly known for their manual dexterity. One additional note: for whatever reason, most likely what passes for sentience in the summoned elemental, all skeletal beings summoned are anthropic in form. To cast this spell, one needs a fire gem to open the portal and bring forth the skeletal creature.
Development Information: This spell was created by Lysator; the source code was last updated Thu Dec 10 09:48:30 2009.
Flamra Armour
Relevant Attributes: three tenths of a part dexterity, a fifth of a part strength, a tenth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part armour adaptation, half a part armour lore, half a part conjuration, half a part pyromancy and two fifths of a part evocation Rating Requirement: two hundred ten Knowledge Requirement: have at least 70 points among armour lore skill and armour adaptation skill Effective Maximum Rating: six hundred Difficulty: difficult Form of Evocation: flamra armour for <target> Base Energy Costs: eighty points of spiritual energy, eighty points of elemental fire energy and twenty points of heat
This spell conjures enchanted armour made of the solid state of fire itself. While Ordo Ignis Aeternis generally can rely on spells to protect them, when combat garb is required, this armour is far superior to that forged by smiths. As part of this armour's enchantment is fire, one will need total fire and heat protection in order to wear it properly. The duration of the armour depends upon the skill of the spellcaster, but until it expires, it can be kept, dropped, etc.
NB: This armour will cover all of your limbs, so works well for odd anatomies.
Flamra Bolt
Relevant Attributes: three tenths of a part charisma, a fifth of a part dexterity and a tenth of a part intelligence Relevant Skills: three quarters of a part fletching, two fifths of a part sculpture, three tenths of a part conjuration, a quarter of a part pyromancy, a fifth of a part crossbow and a fifth of a part weapon lore Rating Requirement: two hundred forty Knowledge Requirement: have at least 90 points among crossbow skill and fletching skill Effective Maximum Rating: one thousand Difficulty: somewhat difficult Forms of Evocation: flamra bolt flamra bolt <target> Base Energy Costs: five points of spiritual energy and six points of elemental fire energy
This rather utilitarian spell is quite beneficial to any Ordo Ignis Aeternis who makes use of the flamra crossbow spell. This spell will create a handful bolts for that weapon, or any crossbow type weapon for that matter. The act of creating these bolts is neither simple, nor easy, as it draws upon many different skills to create a single bolt. One must use their mastery over flame to sculpt ambient flames into a solidified form, guided by their knowledge of weapons and fletching to design the shape properly, and using their knowledge of crossbows to configure it properly to work in said weapon. Once the basic pattern has been established, though, it is simply a matter of repetition to create another, and then another. As a mage's abilities and knowledge grow stronger, so too does the end result of this spell. It can also be noted that the size of the caster generally determines the size of the weapon created.
Flamra Crossbow
Ordo Ignis Aeternis Spell: Flamra Crossbow
Relevant Attributes: two fifths of a part intelligence and three tenths of a part charisma Relevant Skills: three quarters of a part crossbow, half a part conjuration, half a part weapon lore, three tenths of a part sculpture, three twentieths of a part telesma and a tenth of a part pyromancy Rating Requirement: one hundred eighty Knowledge Requirement: have at least 110 points among 100% of crossbow skill and 100% of weapon lore skill Effective Maximum Rating: one thousand Difficulty: somewhat difficult Form of Evocation: flamra crossbow Base Energy Costs: sixty-five points of spiritual energy and eighteen points of elemental fire energy
This spell was devised as a means of overcoming a particularly nasty creature for magi -- the bezhuldaar. The antimagic field of the bezhuldaar has long been the bane of spell casters since the vile creatures were first discovered. Being unable to cast spells while in their presence, this spell can at least level the playing field a little bit. Whereas bolts of magic dissipate near the bezhuldaar, flamra bolts fired from this crossbow can at least simulate some of our spells while keeping a much needed distance between us and our target. There are not foul enough words to describe the curse that should be bestown upon whomever it was that first conjured the bezhuldaar to this realm.
NB: Using a crossbow in combat counts as activity and will interrupt spell casting. One means of overcoming this is to 'stop attacking with crossbow', and fire the bolts manually between spell blasts.
Flamra Staff
Relevant Attributes: three tenths of a part charisma, a fifth of a part dexterity and a tenth of a part intelligence Relevant Skills: seven tenths of a part staff, half a part evocation, half a part weapon lore, two fifths of a part sculpture, three tenths of a part conjuration, a tenth of a part pyromancy and a tenth of a part telesma Rating Requirement: two hundred twenty Knowledge Requirement: have at least 110 points among 100% of staff skill and 100% of weapon lore skill Effective Maximum Rating: six hundred Difficulty: somewhat difficult Form of Evocation: flamra staff Base Energy Costs: one hundred twenty-five points of spiritual energy and seventy-five points of elemental fire energy
As stereotypical as it is for a mage to wield a staff, it just so happens that a staff is a highly versatile tool, much like fire itself. This makes the staff a natural weapon choice for an initiate of Ordo Ignis Aeternis, however, not just any staff will do. This spell accommodates the fiery nature of Ordo Ignis Aeternis while lending credence to those with more fashion sense. Also, this staff is by its very nature magickal and has many advantages over a typical, mundane staff.
Flare
Relevant Attributes: three tenths of a part intelligence and a tenth of a part charisma Relevant Skills: three tenths of a part evocation, three tenths of a part pyromancy, a fifth of a part conjuration, a fifth of a part telesmatic weapon and a fifth of a part prestidigitation Rating Requirement: two hundred fifty Effective Maximum Rating: five hundred Difficulty: ordinary Forms of Evocation: flare flare <target> Base Energy Costs: thirty points of spiritual energy and twenty-five points of elemental fire energy
This spell mixes flame with the caster's power over light to create an incredibly bright flare that will blind and inflict minor photonic damage to a target.
Frostfire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three tenths of a part cryomancy, a fifth of a part physics, a tenth of a part conjuration, a tenth of a part evocation and a tenth of a part pyromancy Rating Requirement: four hundred fifty Knowledge Requirement: arctic fieldcraft skill of 35 or higher and complete Scale Mount Doom Effective Maximum Rating: eight hundred Difficulty: somewhat difficult Forms of Evocation: frostfire frostfire <target> Base Energy Costs: twenty-five points of spiritual energy and twenty points of elemental fire energy
An esoteric attack type that few initiates of the Ordo Ignis Aeternis are able to make use of, frostfire is almost a contradiction to the teachings of pyromancy. It combines the power of fire with the bite of cold to produce a rather unique combination that very few opponents would be well prepared for.
Funeral Pyre
Relevant Attributes: two fifths of a part intelligence and a tenth of a part charisma Relevant Skills: four fifths of a part mortuary, two fifths of a part pyromancy, a fifth of a part symbology, a tenth of a part conjuration, a tenth of a part enchantment and a tenth of a part evocation Rating Requirement: seventy-five Effective Maximum Rating: three hundred fifty Difficulty: ordinary Form of Evocation: funeral pyre Base Energy Costs: two points of spiritual energy and one point of elemental fire energy
This spell set ablaze a funeral pyre that burns any remains in the area. The warmth provided by the pyre rejuvenates the caster, and provides warding against the cold for a time.
