Fire Theurgy
(Strength + Survival)
● Fire Within and Without: Ignite flammable objects in line of sight. This spell cannot set people on fire directly, but it can ignite objects they are holding or wearing. One successes lights obviously flammable items like candle wicks, parchment lantern oil, dry kindling. Two successes ignites moderately flammable objects, wooden furniture, damp fire wood, dry clothing. Three successes can ignite something something flammable that is somewhat flame retardant such as very wet wood or soaked clothing. Multiple successes can be split between multiple targets, so three successes could light three torches. Separate candles can be considered one object if they are linked together such as on a candelabra or a chandelier. Instant OR Allows caster or someone within touch range of the caster to regulate his or her body temperature to survive in areas of extreme hot or extree cold for four hours per success. Perception ●● Veil of Flame: One target gains two soak dice versus energy attacks per success for a scene. This stacks with mundane armor if applicable, but it does not stack with other magical forms of protection. Range is normally touch. Subjects of this shield shimmer with an orange light that make it obvious to most adventurers that an Energy shield of some kind is in place. Range is normally touch, but can be line of sight if caster takes a +1 penalty. Persistent ●●● Command the Flames The caster can blast a stream of fire out of her hands at a single target, much like the Arcane Conjuration spell Fire Blast.Base Damage chart for Blast Spells
1 success 5 dice of lethal damage
2 successes 7 dice of lethal damage
3 successes 9 dice of lethal damage
4 successes 10 dice of lethal damage
+1 success +1 die of lethal damage
OR
Flaming Weapon (minor fire summoning, Fire Blast): The spell imbues a metal weapon with a nimbus of fire for a scene. A sword is going to be flaming above the hilt. A spear or axe is only going to be flaming at the metal part. This can be cast on the caster's weapon or an ally's weapon, the caster needs to touch the weapon, not the wielder.
The damage from fire is the caster's successes plus two, so a one-success spell creates a three dice damage pool and a five-success pool creates a seven dice pool. This is separate damage pool from the normal damage, So a target is hit by a flaming attack, they take normal sword damage with a normal soak roll against whatever the swords base damage and THEN they take a separate dice pool of damage from the fire. The fire damage may also be soaked.
Only the caster can dismiss the enchantment. If the person wielding the weapon is not the caster, they are stuck with a flaming weapon until the spell expires, so sheathing such a weapon is very unwise.
Flaming weapons illuminate an area just like a regular fire, so they can be used to see in the dark. They are also very intimidating to enemies, but using a flaming sword is a good way to signal enemy archers where to shoot.
The spell can be used on a short weapon such a dagger, but this poses a high risk of burning the wielder. Any "friendly fire" from a dagger or any other flaming weapon mishap issues inflict half damage on the wielder (round up).
This spell can be cast on an arrow, but the spell has to be recast for every single arrow, you can't enchant a whole quiver in one go. Also the archer needs to make a reflexive Wits + Archery roll, difficulty 6 to not singe or burn his bow while loading and firing it. Once fired the arrow will stop being flaming the round after it's fire, though if an arrow hits deep enough (two successes net of soak with the nonfire part), the target suffers the fire damage twice, once on the intial impact and once on the next round if hte arrow is not removed.
Magical flaming arrows can be used to set fire to flammable objects just like a non-magical flaming arrow can.Strength Persistent
●●●● Command the Living Flames: Summon an one or more fire elementals, in either ten minutes or with one standard action and 50 drams of reagents. Elementals can be summoned from any large fire OR they can be summoned without a literal fire from areas with strong memories of fire, any place that has fires lit in them repeatedly such as an oven or a fire pit.
One success can summon a small elemental, two successes can summon a medium elemental, and three successes can summon a large elemental.
You can mix and match. Four successes can summon two medium fire elementals or one large and one small elemental. Instant (once summoned, elementals cannot be dispelled with normal dispel magic attempts)
●●●●● Fiery Battle Form: Turn casters body into living fire for a scene. Persistent

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