Difference between revisions of "RPG/Fire Spells"

From Mahou Galaxy Wiki
Jump to navigation Jump to search
 
Line 342: Line 342:
 
The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.  
 
The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.  
 
|}
 
|}
 +
 +
{{SpellNavtemp}}

Latest revision as of 21:34, 14 September 2024

Fire spells are primarily associated with dealing damage, igniting and burning objects, and generating heat. Fire spells can also melt solids and evaporate water.

Fireball 1
MP: 8 Cost: $10 Difficulty: 4 Oppose: A 6 Range: 60 Targets: 1 Damage: 2cd12 Duration: N/A
A common attack spell, this generates a sphere of orange flame, roughly 10 cm in diameter, about two feet in front of the caster. The ball flies toward the target at high speed and strikes it to deal fire damage.

The projectile of this spell travels in an arc or a straight line, specified by the caster. If the projectile is submerged in water before hitting its target, it will disappear. If the projectile hits an object or substance that is combustible, there is a 25% chance it will ignite , while a flammable substance will always ignite. If the projectile misses its target, there is a 25% chance it will hit something else in the area.

This spell cannot target a creature that is occupying the same space as the caster (e.g. grappling).

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Searing Fireball

By increasing the MP and material costs by 50% and the difficulty by 33%, the spell can be changed so that the fireball will always ignite its target creature if it hits, causing it to burn for 1d4 rounds. While burning, the target suffers 2cd10 damage at the end of every round. This can be applied to all variants of Fireball , but doing so may have different effects.

Fireball 2
MP: 20 Cost: $25 Difficulty: 6 Oppose: A 8 Range: 70 Targets: 1 Damage: 5cd12 Duration: N/A
Functionally identical to Fireball 1 , this spell's projectile is roughly 25 cm in diameter and deals more damage.

Unique Boost: Searing Fireball

Like Fireball 1 , but the burning duration is 1d6 rounds.

Fireball 3
MP: 32 Cost: $75 Difficulty: 8 Oppose: A 10 Range: 80 Targets: 1 Damage: 8cd12 Duration: N/A
Functionally identical to Fireball 1 , this spell's projectile is roughly 50 cm in diameter and deals more damage.

Unique Boost: Searing Fireball

Like Fireball 1 , but the burning duration is 1d8+1 rounds.

Fireball 4
MP: 55 Cost: $500 Difficulty: 10 Oppose: A 12 Range: 90 Targets: 1 Damage: 9cd20 Duration: N/A
Functionally identical to Fireball 1 , this spell's projectile is roughly 100 cm in diameter and deals more damage.

Unique Boost: Searing Fireball

Like Fireball 1 , but the burning duration is 1d10+1 rounds.

Rapid Fireball
MP: 35 Cost: $50 Difficulty: 6 Oppose: A 6 Range: 60 Targets: Special Damage: 2cd12 Duration: N/A
This spell generates four projectiles like that of Fireball 1 . Each fireball flies to a single target in rapid succession. The caster can specify up to four targets for this spell, dividing the projectiles upon each target as desired. Each individual target gets one oppose chance; that oppose roll is applied for each projectile. Each projectile does damage individually.

Effects that change the damage rating of this spell apply to all its projectiles.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Continuous Fireball

By increasing the MP cost by 25, material cost by $75, and the difficulty by 3, the spell can be changed so that it produces 2 more fireballs. This can be applied multiple times, up to a maximum of four times.

Flaming Weapon
MP: 12 Cost: $30 Difficulty: 5 Oppose: A 4 Range: Touch Targets: 1 Weapon Damage: N/A Duration: 1d10 Minutes
This spell wraps a touched weapon in a flaming aura that makes it deal an additional 1d6 fire damage on a hit. The extra damage granted from this spell is considered independent from the weapon's other effects and is tabulated separately from the weapon's other damages. This damage is doubled by an appropriate critical effect. This spell will only ignite substances that are particularly flammable.

This spell cannot affect ranged weapons. This spell can affect Fist or Kick attacks if it is targeting those of a character with a race or facet that grants bonuses or features to Fist or Kick attacks respectively. This spell cannot affect improvised weapons unless they have superior quality enhancements or artifact properties. If a weapon affected by this spell is sheathed, the spell instantly ends. This spell negates and is negated by Freezing Weapon if an oppose chance from its wielder is overcome. This spell cannot be cast upon a weapon that has a Water magic enchantment, Water gem, or other inherent Water element effect. If this spell is cast on a weapon already affected by another instance of this spell, the new instance overwrites the old one if its wielder overcomes an oppose chance. An intelligent weapon is allowed an oppose chance of its own if targeted by this spell, though this is considered a Per oppose instead.

If this spell inflicts traumatic damage, it deals the same type as that of the weapon it is affecting.

Unique Boost: Flaming Strike

By increasing the MP and material costs by 100% and the difficulty by 3, the spell can be changed so that the additional damage increases by a cumulative die count. This can be applied multiple times, up to a maximum of 5cd6.

Unique Boost: Blazing Weapon

By increasing the MP and material costs by 50% and the difficulty by 2, the spell can be changed so that the additional damage increases by a die size. This can be applied multiple times, up to a maximum of d12.