Heat Ball
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: four fifths of a part heat tolerance, two fifths of a part evocation, a fifth of a part pyromancy and a tenth of a part conjuration Rating Requirement: two hundred Knowledge Requirement: tactics skill of 50 or higher and metaphysics skill of 50 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: heat ball heat ball <target> Base Energy Costs: thirty points of spiritual energy and twenty-five points of heat
This spell epitomizes fire and heat's utter neutrality. The caster channels an immense amount of heat into a ball form, and lobs it at a target. This target is completely arbitrary, since once the power of this spell is unleashed, it erupts into a small explosion of heat that lashes out at everyone in the vicinity. The speed at which the heat rushes through the environment forcefully knocks around large objects, and causes smaller objects to scatter. Fragile objects are known to shatter if caught in the blast of this spell. This spell is extremely dangerous, but there is still value in it when dealing with large crowds.
NB: This will also damage the caster. High enough heat resistance will let this spell heal you as it clears the room.
Heat Darts
Relevant Attributes: one part intelligence and one part charisma Relevant Skills: three quarters of a part evocation, half a part awareness, half a part combat reflexes, half a part conjuration, half a part physics, half a part precision strike, half a part pyromancy, half a part symbology, half a part telesmatic weapon, half a part discipline and half a part concentration Rating Requirement: one hundred five Effective Maximum Rating: four hundred fifty Difficulty: easy Forms of Evocation: heat darts heat darts <target> Base Energy Costs: fifteen points of spiritual energy, ten points of elemental fire energy and twenty points of heat
As with many different media shaped by the arts, heat has a few shapes that it easily forms into. The basic bolt is one of those easy forms, and another is referred to as heat darts. While most shaped heat spells do predominantly heat damage, heat darts are able to penetrate soft flesh and pierce through armour like any other blade, using the power supplied by the heat component to assist in penetrating and causing even further damage. The main difference between heat darts and the very similar heat knives is their trajectory. The rotation of heat darts as they travel through their ambient medium is very stable, with almost no tumble or yaw. This results in a very smooth flight path, and the impact area is a very tight grouping. This concentrates all of the damage done into a focused area. Of the two spells, heat darts is the more disciplined and controlled aspect while heat knives is the more free-wheeling, reactive aspect. Newer initiates value this spell because it is easily learned and makes use of a wide variety of useful skills not incorporated by later spells. In essence, it is very much a 'learner' spell.
Heat Knives
Relevant Attributes: charisma Relevant Skills: three quarters of a part evocation, half a part awareness, half a part combat reflexes, half a part conjuration, half a part dagger, half a part metaphysics, half a part pyromancy, half a part symbology, half a part telesmatic weapon, half a part throwing, half a part imagination and half a part tenacity Rating Requirement: one hundred five Effective Maximum Rating: four hundred fifty Difficulty: easy Forms of Evocation: heat knives heat knives <target> Base Energy Costs: fifteen points of spiritual energy, ten points of elemental fire energy and fifteen points of heat
As with many different media shaped by the arts, heat has a few shapes that it easily forms into. The basic bolt is one of those easy forms, and another is referred to as heat knives. While most shaped heat spells do predominantly heat damage, heat knives are able to shred through soft flesh and rip into armour like any other blade, using the power supplied by the heat component to assist in penetrating and causing even further damage. The main difference between heat knives and the very similar heat darts is their trajectory. The spin of heat knives as they travel through their ambient medium is very unstable, and they are more likely to scatter, striking a wider surface. Of the two spells, heat knives is the more freestyled, open-ended aspect, while heat darts is the more stifled, rigid aspect. Newer initiates value this spell because it is easily learned and makes use of a wide variety of useful skills not incorporated by later spells. In essence, it is very much a 'learner' spell.
Heat Staff
Relevant Attributes: three tenths of a part dexterity, a fifth of a part strength, a tenth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part conjuration, half a part pyromancy, half a part smithing, half a part weapon lore and two fifths of a part evocation Rating Requirement: two hundred Knowledge Requirement: have at least 195 points among 100% of weapon lore skill, 100% of staff skill and 100% of heat tolerance skill Effective Maximum Rating: six hundred Difficulty: difficult Form of Evocation: heat staff for <target> Base Energy Costs: one hundred points of spiritual energy, twenty points of elemental fire energy and eighty points of heat
This spell conjures an enchanted form from a solidified heat kown as aurast. Since part of this
staff's enchantment is solidified heat, one will need total heat protection in order to wield it properly. The duration of the staff depends upon the skill of the spellcaster, but until it expires, it can be kept, dropped, etc.
Heat Vent
Relevant Attributes: seven twentieths of a part charisma and three twentieths of a part intelligence Relevant Skills: two fifths of a part cthonimancy, two fifths of a part pyromancy, a tenth of a part conjuration and a tenth of a part evocation Rating Requirement: fifty Knowledge Requirement: have at least 35 points among cthonimancy skill and earth affinity skill Effective Maximum Rating: four hundred Difficulty: somewhat difficult Forms of Evocation: heat vent heat vent <target> Base Energy Costs: forty-five points of spiritual energy and thirty points of heat
This spell draws its strength from the fiery core of Aedaris, where the elemental powers of earth and fire have become united. By rending a small hole in the earth just long enough to draw out a small geyser of magma, an initiate is able to tap into the raw essence of earth and fire at the same time. By extracting the fire element from this mixture, the remaining earth portion repairs the original rend, leaving almost no trace when the spell was cast. Since this power is channeled through the caster's body, any affinities affecting the body may have an affect on the quality of the heat used in this spell.
Hellfire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, seven twentieths of a part pyromancy, three tenths of a part enchantment, a fifth of a part unholy taint and three twentieths of a part conjuration Rating Requirement: three hundred Knowledge Requirement: unholy taint skill of 35 or higher, unholy fortitude skill of 30 or higher, daemonology skill of 75 or higher or be a member of a demonic race Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: hellfire bolt hellfire bolt <target> Base Energy Costs: fifty-five points of spiritual energy and fifty-five points of elemental fire energy
In times when it is necessary to deal with the forces of holiness, this spell may not pack a lot of punch, but the mere presence of hellfire usually sends the more ignorant of the devout into a frenzy of litanies concerning the end of the world and the purging of evil from the face of the world. This is usually enough of a distraction for us to focus on those individuals who are an actual threat to the balance. Some members of the Order refer to this sarcastically as a 'moral victory for neutrality'.
Hellfire Gout
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, a fifth of a part pyromancy, a fifth of a part unholy taint and a tenth of a part conjuration Rating Requirement: three hundred twenty Knowledge Requirement: have at least 305 points among 30% of pyromancy skill, 25% of evocation skill, 11% of tactics skill, 20% of metaphysics skill, 15% of telesmatic weapon skill, 20% of scholarship skill, unholy taint skill, unholy fortitude skill, 25% of theology skill and 50% of daemonology skill Effective Maximum Rating: nine hundred Difficulty: somewhat difficult Forms of Evocation: hellfire gout hellfire gout <target> Base Energy Costs: seventy-five points of spiritual energy and seventy-five points of elemental fire energy
Derived from diabolical studies, this spell unleashes the power of fire to burn multiple foes and combines it with demonic forces to corrupt and damage the soul as it burns the body. As with similar spells fo a diabolical nature, use tends to corrupt the caster. Activation of this spell is very chancy, as the powers that are being dealt with work on a completely different level of reasoning--what the caster may consider a friendly non-target may be considered by the demonic entities powering this spell to be cannon fodder.
