From: [i--bl--e] at [eskimo.com] (Dark Matter) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: HERO - College of Fire Wizards Date: 18 Feb 1994 08:30:29 -0500 ----------------------------------------------------------------------------- Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ----------------------------------------------------------------------------- This collection of spells can be used to supplement those available in the Fantasy HERO Campaign book, and the Fantasy HERO Companion books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. These spells are a mix of adaptations from other game systems and a few original designs. Thanks to Donald Tsang ([t--a--g] at [austin.ibm.com]) for corrections and suggestions for improvements. COLLEGE OF FIRE WIZARDS ----------------------------------------------------------------------------- BURNING EYES When this spell is cast, narrow red beams radiate from the caster's eyes. Wherever they contact a nearby surface, the material begins to heat up - burning, then turning white hot within a few moments. The beams can be used to ignite fires, burn ropes, and even cut through metal. If the caster fails his Magic Roll, he suffers temporary but painful burn blisters all over his face. Power: 1d6 RKA (Heat) Modifiers: Armor Piercing (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), 1/2 DCV Concentration (-1/4), Doesn't work in rain, underwater, or under obscured conditions (-1/2), Reduced by Range (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 22 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 6. CAGE OF FIRE Upon casting this spell, a 2" radius (and 2" height) cage of flame appears, centered on the target hex and capturing anybody therein. The bars of the 7- hex cell are made from solid fire. If the spell is miscast, then the wizard and anybody else within the radius are trapped by a cage. (0 END with persistence - one hour per dice pip the spell was miscast.) Power: 6PD / 0 ED Force Wall Modifiers: Transparent to energy (+1/2), 0 END (+1/2); fixed shape (-1/2); linked to Force Wall (-1/2). Active Cost = 40. Power: 1d6 RKA Modifiers: Damage Shield (+1/2), Useable by Others (force wall) at range* (+3/4), 0 END (+1/2). Active Cost = 41. Both: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Character has at least 10 points in spells from Fire College (-1/4), Will not work in rain or underwater (-1/4), Side Effects (caster trapped with one hour of persistence per point miscast) (-1). END Cost: 0; Magic Roll: -8; Casting Time: 1/2 Phase. Real Cost: 7 + 9 = 16. *Point cost is consistent with use of Damage Shield by cage. CHOKING CLOUD OF SMOKE This spell causes a campfire or larger fire to emit a thick, choking, incendiary cloud of smoke in a 3" radius centered on the fireplace. (It is a derivative of the Smoking Fire spell, but more effective.) The Energy Blast is ineffective on anyone with an airtight head covering, using a Force Field, or with no need to breathe. If the casting roll is failed, the wizard's lungs are filled with smoke, leaving him stunned and gasping for air. Power: 3" Darkness (Impervious to Sight) Modifiers: Linked to Energy Blast (-1/2). Active Cost = 30 points. Power: 2d6 Energy Blast (Smoke) Modifiers: No Normal Defense Attack (life support) (+1), Area Effect (3" Radius) (+1+1/4); Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 33 points. Both: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF: Fire, immobile (-1-1/2), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4). END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase. Real Cost: 7 + 7 = 14. DANCING FLAME This spell is used primarily as a parlour trick by Fire Wizards to impress visitors. However, once in a while it comes in useful out in the field. The wizard can take an image from an existing flame, such as that from a torch or camp fire, and have it move about within a hex and change shape at the whim of the caster. The flame never grows larger than a spread human hand. It feels hot to the touch and seems to radiate warmth, but causes no burn damage. If the spell is miscast, flames run up the arm of the caster, causing pain but no permanent damage. Power: Images Modifiers: Heat sense (+1); 1/2 DCV Concentrate throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - flame (-1/2), Character must have at least 10 points in spells from the Fire College (-1/4), Limited to a small flame (-1), Will not work in rain or underwater (-1/4), Extra time - 1 turn (-1), Side Effect (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 turn. Real Cost: 3. DELAYED BLAST FIREBALL This spell is identical to the Fireball spell from the same college. However, the caster can specify a time delay of up to 5 minutes when the Fireball will go off. If the caster fails his Magic Roll, flames burn his hands. Power: 6d6 Energy Blast (Fire) Modifiers: Explosion (+1/2), Time Delay (+1/4); Within 5 minutes (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF: tinder (-1), Character must have at least 10 points in spells from Fire College (-1/4), Doesn't work in rain or underwater (-1/4), Side Effects (4d6 Explosion) (-1/2). Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase. Real Cost: 12. Note: due to the similarity to the Fireball spell, the GM can award this spell at a reduced point cost if Fireball is already known. (Or vice versa.) DETECT FIRE With this spell, the caster is capable of detecting the presence of flames nearby. The perception roll receives a +8 modifier to any range penalties. If the wizard fails his Magic Roll, he is temporarily blinded by a bright flash of light. Power: Detect (infravision, 360 degree, telescopic) Modifiers: Costs END (-1/2), Concentrate: 1/2 DCV throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Only works for burning targets (-3/4), Will not work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effects (3d6 Flash) (-1/2). Active Cost = 31. