Spells (Ordo Ignis Aeternis)

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Contents

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TODO: remove all "development information", not of any relevance here and gets outdated quickly.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Some of the information here is outdated or even obsolete (e.g. removed spells).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.

Aurast Pulse

   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
       metaphysics, and three tenths of a part pyromancy
   Rating Requirement: three hundred
   Knowledge Requirement: evocation skill of 150 or higher, metaphysics skill
       of 70 or higher, and biofeedback skill of 30 or higher
   Effective Maximum Rating: seven hundred
   Difficulty: somewhat difficult
   Forms of Evocation:
       aurast pulse
       aurast pulse <target>
   Base Energy Costs: sixty points of spiritual energy and fifty-five points
       of heat
   This spell synchronizes the caster's output of heat with the existential

concept of the heartbeat as a source of life. In this case, the pulsing of the heat generated by the caster is focused within the caster's cupped hands, slowly building up until the heat has enough life of its own to exist on it own outside of the caster's body. This wayward heat seeks out a nearby body to inhabit, and doesn't particularly care if the process if pleasant for the recipient. For those accustomed to such heat, the sensation is most pleasant and helps to heal the body. Others are brutalized by the sudden surge in temperature.

   Development Information: This spell was created by Lysator; the source

code was last updated Thu Aug 12 23:58:04 2010.

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: four hundred seventy-five
   Difficulty: ordinary
   Form of Evocation:
       feed inner flame <target>
   Base Energy Costs: forty points of spiritual energy, nine 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.
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