Immolate
Relevant Attributes: three tenths of a part intelligence and a tenth of a part willpower Relevant Skills: one part fire affinity, one part pyromancy, half a part enchantment, and half a part metaphysics Rating Requirement: two hundred Knowledge Requirement: pyromancy skill of 110 or higher, fire affinity skill of 70 or higher metaphysics skill of 70 or higher, and have at least 40 quest points Effective Maximum Rating: nine hundred fifty Difficulty: very difficult Form of Evocation: immolate <target> Base Energy Costs: seventy five points of elemental fire energy
This spell imbues the caster's body with pure elemental fire energies. There are various side effects to this. The first of these effects is that the caster's physical appearance is greatly altered, taking on a much more fiery aspect. which greatly increases the effects of any fire based spells cast while in this state. A second side effect is that the caster's metabolic processes become more like that of a flame, becoming an incendivore, producing light, producing heat, and having a natural bouyancy that allows the caster to fly unaided by other spells. A final set of side effects is now quite so beneficial -- while in this flame state, the caster also looses the normal ability of a metabolism to heal its body and recover from fatigue and damage. Overall, the benefits of being so close to the raw source of power for Ordo Ignis Aeternis far outweigh the detriments, despite the relative short duration of this gift.
NB: This spell grants a very large bonus to Fire Affinity, Heat Tolerance, Pyromancy, Evocation, and Unarmed Combat(?), in addition to granting wingless flight, anhumouricity, and the respiration mode of "none". The downsides are unrecuperativity and unregenerativity. The boosts are enough to make 5-9 more spells castable, so well worth the downside.
Incinerate Magick
Relevant Attributes: two parts charisma, one part intelligence and one part perception Relevant Skills: one part abjuration, three quarters of a part metaphysics, half a part symbology and three twentieths of a part pyromancy Rating Requirement: three hundred forty-five Knowledge Requirement: have at least 100 points among 60% of abjuration skill and 30% of metaphysics skill Effective Maximum Rating: one thousand two hundred Difficulty: very difficult Form of Evocation: incinerate magick Base Energy Costs: one hundred points of spiritual energy, forty points of elemental fire energy and sixty points of heat
This dread spell has been the bane of many magi. It produces a flame that consume magickal energies the same way a normal flame consumes oxygen. Once this flame has consumed every last bit of spiritual energy in the surrounding area, it will die off and fade away. The surrounding area, as well as all creatures in the area, will be devoid of natural flow of magick for quite some time afterwards. As with all things, there is a process of renewal that will take place, but this process takes much time, during which no magick will flow through the area.
Inferno
Relevant Attributes: seven twentieths of a part charisma and a quarter of a part intelligence Relevant Skills: two fifths of a part metaphysics, seven twentieths of a part pyromancy, a quarter of a part conjuration, and a quarter of a part evocation Rating Requirement: five hundred Effective Maximum Rating: one thousand two hundred Difficulty: difficult Forms of Evocation: inferno inferno <target> Base Energy Costs: three hundred seventy-five points of spiritual energy, two hundred points of elemental fire energy, and one hundred fifty points of heat
One of the most powerful spells in the arsenal of Ordo Ignis Aeternis spells, Inferno lives up to its name in every sense of the word. It summons forth a blazing tower of fiery power that continuously ravages a single opponent while assailing allcontinuously ravages a single opponent while assailing all nearby targets.
Internal Warmth
Relevant Attributes: a quarter of a part intelligence and three twentieths of a part charisma Relevant Skills: half a part pyromancy, three tenths of a part enchantment and a fifth of a part evocation Rating Requirement: seventy-five Knowledge Requirement: arctic fieldcraft skill of 20 or higher, complete Scale Mount Doom or complete Remedios's Tree Effective Maximum Rating: four hundred fifty Difficulty: somewhat difficult Form of Evocation: internal warmth <target> Base Energy Costs: twenty points of spiritual energy, thirty-five points of elemental fire energy and ninety points of heat
This simple protection enchantment grants resistance to one of the anathemas of the Ordo, cold.It does this by causing the internal flame that burns inside each member to grow warmer, and to spread that warmth through the limbs.
Irradiant Darkness
Relevant Attributes: four fifths of a part charisma, three fifths of a part intelligence and two fifths of a part dexterity Relevant Skills: eleven twentieths of a part metaphysics, eleven twentieths of a part demolition, nine twentieths of a part evocation, seven twentieths of a part conjuration and a quarter of a part pyromancy Rating Requirement: six hundred Knowledge Requirement: have at least 925 points among 100% of tactics skill, 100% of metaphysics skill, 100% of pyromancy skill, 100% of evocation skill, 50% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill, 100% of summoning skill, 100% of spelunking skill, 35 points for being a member of the Yathrelar culture, 25 points for being a member of the Zadnothruan wildling culture, 50 points for having completed Solve the Catelius Major, 50 points for having completed the Inner Sanctum Quest, 50 points for having completed Prince Avryx's Rescue, 50 points for having completed the Source of the Slime and 50 points for having completed the Quest of the Observer Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: irradiant darkness Base Energy Costs: seventy-five points of spiritual energy, thirty-five points of elemental fire energy and fifty points of heat
This spell was originally devised by the drow of Yathryn for use in military campaigns. They had need of a spell which would do an extensive amount of damage, reduce evidence of an altercation, and most importantly, was stealthy. This spell accomplishes all of that and more, by combining the power of fire (to clean up any mess left behind) with darkness (to conceal the presence of the spell), and radiation (for a destructive potential that last long after the initial blast). This spell relies upon a containment sphere to house the three different energy types while they are mixed, and the sphere acts as a simple form of funnel to direct the majority of the blast of the spell.
Magick Embers
Relevant Attributes: a tenth of a part intelligence and a tenth of a part charisma Relevant Skills: four fifths of a part evocation, half a part enchantment, two fifths of a part pyromancy and two fifths of a part symbology Rating Requirement: seventy-five Effective Maximum Rating: nine hundred Difficulty: ordinary Form of Evocation: magick embers Base Energy Costs: twenty points of spiritual energy
This spell is a very simple cantrip, designed to cause the magickal energies within the environment to glow like the embers of a campfire.
Magma Burst
Relevant Attributes: half a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: three tenths of a part evocation and a tenth of a part pyromancy Rating Requirement: three hundred ten Knowledge Requirement: cthonimancy skill of 10 or higher, earth affinity skill of 10 or higher, spelunking skill of 45 or higher or mineral lore skill of 45 or higher Effective Maximum Rating: five hundred fifty Difficulty: somewhat difficult Forms of Evocation: magma burst magma burst <target> Base Energy Costs: forty points of spiritual energy, twenty points of heat and fifty points of elemental fire energy
Deep within the earth is a layer of an intensely hot substance known as magma. By using the power that Ordo Ignis Aeternis has over heat, a skilled practioner is able to summon forth a small portion of this magma. Due to exposure to the atmosphere, magma cools rather rapidly, and the initial blast is rather weak compared to numerous other spells that are available to Ordo Ignis Aeternis members, but the after-effects of the heat tend to last much longer, continuing to damage a foe long after the initial impact of magma has cooled.