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase. Real Cost: 5. EXTINGUISH FIRE With this spell, the caster can extinguish fires within a 2" radius of the target hex. Since extinguishing fires is going against the grain in this college, it requires additional endurance. Power: 5d6 Dispel Modifiers: Dispel vs. Special Effect (Energy Blast) (+1/4), Area Effect (+1); Only against fire (-1), x2 Increased Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF: sand (-1/2), Character must have at least 10 points in spells from Fire College (-1/4), Extra Time (phase) (-1/2). Active Cost = 34. END Cost: 6; Magic Roll: -3; Casting Time: full phase. Real Cost: 7. FIRE TRAP This is a spell of warding, used by fire magi to protect chambers or compartments from prying eyes. The trap is activated when the door is opened by anyone other than the spell caster. If the spell caster is invisible or in disguise, the trap will go off anyway. If the inept wizard fails his Magic Roll, the trap will go off during the casting. Power: 4d6 Energy Blast (Fire) Modifiers: Explosion (+1/2), Trigger - opened by non-caster (+1/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), x2 END (-1/2), Only on an inanimate, stationary surface (-1/4), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (4d6 Explosion) (-1/2). Active Cost = 35 points. END Cost: 8; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 9. FLAME ARC When this spell is cast the caster crosses his wrists before his face, producing an arc of roaring flame. A rare oil is required for this spell, which is splashed over the hands during casting. If the spell fails, the character suffers painful burns on his hands and face, but nothing permanent. Power: 4d6 Energy Blast (Fire) Modifiers: Area Effect (Cone) (+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - expendable, special oil (-3/4), Character must have at least 10 points in spells from Fire College (-1/4), Doesn't work in rain or underwater (-1/4), Extra Time - phase (-1/2), Side Effects (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 phase. Real Cost: 9. FLAMING WEAPON This allows the caster to wreathe the business end of a weapon in flames, increasing the damage to any targets struck by the wielder. The weapon must be touched by the caster, but it can be used up to 110" from the caster. Wooden weapons are quickly burnt by this spell, while most metal weapons become hot to the touch and require gloves to handle. If the spell is miscast, the flames run up the arm of the caster, causing pain but no permanent damage. Power: 1d6 RKA (Fire) Modifiers: Useable by Others at Range (+3/4); RKA - No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - weapon (-1/2), Can burn/melt weapon (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in rain or underwater (-1/4), Side Effect (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 26 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase. Real Cost: 6. HEAT SENSE This spell allows the caster to sense radiated heat, allowing him to distinguish warm and cold objects at night. Power: Enhanced Sense (Infrared Vision). Modifiers: Costs END to use (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - warm ember (-1/2), Character must have at least 10 points in spells from Fire College (-1/4), Will only work in near or total darkness (-1/2). Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase. Real Cost: 1. INCINERATION STRIKE The powerful spell creates a column of intensely hot flames in the target hex. These flames are hot enough to incinerate normal flesh, and will cause iron objects to glow red. If the spell is miscast, the column of flame appears in the caster's own hex - with deadly effect unless he is well protected. Power: 3d6 RKA (Fire) Modifiers: Penetrating (+1/2), Area Effect (hex) (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1/2), Extra Time: phase (-1/2), Concentration: 1/2 DCV while casting (-1/2), Doesn't work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effect (Flames centered on the caster) (-1). Active Cost = 90. END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase. Real Cost: 17. ORB OF FLAMES The spell creates a sphere of tight, boiling flames next to the caster which then rolls about under the control of the Wizard. Each phase the Orb is maintained, it will roll 6" along a string of contiguous hexes specified by the caster, and can hop across barriers up to 1 meter in height. (Due to inertia, the Orb can only change direction by a maximum of sixty degrees per hex moved.) Anyone in the hex path of the Orb is attacked, and flammable objects will begin burning. If the spell is miscast, the flaming Orb burns the caster. Power: 1d6 RKA Energy Blast (Fire) Modifiers: Continuous (+1), Area Effect (Any Area, Non-selective, Doubled) (+1); Must continue from last hex (-1/4), No range at start (-1/4), Only turn 1 side per hex moved (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Expendable - 1 oz. lump of sulfur (-1-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in rain or underwater (-1/4), Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 8. PROTECTION FROM FIRE This spell will protect the caster and up to four others against the energy effects of Heat and Flame. The protection remains in effect as long as the caster maintains the spell and the others stay within sight. If the spell fails, the character suffers painful burns on his hands and face, but nothing permanent. Power: +10 ED Force Field Modifiers: Useable by Others (four, at range) (+1+1/2), Half END (+1/4); Only against heat and flame (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF: ashes (-1/2), Will not work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 27 points. END Cost: 1; Magic Roll: -3; Casting Time: 1/2 Phase. Real Cost: 6. SALWIN'S JOURNEY OF THE TORCH This spell allows the caster to step into a fire at one location and emerge from a fire in a site up to 160km distant. The place must have been previously selected by the wizard, and both fires must be lit at the time the spell is cast. If the remote fire has died out, the spell fails but the caster still pays the END cost. The spell provides no protection to the wizard from the flames, to which he will be exposed for a phase. Power: Teleport (floating location, 160km range) Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF immobile - 2 fires (-1-1/2), Extra Time: 5 minutes (-2), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2). Active Cost = 90. END Cost: 9; Magic Roll: -9; Casting Time: 5 minutes. Real Cost: 15. SIZZLING WEB Cast like a circular fishing net made with strands of fire, this spell entangles the target and continues to burn until he escapes or is released. The net has 2d6 BODY with zero PD/ED, and remains in place until the net BODY is reduced to zero. If the spell is miscast, then the wizard is entangled by the web. Power: 2d6 Entangle Modifiers: Both take damage (+1/4); No DEF (-1-1/2), Side Effect (caster entangled) (-1), linked to Energy Blast (-1/2). Active Cost = 25 points. Power: 2d6 Energy Blast Modifiers: Continuous (+1), Uncontrolled (+1/2), 0 END (+1/2). Active Cost = 30 points. Both: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - candle wick (-1), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4). END Cost: (5); Magic Roll: -5; Casting Time: 1/2 phase. Real Cost: 4 + 9 = 13. SUMMON FIRE ELEMENTAL This powerful incantation allows the fire wizard to summon a Fire Elemental. (See HERO Bestiary for stats.) The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Power: Summon Fire Elemental Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll (-1/2), IAF: immobile, expendable and expensive (-1-3/4), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effects (Same summoning but the Elemental has +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1). Active Cost = 84 points. END Cost: 8; Magic Roll: -8; Casting Time: 1 hour. Real Cost: 10. SUMMON SALAMANDER This spell allows the wizard to summon a Salamander from the elemental plane of fire. (See HERO Bestiary for stats.) The Salamander will seek to set afire anything it can reach, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will be angry at the caster and will be difficult to control. Power: Summon Salamander Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll (-1/2), IAF: immobile, expendable and expensive (-1-3/4), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effects (Same summoning but the Salamander has +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1). Active Cost = 65 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 hour. Real Cost: 8. TALE OF THE FLAME Upon casting this spell, the fire wizard is able to gain certain information from a fire or its remains. The information can include how and when it was started, for how long it burned, the types of wood and other material used for fuel, and so on. At least a handful of the ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire. If the wizard fails his Magic Roll, he is temporarily blinded by a bright flash of light. Power: Retrocognition. Modifiers: 1/2 DCV Concentrate: throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - ashes from fire (-1/2), Character must have at least 20 points in spells from Fire College (-1/2), Will not work in rain or underwater (-1/4), Only knowledge about fire (-1-1/2), Extra Time - 5 minutes (-2), x2 END (-1/2), Side Effects (3d6 Flash) (-1/2). Active Cost = 40 points. END Cost: 8; Magic Roll: -4; Casting Time: 5 minutes. Real Cost: 5. WALL OF FLAMES Upon casting this spell, the wizard creates a wall of flames that inflicts heat damage on anybody attempting to pass through. The wall extends for 12" along a line of hexes within range of the caster. The wizard needs to keep up a steady incantation while maintaining the wall. If the caster fails his Magic Roll, his hands are burned, causing pain but no permanent damage. Power: 1d6 RKA Energy Blast (Fire) Modifiers: Area Effect (line) (+1), Continuous (+1), 1/2 END (+1/4); Gestures (-1/4), Incantations throughout (-1/2), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Doesn't work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effect (6d6 Energy Blast (fire) against caster) (-1/2). Active Cost = 49 points. END Cost: 2; Magic Roll: -5; Casting Time: 1/2 phase. Real Cost: 11. WARMTH This spell allows the caster to increase the temperature of a small, sheltered area by 40 degrees Fahrenheit. Any wind stronger than a slight draft is enough to disrupt the spell. If he fails his Magic Roll, the caster suffers painful burns on his hands, but no permanent damage. Power: Change Environment, 2" Radius. Modifiers: 0 END to maintain (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - 2 sticks (-1), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in windy conditions (-1/2), Will not work in rain or underwater (-1/4), Side Effects (2d6 Character Points of STUN Drain) (-1/2). Active Cost = 15 points. END Cost: 1; Magic Roll: -2; Casting Time: 1/2 Phase. Real Cost: 3. -- Dark Matter | 'Tis better than riches to scratch when it itches. [i--bl--e] at [eskimo.com] | -John Ray