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Detailed GMing of the effect of a large whirlwind is difficult. In<br />
general, assume it causes massive disruption over everything in its path,<br />
and go from there.<br />
Duration: 1 minute after reaching full strength.<br />
Base Cost: 4; half to maintain.<br />
Time to cast: Same as Windstorm.<br />
Prerequisite: Windstorm.<br />
Lightning<br />
Missile<br />
Lets spellcaster shoot a bolt of lightning from his fingertip. A good<br />
missile spell (see p. 11); not as destructive as Fireball, but accurate at<br />
longer ranges. It has SS 13, Acc +3, ½D 50, Max 100. Tends to short out<br />
electronic equipment when used in a high-tech environment. However, a<br />
lightning bolt cannot be fired through a metal grid, between bars, from<br />
within a car, etc. - it will jump to the metal and be lost. Metal armor will<br />
not protect well against this spell - treat any metal armor as PD 0, DR 1.<br />
Lightning can have unpredictable effects. The GM may, for instance,<br />
allow a wizard to shoot a lightning bolt into a metal floor. This would not<br />
electrocute a whole group of people - but it could certainly shock them all,<br />
injuring concentration and doing slight (perhaps 1 hit?) damage. The GM<br />
may encourage creative uses of lightning until they become a nuisance . . .<br />
Cost: Any amount from 1 to 3; the bolt does (1d-1 damage for each<br />
energy point spent in casting it.<br />
Time to cast: 1 to 3 seconds (the caster’s fingers will be seen to<br />
sparkle as the spell builds up).<br />
Prerequisites: At least 6 other Air spells.<br />
Item: Staff or wand - bolt is fired from end of item. Cost to create: 800<br />
energy, $1,200 for platinum decorations. Can be used only by a mage.<br />
Summon Air Elemental, Control Air Elemental,<br />
Create Air Elemental - see p. 33.<br />
FIRE SPELLS<br />
These are spells for use and control of the element Fire. Any time a<br />
“hex” of fire is mentioned, it is assumed that the whole hex is filled with<br />
fire (see Flame, p. B129.). If the volume of an area of flame is important,<br />
assume a hex of flame shoots 6 feet high.<br />
Burning Clothes: Clothes being worn are not easy to ignite. In general,<br />
4 hits of fire injury at once, or “Ignite Fire” at its third level of effect, will<br />
set fire to part of the victim’s clothing. This is very distracting (-2 to DX)<br />
and does 1d-4 damage each turn. Anyone may put out the fire by beating it<br />
with their hands (takes l turn if a DX roll is made).<br />
10 hits of fire damage at once will ignite all the victim’s clothes,<br />
producing a human torch and doing 1d-1 damage per turn. This can only<br />
be put out if the victim rolls on the ground for 3 seconds or jumps in the<br />
water. Victim can do nothing else until fire is out, unless he is protected<br />
(e.g., by Resist Fire). If a wooden shield takes 10 or more fire hits in one<br />
turn, the bearer is at -2 DX and 1d-5 damage per turn until he gets rid of it.<br />
These guidelines assume ordinary clothing. Armor is good protection<br />
against fire attacks; clothes under armor are almost impossible to ignite<br />
and will not stay lit! Clothing worn over armor (e.g., a surcoat) could be<br />
ignited, but the armor would protect from the burning effects as per pp.<br />
B129-130.<br />
On the other hand, fancy dresses or lace cuffs would ignite very easily.<br />
<strong>Magic</strong> Items: All magical items involving Fire spells must include a<br />
ruby; the size of the ruby depends on the spell. If an item has several spells<br />
on it, it needs only one jewel, of a size sufficient for the most powerful<br />
spell.<br />
Ignite Fire<br />
Regular<br />
This is the basic Fire spell. It produces a single spot of heat, and is<br />
used to set fire to a readily flammable object. It works best on paper and<br />
cloth, and will not affect any item that would not bum in an ordinary fire.<br />
In particular, it will not set fire to a living being! Once ignited, the fire<br />
burns normally.<br />
Duration: One second.<br />
Cost: Depends on the amount of heat desired. Cost to maintain is the<br />
same as the original cost.<br />
1 - for an effect as though a match had been held to the subject: will<br />
light a candle, pipe or tinder in one second.<br />
2 - for an effect as though a torch had been held to the subject: will<br />
ignite paper or loose cloth in one second, ordinary clothes being worn in<br />
four seconds.<br />
3 - for an effect as though a blowtorch had been held to the subject:<br />
will ignite dry firewood or clothes being worn in one second, leather in<br />
two seconds, heavy wood in six.<br />
4 - for an effect as though burning magnesium or phosphorous had<br />
been held to the subject: will ignite coal in one second, heavy wood in two<br />
seconds.<br />
Item: Staff, wand or jewelry. Energy cost to create: 100; item must<br />
include a small ruby worth 550.<br />
Create Fire<br />
As for Ignite Fire, except that it lets you<br />
create fire without fuel. Produces a hex or<br />
more of flame (or, in midair, a sphere of<br />
flame which falls). This is real fire, which<br />
will eventually ignite any flammable objects<br />
it touches. Cannot be cast within rock, foes,<br />
etc.<br />
Duration: 1 minute.<br />
Base Cost: 2. Cost to maintain: Half the<br />
cost to create. No maintenance required if<br />
there is fuel for the fire to ignite..<br />
Prerequisite: Ignite Fire.<br />
Item: Staff, wand or jewelry. Energy<br />
cost to create: 300; item must include a ruby<br />
worth $200.<br />
SPELL LIST<br />
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