Magma Spray
Relevant Attributes: two fifths of a part intelligence, two fifths of a part charisma and a fifth of a part dexterity Relevant Skills: three quarters of a part cthonimancy, nine twentieths of a part evocation, seven twentieths of a part conjuration, seven twentieths of a part summoning and a fifth of a part pyromancy Rating Requirement: three hundred fifty Knowledge Requirement: have at least 750 points among 100% of tactics skill, 100% of metaphysics skill, 100% of pyromancy skill, 100% of evocation skill, 50% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill, 100% of summoning skill, 100% of earth affinity skill, 100% of cthonimancy skill and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: magma spray Base Energy Costs: one hundred fifty points of spiritual energy, one hundred points of elemental fire energy and one hundred points of heat
This spell traps a fairly large chunk of loose dirt within a containment field, then superheats that dirt until it converts into magma. The resulting thermodynamic shift pressurizes the containment sphere enough that when the sphere is collapsed, the magma spurts over a wide area of affect.
Mark of the Phoenix
Relevant Attributes: a quarter of a part intelligence and three twentieths of a part charisma Relevant Skills: three quarters of a part symbology, eleven twentieths of a part pyromancy, nine twentieths of a part conjuration, nine twentieths of a part enchantment, nine twentieths of a part evocation and nine twentieths of a part legend lore Rating Requirement: four hundred Effective Maximum Rating: six hundred Difficulty: somewhat difficult Form of Evocation: mark of the phoenix on <target> Base Energy Costs: one hundred fifty points of spiritual energy and seventy-five points of elemental fire energy
This spell, though neither flashy nor destructive, is much sought after due to its protective nature. Just as the legendary phoenix was able to rise again from its ashes after it had died, so too can a sufficiently skilled mage. This spell links to that ability, and acts as a last ditch effort to avoid death, moving the mage from harm's way so that he may strike back at his opponent once again after some momentary healing.
NB: AoLP Effect that teleports you back to the guildhall when it pops.
Netherball
Relevant Attributes: seven twentieths of a part charisma and three twentieths of a part intelligence Relevant Skills: one part necromancy, four fifths of a part evocation, three fifths of a part metaphysics, three fifths of a part pyromancy, half a part unholy taint and two fifths of a part conjuration Rating Requirement: five hundred Knowledge Requirement: have at least 1170 points among 100% of pyromancy skill, 100% of evocation skill, 100% of tactics skill, 100% of metaphysics skill, 100% of scholarship skill, 100% of necromancy skill, 100% of unholy taint skill and 100% of completed quest points Effective Maximum Rating: nine hundred Difficulty: somewhat difficult Forms of Evocation: netherball netherball <target> Base Energy Costs: fifty points of spiritual energy and sixty points of heat
Drawing upon equal part of entropic energies to drain the life of the targets, and the ability of fire to enact damage over a longer period of time, this is a deadly spell. Due to the limited amount of research performed on this spell, there have been very few precautions thrown into its manifestation. Once the energy is summoned, it will lash out at anything in the general vicinity that is moving or seems to be alive.It is not a very group friendly spell, and sometimes even affects the caster directly. The caster is almost always indirectly affected by the use of the entropic energies contained within this spell, drifting closer and closer to the darkness with each casting of the spell.
Nether bolt
Relevant Attributes: charisma Relevant Skills: three tenths of a part evocation, three tenths of a part necromancy, three tenths of a part [[telesmatic weapon]], a tenth of a part conjuration, a tenth of a part pyromancy and a tenth of a part unholy taint Rating Requirement: five hundred fifty-five Knowledge Requirement: necromancy skill of 70 or higher, unholy taint skill of 50 or higher, entropic affinity skill of 35 or higher or unholy fortitude skill of 70 or higher Effective Maximum Rating: seven hundred fifty Difficulty: difficult Forms of Evocation: nether bolt nether bolt <target> Base Energy Costs: sixty points of spiritual energy, sixty points of elemental fire energy and forty-five points of heat Like most aspects of fire itself, the path of necromancy can either be enlightening or destructive, depending on how the path is used. On the destructive side is this spell, which lashes out at the target, then follows up with a dark sickness that afflicts their flesh, wearing away at them from within. Every practitioner of this spell has been corrupted in one way or another, so the power of this spell definitely has a cost.
Obscuring Smoke
Relevant Attributes: three tenths of a part willpower, a tenth of a part intelligence and a tenth of a part perception Relevant Skills: one part abjuration, four fifths of a part divination, three quarters of a part tenacity, three fifths of a part metaphysics, three fifths of a part discipline, half a part symbology and a tenth of a part pyromancy Rating Requirement: two hundred fifty-five Knowledge Requirement: have at least 100 points among 50% of stealth skill, 100% of abjuration skill, 75% of divination skill and 50 points for having completed the Power Potion Quest Effective Maximum Rating: seven hundred fifty Difficulty: difficult Form of Evocation: obscuring smoke
Base Energy Costs: one hundred twenty-five points of spiritual energy and fifty points of elemental fire energy
This spell creates a thin, hazy layer of protective smoke between the caster and any would-be divinations as to hir whereabouts. This is a highly prized spell by secretive magi, or those who are often annoyed by others constantly snooping in their business.
Phoenix Claws
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three fifths of a part martial arts, half a part unarmed combat, two fifths of a part evocation, two fifths of a part pyromancy, three tenths of a part cosmology and a fifth of a part conjuration Rating Requirement: two hundred seventy-five Knowledge Requirement: martial arts skill of 39 or higher, telesmatic weapon skill of 125 or higher and have at least 15 quest points Effective Maximum Rating: six hundred Difficulty: ordinary Forms of Evocation: phoenix claws phoenix claws <target> Base Energy Costs: sixty points of spiritual energy and fifteen points of elemental fire energy
Fashioned after one of the many attacks that a phoenix has, this spell simulates the sharp claws of the phoenix. With proper telesmatic control, a Pyromancer may be able to use this spell with a considerable range, though most will reserve it for a mid-ranged attack.
Phoenix Fire
Piercing Flame
Relevant Attributes: a fifth of a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: half a part enchantment, half a part weapon lore, three tenths of a part pyromancy, three tenths of a part smithing, three tenths of a part prestidigitation and a fifth of a part evocation Rating Requirement: four hundred Knowledge Requirement: weapon lore skill of 35 or higher and enchantment skill of 75 or higher Effective Maximum Rating: eight hundred Difficulty: somewhat difficult Form of Evocation: piercing flame <target> Base Energy Costs: seventy-five points of spiritual energy and one hundred seventy-five points of elemental fire energy
This spell envelops a weapon in a corona of fire, which supplements an arsenal of spells with a realm of combat enhancement.
Development Information: This spell was created by Maglor and is maintained by Lysator; the source code was last updated Sun Jul 12 19:32:33 2009.
Protection from Fire
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part enchantment, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: seventy-five Effective Maximum Rating: three hundred seventy-five Difficulty: ordinary Form of Evocation: protection from fire <target> Base Energy Costs: twenty points of spiritual energy, two points of elemental fire energy and two points of heat
This simple protection enchantment makes the target very resistant to fire and heat, depending upon the skills of the caster. More highly skilled casters are able to provide complete immunity.
Purging Flame
Relevant Attributes: a fifth of a part intelligence, a tenth of a part constitution and a tenth of a part charisma Relevant Skills: half a part poison lore, three tenths of a part evocation, three tenths of a part first aid, a fifth of a part enchantment, a fifth of a part symbology, a tenth of a part pyromancy and a tenth of a part prestidigitation Rating Requirement: one hundred fifty Knowledge Requirement: poison lore skill of 20 or higher and first aid skill of 55 or higher Effective Maximum Rating: four hundred Difficulty: somewhat difficult Form of Evocation: purging flame <target> Base Energy Costs: twenty points of spiritual energy and twenty points of elemental fire energy
This spell calls forth the ability of fire to burn away impurities, in this case, the impurity is poison. Timely use of this spell can sometimes mean the difference between life and death. Due to the use of elemental fire in this spell, it is not the most gentle method of removing poison, so care must be taken when administering this magickal form of antidote to those who are sensitive to the effects of flames.
Pyrotechnic Surge
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part alchemy, two fifths of a part evocation, a tenth of a part conjuration and a tenth of a part pyromancy Rating Requirement: one hundred fifty Knowledge Requirement: complete a Lotus for Sai and Nihonese skill of 75 or higher Effective Maximum Rating: three hundred Difficulty: easy Forms of Evocation: pyrotechnic surge pyrotechnic surge <target> Base Energy Costs: forty-five points of spiritual energy and thirty points of elemental fire energy The first usage of this technique originated in Nihon during one of their winter celebrations. Someone, in a moment of absentmindedness, added too much flash powder to their cantrips, with rather explosive, yet very visually stimulating, results. This visually flashy spells plays upon both the egotistical side of fire to want to impress an audience and with the desire to reduce opponents to ash.
Raging Fire
Relevant Attributes: a fifth of a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: three fifths of a part demolition, half a part conjuration, half a part pyromancy, two fifths of a part evocation and a fifth of a part prestidigitation Rating Requirement: four hundred fifty Effective Maximum Rating: six hundred Difficulty: very difficult Forms of Evocation: raging fire raging fire <target> Base Energy Costs: eighty points of spiritual energy, seventy-five points of elemental fire energy and forty-five points of heat
This spell conjures a sticky, flaming substance that clings to one's enemies and continuously burns them. This spell is not fast-acting, in either effect or casting time, but it is a relatively reliable means of defense against large groups. If one is in combat, one's enemies will be targetted, otherwise everyone in the room who is not befriended will be.
Red Claws
Relevant Attributes: intelligence Relevant Skills: three tenths of a part enchantment and a fifth of a part pyromancy Rating Requirement: three hundred Effective Maximum Rating: five hundred Difficulty: somewhat difficult Form of Evocation: red claws <target> Base Energy Costs: forty points of elemental fire energy, forty points of heat and fifty points of spiritual energy
This spell enhances the damage some by a targets normal unarmed attacks by forming red claws over the target's normal hands.
Righteous Fire
Relevant Attributes: seventeen twentieths of a part charisma, three fifths of a part intelligence and a quarter of a part dexterity Relevant Skills: thirteen twentieths of a part theology, half a part holy purity, nine twentieths of a part evocation, seven twentieths of a part conjuration and a fifth of a part pyromancy Rating Requirement: three hundred seventy Knowledge Requirement: have at least 777 points among 100% of tactics skill, 100% of metaphysics skill, 100% of pyromancy skill, 100% of evocation skill, 50% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill, 100% of summoning skill, 100% of theology skill, 150% of holy purity skill, 150% of holy fortitude skill and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: righteous fire Base Energy Costs: one hundred twenty points of spiritual energy, forty points of elemental fire energy and eighty points of heat
The complexity of this spell comes only in achieving the level of belief necessary to manifest the holy energies used in this spell. Most magi are not exactly pious men of faith, yet this spell draws strongly on faith, filling a containment sphere with holy angelic flames accompanied by the sounds of angelic voices. Releasing the containment sphere releases these energies, which fly about punishing the unjust and sinful of the mortal realms. No amount of sin is too small to escape this angelic energy, so care must be used when deploying this spell, lest the caster's own misdeeds be punished by his own spells.
Scorching Venom
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, seven twentieths of a part pyromancy, three tenths of a part enchantment and a fifth of a part symbology Rating Requirement: three hundred Knowledge Requirement: have a venom gland or poison affinity skill of 35 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: scorching venom scorching venom <target> Base Energy Costs: forty-five points of spiritual energy and thirty-five points of elemental fire energy
Drawing upon the natural capacity of the caster's body for toxins, this spell adds a fiery element to the mix. While predominantly used by casters with venom glands, those who have built up a significant affinity for poisons are able to manifest similar effects via a metaphysical migration of their natural toxin levels.
Scrying Flame
Relevant Attributes: three parts charisma, one part intelligence and one part perception Relevant Skills: seven tenths of a part divination, half a part symbology and a tenth of a part pyromancy Rating Requirement: two hundred sixty-two Knowledge Requirement: have at least 250 points among pyromancy skill, divination skill and 20 points for having completed the Power Potion Quest Effective Maximum Rating: four hundred fifty Difficulty: easy Form of Evocation: scrying flame Base Energy Costs: one hundred points of spiritual energy and fifty points of elemental fire energy
This spell creates a sphere of solidified flame which acts as a focus for divining the location and environment of a distant living being. The method of using flames for divination is slightly dif ferent from standard divination. In this method, the viewer makes a request of the flames, which then go out and find the target on behalf of the caster, and then recreates the image of the target's location within the sphere. This makes the entire process much less taxing and much more accurate.
Searing Heat
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three fifths of a part desert fieldcraft, a tenth of a part conjuration, a tenth of a part evocation and a tenth of a part pyromancy Rating Requirement: two hundred eighty Knowledge Requirement: desert fieldcraft skill of 35 or higher and heat tolerance skill of 85 or higher Effective Maximum Rating: three hundred twenty-five Difficulty: ordinary Forms of Evocation: searing heat searing heat <target> Base Energy Costs: twenty-five points of spiritual energy and fifty points of heat This spell mimics the dry desert winds that desiccate entire regions. When employed against a livig foe, it has the ability to dehydrate them, making them as weak as if they had just crossed the desert. It is a highly useful tactic, especially when employed against a more physically gifted opponent.
Shadowfire
Silver Flare
Smoke and Mirrors
Relevant Attributes: a fifth of a part perception and a tenth of a part intelligence Relevant Skills: four fifths of a part legerdemain, seven tenths of a part acting, seven tenths of a part showmanship, half a part prestidigitation, a tenth of a part physics and a tenth of a part pyromancy Rating Requirement: two hundred seventy-five Knowledge Requirement: have at least 250 points among 100% of acting skill, 100% of prestidigitation skill, 100% of legerdemain skill, 100% of showmanship skill and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: ordinary Form of Evocation: smoke and mirrors Base Energy Costs: one hundred points of spiritual energy, fifty points of elemental fire energy and one hundred points of heat
Showmanship with one's spells can sometimes take a dark turn, and drive a mage towards being an actor. Such was the fate of the initiate who originally designed this spell. Needing an assistant to draw the eyes of the audience, the mage took that concept of distraction via smoke and mirrors to quite literal means. Summoning forth control over a byproduct of fire, this spell creates a duplicate image of the actor/caster. Ironically enough, the reagent for this spell is a small stage mirror. Fortunately, more studious and serious initiates have since evolved the spell so that this smoke image will actually help participate in combat.
Smoke Bolt
Relevant Attributes: charisma Relevant Skills: half a part telesmatic weapon, a quarter of a part evocation and a fifth of a part conjuration Rating Requirement: seventy five Effective Maximum Rating: six hundred fifty Difficulty: ordinary Forms of Evocation: smoke bolt smoke bolt <target> Base Energy Costs: two points of spiritual energy
Smoke is a natural byproduct of most flame, and as such, is a part of the many aspects of fire that an initiate of Ordo Ignis Aeternis seeks to learn about. This spell collects that smoke, condenses it down to a solidified form, and launches it at an opponent. Because smoke is a byproduct of fire, and because an initiate has an internal fire burning at all times, the only energies that the mage needs to expend is the spiritual energy to collect this smoke and condense it down.
Smoke Bomb
Relevant Attributes: half a part intelligence, half a part charisma, three tenths of a part willpower and a fifth of a part dexterity Relevant Skills: half a part conjuration, two fifths of a part aeromancy, three tenths of a part centering and a tenth of a part pyromancy Rating Requirement: one hundred twenty Effective Maximum Rating: seven hundred Difficulty: ordinary Form of Evocation: smoke bomb Base Energy Costs: one hundred points of spiritual energy and sixty points of elemental fire energy
This spell one of the many nonviolent spells in the arsenal of Ordo Ignis Aeternis, though it unfortunately often gets used in combat anyway. This spell conjures forth a condensed sphere of smoke, which can then be thrown into an adjacent room. Once released, the smoke expands out to its normal density, effectively filling the room. This has the effect of driving out any air breathing creature in that room, which is sometimes in high demand by local law-enforcement officials. The smoke will naturally dissipate on its own.
Smoke Rings
Relevant Attributes: half a part charisma, two fifths of a part dexterity and a fifth of a part intelligence Relevant Skills: half a part conjuration, two fifths of a part aeromancy, two fifths of a part pyromancy, three tenths of a part evocation and a fifth of a part prestidigitation Rating Requirement: one hundred fifty Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: smoke rings smoke rings around <target> Base Energy Costs: one point of spiritual energy
This spell conjures constraining bonds of smoke to immobilize a target. The rings must be maintained by the caster and continually exert their casting cost on him so long as they remain in existence. The rings will be destroyed either if the caster runs out of spiritual energy, or if the victim breaks free or figures out some way to escape. As might be imagined, this spell is less than effective against amorphous or intangible opponents.
Soulfire
Relevant Attributes: two fifths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part enchantment, two fifths of a part evocation, three tenths of a part pyromancy, a fifth of a part conjuration and a hundredth of a part holy purity Rating Requirement: two hundred twenty-five Knowledge Requirement: have at least 120 points among holy purity skill, holy fortitude skill, theology skill and albimancy skill Effective Maximum Rating: four hundred twenty-five Difficulty: somewhat difficult Forms of Evocation: soulfire soulfire <target> Base Energy Costs: seventy-five points of spiritual energy, ninety points of elemental fire energy and twenty points of heat This spell was designed by the more devout members of the guild, though to what forces they owed their allegance beyond fire is a matter of debate. The focus of this spell is to attack the soul with a substance known as soulfire, an odd combination of holy, entropic and fire energies condensed into one focused attack. This spell comes with many warnings, since dabbling in the matters of the church and holiness often leads to the downfall of many magi, or at the very least a conversion over to clerical magicks. Judicious use can be of great assistance in dispensing particularly demonic entities, but use caution.
Stardarts
Star Fire
Relevant Attributes: four fifths of a part charisma, three fifths of a part intelligence and two fifths of a part dexterity Relevant Skills: two fifths of a part evocation, three tenths of a part conjuration and a fifth of a part pyromancy Rating Requirement: five hundred Knowledge Requirement: have at least 505 points among 100% of tactics skill, 100% of metaphysics skill, 100% of pyromancy skill, 100% of evocation skill, 50% of telesmatic weapon skill, 100% of physics skill, 100% of demolition skill, 100% of summoning skill, 100% of cosmology skill and 100% of completed quest points Effective Maximum Rating: seven hundred fifty Difficulty: extraordinarily difficult Form of Evocation: star fire Base Energy Costs: seventy-five points of spiritual energy, forty-five points of elemental fire energy and sixty points of heat
This spell is an extraordinarily complex and dangerous evocation. It begins by creating a very temporary containment field. This containment field becomes a recepticle for a large amount of star fire energy. Star fire is not a naturally occuring energy form in the Prime plane, or any material plane for that matter, so there is a constant draw upon it to return to where it 'belongs'. This draw upon the contained energies is enough to shatter the containment field and the resulting backlash sends star fire energy shredding through the environment as the energies try to return back to whence they originated. Anything caught in this rush of energies is subject to being damaged, be it friend, foe, caster, inanimate object, or innocent bystander.
Star knives
Relevant Attributes: charisma Relevant Skills: three quarters of a part evocation, half a part conjuration, half a part metaphysics, half a part pyromancy and half a part telesmatic weapon Rating Requirement: ninety-five Knowledge Requirement: have at least 250 points among 125% of dagger skill, 100% of throwing skill, 100% of combat reflexes skill and 100% of pyromancy skill Effective Maximum Rating: six hundred fifty Difficulty: easy Forms of Evocation: star knives star knives <target> Base Energy Costs: twenty-five points of spiritual energy, thirteen points of elemental fire energy and twenty-five points of heat
Along with the development of starfire as a basic attack form, it was discovered that this substance has a tendency to form into two readily available shapes when used to attack another living being. This is one of those two shapes, and is known as star knives. These differ from stardarts in their shape and flight path. Whereas stardarts roll and stabilize into a nearly straight trajectory, these star knives spin and gyrate, and thus have much more pitch and yaw in their trajectory, making them less predictable and harder to dodge.
Starburst
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three quarters of a part cosmology, three quarters of a part metaphysics, nine twentieths of a part evocation, a quarter of a part pyromancy and a tenth of a part conjuration Rating Requirement: seven hundred fifty Knowledge Requirement: have at least 850 points among 100% of pyromancy skill, 100% of evocation skill, 100% of tactics skill, 125% of metaphysics skill, 100% of telesmatic weapon skill, 100% of scholarship skill, 100% of arcane lore skill, 100% of cosmology skill, 50 points for having completed the Power Potion Quest and 100% of completed quest points Effective Maximum Rating: one thousand two hundred Difficulty: difficult Forms of Evocation: starburst starburst <target> Base Energy Costs: seventy points of spiritual energy, one hundred points of heat and sixty points of elemental fire energy
A much more aggressive form of the starfire bolt spell, Starburst affects a much larger scope of targets, affecting most opponents in the general vicinity of the caster. The target of the spell is pretty much irrelevent, since it only acts as a guide for the path of destruction wrought by this spell. Everyone around the target will be impacted by the initial attack, and then subjected to another wave of starfire as the fiery energies ascend back to the heavens from whence they came.
Starfire Bolt
Relevant Attributes: charisma Relevant Skills: a quarter of a part evocation, a quarter of a part pyromancy, a quarter of a part telesmatic weapon and three twentieths of a part conjuration Rating Requirement: five hundred twenty-five Effective Maximum Rating: six hundred fifty Difficulty: easy Forms of Evocation: starfire bolt starfire bolt <target> Base Energy Costs: ninety-five points of spiritual energy, sixty-five points of elemental fire energy and seventy-five points of heat
'Draw upon the breath of stars, and scorch the skies with fiery scars.' This simple rhyme served as the focal point for the development of this spell, which emulates the fiery effect of a shooting star across the night sky. While the actual substance of starfire is unknown, the effects are -- a potent combination of fiery substances, most of which are not of this world, which can bring a foe to his knees.
Sunbeam
Relevant Attributes: half a part intelligence, a fifth of a part charisma and a tenth of a part dexterity Relevant Skills: three tenths of a part evocation and a tenth of a part pyromancy Rating Requirement: four hundred ten Knowledge Requirement: lumimancy skill of 10 or higher, photonic affinity skill of 10 or higher or spelunking skill of 30 or higher Effective Maximum Rating: five hundred fifty Difficulty: somewhat difficult Forms of Evocation: sunbeam sunbeam <target> Base Energy Costs: forty points of spiritual energy, twenty points of heat and fifty points of elemental fire energy
Fire has many uses in many different locations. In the darkness of the depths of Zadnothruin and Kolond, fire helps the surface dwellers to see where they are going by providing much needed light. Anyone what traverses the realms below knows well the power that the light from a single torch can have. This spell takes the essence of that power and focuses it, by creating a pillar of flame-powered light that focusses in on a target, causing light to burn from within the target. The overall effect of this spell is quite effective at eliminating a single foe, but has a tendency to attract the attention of other denizens of the darkness.
Sunburst
Sunfire Bolt
Relevant Attributes: charisma Relevant Skills: a quarter of a part evocation, a quarter of a part pyromancy, a quarter of a part telesmatic weapon and three twentieths of a part conjuration Rating Requirement: five hundred Effective Maximum Rating: six hundred fifty Difficulty: easy Forms of Evocation: sunfire bolt sunfire bolt <target> Base Energy Costs: thirty-five points of spiritual energy, twenty-five points of elemental fire energy and thirty-five points of heat
One night, while under the effect of substances that the Board still finds questionable, Farachat was lounging on a beach watching a moth slowly burn its wings trying to get close to a flame. By some unexplained circumstance, his next realization was that he was laying on his back staring at the sun. The subtsances had altered his perception of time, and he blended together the two events. The dancing of the moth and the fiery sun became one, creating a unique substance known as sunfire, harnessed by the power of Ordo Ignis Aeternis, and focused into a bolt of energy.
Tail Ember
Relevant Attributes: intelligence Relevant Skills: three tenths of a part enchantment and a fifth of a part pyromancy Rating Requirement: three hundred Effective Maximum Rating: five hundred Difficulty: somewhat difficult Form of Evocation: tail ember <target> Base Energy Costs: forty points of elemental fire energy, forty points of heat and fifty points of spiritual energy
This spell enhances the damage done by a target's tail by on a fiery tip that can be used in combat.
NB: Just as the description says, the spell enhances the damage already done by the tail. If you have a tail that doesn't normally attack, this spell won't do anything.
Therapeutic Heat
Relevant Attributes: a fifth of a part intelligence and a tenth of a part charisma Relevant Skills: half a part empathy, three tenths of a part evocation and three tenths of a part pyromancy Rating Requirement: four hundred Effective Maximum Rating: seven hundred seventy-five Difficulty: ordinary Form of Evocation: therapeutic heat <target> Base Energy Costs: fifty points of spiritual energy, ten points of elemental fire energy and seventy-five points of heat
This spell draws upon the power of heat the penetrate deep within the muscles of the target, bringing withit soothing relaxation. This allows the muscles to replenish themselves much faster, much like paying a visit to a masseuse, hot spa, or other relaxation clinic. The more adept the caster is with this particular spell, the deeper the heat penetrates, drawing out more soreness and fatigue and allowing for a fuller recovery.
Torrid Tempest
Relevant Attributes: three tenths of a part charisma, a fifth of a part intelligence and a tenth of a part dexterity Relevant Skills: half a part evocation, half a part pyromancy and a tenth of a part desert fieldcraft Rating Requirement: five hundred Effective Maximum Rating: eight hundred Difficulty: difficult Forms of Evocation: torrid tempest torrid tempest <target> Base Energy Costs: sixty points of spiritual energy, fifty-five points of elemental fire energy and fifty-five points of heat
One of the most powerful spells in the arsenal of Ordo Ignis Aeternis, torrid tempest summons a massive gale of blinding flames and heat, and sends it rushing into a single target.
Toxic Cloud
Relevant Attributes: three tenths of a part charisma and a fifth of a part intelligence Relevant Skills: one part poison affinity, half a part imagination, a quarter of a part conjuration, a quarter of a part evocation, and three twentieths of a part pyromancy Rating Requirement: four hundred fifty Knowledge Requirement: have at least 1000 points among 75% of poison lore skill, 25% of pyromancy skill, 50% of metaphysics skill, 45% of centering skill, 50% of channeling skill, 100% of poison affinity skill, 45% of symbology skill, 50% of imagination skill, 50% of tenacity skill, 33% of scholarship skill, and 100% of completed quest points Effective Maximum Rating: eight hundred Difficulty: difficult Forms of Evocation: toxic cloud toxic cloud <target> Base Energy Costs: Base Energy Costs: two hundred fifty points of spiritual energy, one hundred fifty points of elemental fire energy, and one hundred fifty points of heat
Usually Ordo Ignis Aeternis members seek to combine their affinite elements with their internal fire to produce unusual results. This spell takes that research one step farther, by combining affinite energies with the fire byproduct of smoke. By modifying basic smoke with the energies from their toxic affinities, certain members found that they could produce an almost raincloud-like effect. The smoke forms into a thick cloud, and from it precipitates a liquid poison.
Triad of Fire
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: three fifths of a part telesmatic weapon, half a part combat reflexes, three tenths of a part evocation, a fifth of a part conjuration and a fifth of a part prestidigitation Rating Requirement: four hundred fifty Effective Maximum Rating: six hundred Difficulty: difficult Forms of Evocation: triad of fire triad of fire <target> Base Energy Costs: twenty-five points of spiritual energy, twenty points of elemental fire energy and six points of heat
Considered by more conservative members of Ordo Ignis Aeternis as a spell designed simply to show off, this spell was originally devised while trying to understand certain aspects of spell failures. It was noted that every now and then a spell would 'hiccup', and what was supposed to be a single bolt became two in rapid succession. This spell expounds upon that and launches three bolts in rapid succession, similar to the effects of a 'double hiccup'.
Urfire
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: two fifths of a part evocation, seven twentieths of a part pyromancy and three tenths of a part enchantment Rating Requirement: three hundred Knowledge Requirement: leximancy skill of 70 or higher, order affinity skill of 45 or higher or order favour trait of 2 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: urfire urfire <target> Base Energy Costs: sixty points of spiritual energy and seventy-five points of elemental fire energy
In our efforts to maintain the balance between the forces of Order and Chaos, we must sometimes employ less tha neutral tactics in order to keep the more extreme opponents in check. Chaos has a tendency to resist most forms of fire, and with their ever changingshapes and enhanced chaos armour, it can be difficult to deal with them. This spell was developed to help overcome the many advantages the warriors of Chaos have. It attacks the source of their power with its diametrical opposite. As such, this spell only works on those who have at least some favour with the forces of Chaos.
Urfire Bolt
Relevant Attributes: three tenths of a part charisma and a tenth of a part intelligence Relevant Skills: one part leximancy, two fifths of a part evocation, seven twentieths of a part pyromancy, three tenths of a part enchantment and three twentieths of a part conjuration Rating Requirement: three hundred Knowledge Requirement: leximancy skill of 30 or higher, order affinity skill of 10 or higher or order favour trait of 1 or higher Effective Maximum Rating: seven hundred Difficulty: somewhat difficult Forms of Evocation: urfire bolt urfire bolt <target> Base Energy Costs: fifty points of spiritual energy and seventy-five points of elemental fire energy
The flame used to produce fire spells comes from within; therefore, anything which affects the body or mind of the caster ina fundamental manner affects the flames produced by his spells. Normally, an infusion of order energy into the caster would give his flames a silvery cast, imbuing them with order energy as well. This spell is one step further, granting the fiery bolts cast by the initiate a more direct infusion of order, changing the flame into urfire.
Volcanic Eruption
Relevant Attributes: three tenths of a part charisma and a quarter of a part intelligence Relevant Skills: one part cthonimancy, three quarters of a part conjuration, three fifths of a part pyromancy and nine twentieths of a part evocation Rating Requirement: four hundred Knowledge Requirement: have at least 500 points among 100% of cthonimancy skill, 15% of pyromancy skill, 50% of metaphysics skill, 45% of centering skill, 50% of channeling skill, 100% of ergimancy skill, 45% of symbology skill, 33% of imagination skill, 50% of earth affinity skill, 33% of scholarship skill and 100% of completed quest points Effective Maximum Rating: eight hundred Difficulty: difficult Forms of Evocation: volcanic eruption volcanic eruption <target> Base Energy Costs: two hundred fifty points of spiritual energy, one hundred fifty points of elemental fire energy and one hundred seventy-five points of heat
This spell is the penultimate fusion of the destructive powers of fire and the stalwart strength of earth. It summons forth a volcano that spews forth large amounts of molten rock, ash, flame, and smoke. The effects of this spell last for quite a period of time, but eventually the volcano will calm down and return the land to a state very similar to what it looked like before.
Withdraw Heat
Relevant Attributes: a tenth of a part intelligence and a tenth of a part charisma Relevant Skills: nine tenths of a part pyromancy, four fifths of a part evocation, half a part enchantment and two fifths of a part symbology Rating Requirement: five hundred seventy-five Effective Maximum Rating: nine hundred Difficulty: ordinary Form of Evocation: withdraw heat Base Energy Costs: two hundred points of heat
This spell seems strangely inconducive to the Ordo Ignis Aeternis as a whole, but it has its uses should an initiate find himself assisting another mage whose specialty is deals with the opposite end of the temperature scale. This spell withdraws all of the heat from the local environment. While the initiate's own spells are barely affected, any spells cast afterward that deal with the cold will find their damage greatly enhanced. This science behind this spell lies in thermodynamics. Hot items dissipate heat into the environment, and cold energies absorb heat from the environment. By removing the heat from the local environment, cold spells no longer are losing any part of their energy to the environment, nor are they using their own cold energy to maintain their cold effect. All of the cold energy of the spell can be directed at their intended target, for whatever purpose.
Wraith Fire
Relevant Attributes: a fifth of a part charisma, a tenth of a part intelligence and a tenth of a part perception Relevant Skills: half a part abjuration, three tenths of a part evocation, a fifth of a part prestidigitation and a tenth of a part pyromancy Rating Requirement: three hundred sixty Knowledge Requirement: abjuration skill of 35 or higher, psychovorism skill of 85 or higher or necromancy skill of 35 or higher Effective Maximum Rating: seven hundred Difficulty: difficult Forms of Evocation: wraith fire wraith fire <target> Base Energy Costs: sixty-five points of spiritual energy, forty-five points of elemental fire energy and ten points of heat
Not all spell research has been undertaken under Ordo Ignis Aeternis regulation. This spell is one of those spells, researched by a rogue member and surreptitiously submitted for review by the board of spellcrafting. While the ends do not necessarily justify the means, the board saw some usefulness in this spell. It was initially designed as a means of spiritual destruction and abjuration. The final product of the research, though, manifests as the current spell, one that weakens the spiritual resolve of an opponent. Ironically, when the initiate who researched this spell rebelled against the Order, this very spell was the one to render him harmless enough to be captured.
NB: Though the main use for this looks to be for PvP, a lot of the more newly coded specials require spirit. Draining the spirit from a newer opponent will caus ethem to not use their specials until they have regenned enough spirit to cast again.
Wrath
Relevant Attributes: three tenths of a part charisma and a fifth of a part intelligence Relevant Skills: half a part theology, two fifths of a part pyromancy, a fifth of a part conjuration and a fifth of a part evocation Rating Requirement: four hundred fifty Knowledge Requirement: have at least 1100 points among 75% of theology skill, 15% of pyromancy skill, 100% of metaphysics skill, 45% of centering skill, 50% of channeling skill, 100% of ergimancy skill, 45% of symbology skill, 33% of imagination skill, 50% of tenacity skill, 33% of musical composition skill, 33% of mimicry skill, 40% of vocalization skill, 75% of showmanship skill, 33% of scholarship skill and 100% of completed quest points Effective Maximum Rating: eight hundred Difficulty: extraordinarily difficult Forms of Evocation: wrath wrath <target> Base Energy Costs: two hundred fifty points of spiritual energy, one hundred fifty points of elemental fire energy and one hundred fifty points of heat
The dividing line between a minor deity and a powerful mage is sometimes very faint. This spell blurs that line even more. The creator of this spell had read in ancient texts about the wrath of a particular deity. Seeing that it was composed of hellfire and brimstone sent down from the skies to punish the wicked, the egotistical mage set about creating a spell that did just that. The resulting spell draws upon metaphysical and theological concepts, and a severe dedication to the pyromantic arts. To the extremely devout or the easily beguiled, this spell mimicks everything ever mentioned about a deity rendering final judgment upon a soul, including simulated angelic voices in the background.