Fire Beam
MP: 20 Cost: $50 Difficulty: 6 Oppose: N/A Range: 30 Targets: N/A Damage: 2cdAcc Duration: 1d12 Rounds
This spell generates a ray of heat and solid red light that originates from one of the caster's hands, chosen by the caster, and extends to the spell's range. This ray is considered a ranged weapon that uses Mag skill, can make fast or precise attacks, deals the spell's damage, and has no speed modifier. The hand wielding this ray cannot perform other actions without making an inadvertent attack to a random target. This ray can ignite flammable substances, but it is not likely to ignite combustible objects. The ray is not affected by gravity. Changing targets can be performed normally.

This spell can be dismissed at any time, but doing so outside of the caster's turn requires an unskilled Intelligence roll of 11. Being hit by a precise critical can also cancel this spell while it is still in effect.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Plasma Beam

By increasing the MP cost to 50, the material cost to $200, and the difficulty to 10, the spell can be changed so that the ray is transformed into a beam of snarling flames. When the beam hits a target, it creates an explosion that hits all other creatures within 10 feet and deals the same damage rolled for the target, though without any benefit of critical hits or other secondary effects. This area effect replaces the Target field of the spell, making it possible to be boosted for a wider area, though Target boosts for anything but area cannot be applied.

Wildfire
MP: 18 Cost: $45 Difficulty: 9 Oppose: A 10 Range: 90 Targets: 10' Area Damage: 3cd8 Duration: 2d12 Rounds
This spell generates a blazing fire in its area of effect, sprouting up from an orange spark. Every round, there is a chance that the area of this spell will spread by 5' in a random direction. This is determined by rolling a d4. The area spreads north on 1, east on 2, south on 3, and west on 4. If the result indicates a space the spell cannot spread to, the spell does not spread that round.

At the start of their turn, any creature or object in the spell's area must make an oppose success or receive damage. Combustible objects in the spell's area have a chance of igniting.

Spaces affected by this spell will be extinguished by heavy rain or the Douse spell. If all of the spaces affected by this spell are extinguished, the spell ends immediately. As long as the spell is active, it will continue to spread. The area of the spell is always grounded, and any creature or object more than 2 feet off the ground will not be damaged, though natural fires caused by the spell may still present a hazard. The spell's area will not spread to water. Coinciding instances of this spell will not stack; the superior instance will override.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Fierce Wildfire

By increasing the MP cost to 36, the material cost to $150, and the difficulty to 12, the spell can be changed so that its area has three chances to spread every round.

Fire Shield
MP: 30 Cost: $90 Difficulty: 7 Oppose: A 10* Range: Touch Targets: Self Damage: Special Duration: 1d6 Rounds
This spell generates an immobile fiery globe around the caster. Any damaging effect, except those of the Fire element, that passes through this barrier, whether from inside or outside, will have its damage reduced by 2d8. Any creature, including the caster, that passes through this globe must make an oppose or take 2d8 damage. Staying stationary inside the globe will not risk damage, but standing adjacent to anyone inside the globe will. This spell may ignite combustible objects.

The oppose of this spell only applies to creatures passing through the globe. Targets of the spell must be willing.

This spell can be dismissed by the caster at the cost of 5 MP, and its duration may be extended at the cost of 10 MP. This spell is instantly negated by the Douse spell and heavy rain.

This spell cannot inflict traumatic damage.

Unique Boost: Flare Shield

By increasing the MP and material costs and the difficulty by 50%, the spell can be changed so that its damage value (base 2d8) gains 2 more dice. This can be applied multiple times, up to a maximum of 10d8.

Unique Boost: Fusion Shield

By increasing the MP and material costs and the difficulty by 33%, the spell can be changed so that any damaging effect of the Fire element that passes through the barrier will have its damage increased by this spell's damage value.

Firestorm
MP: 60 Cost: $750 Difficulty: 12 Oppose: A 15 Range: 90 Targets: 30' Area Damage: 6cd20 Duration: 2d6 Rounds
This spell conjures a rain of fire upon the target area. At the start of their respective full turns, every creature and object inside the spell's area must make an oppose check or suffer damage. The caster will not be damaged by this spell. This spell will ignite any combustible object in its area.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Globe of Warmth
MP: 10 Cost: $15 Difficulty: 4 Oppose: N/A Range: 30 Targets: 30' Area Damage: N/A Duration: 2cd8 Hours

The casting of this spell creates an orange orb of softly glowing light, about a foot in diameter, which hovers four feet off the ground. For the entirety of the spell's duration, anyone within its area of effect is bathed in a comforting warmth that cancels out any penalties due to coldness, and while someone is within the area of effect, assuming that conditions would otherwise be cold, they gain a +2 bonus to their Defense stat. It also serves to cure negative effects due to the cold such as frostbite or being magically frozen, though this takes a minute of exposure to happen. The Globe of Warmth is warm to the touch but does not do any damage, even to creatures who have an elemental weakness to Fire. Ice and snow in the area melt, so long as they are not magical or currently being affected by magic. The globe also has a calming effect, reducing Intimidation, Infuriation, and Infatuation rolls by 3.

The spell does not function in an area where the temperature is greater than 60 degrees Fahrenheit.

Unique Boost: Aura of Warmth

By increasing the MP cost to 15, the material cost to $30, and the difficulty to 7, the spell can be changed so that its area can only be cast upon the caster's location, but it will follow the caster wherever they go. This effectively sets the spell's range to N/A.

Lighter
MP: 1 Cost: $0 Difficulty: 1 Oppose: N/A Range: Touch Targets: Self Damage: N/A Duration: 2cd12 Minutes
This spell generates a small orange flame on the caster's finger or similar appendage. This flame can be used to ignite objects and to provide tiny illumination. This flame cannot deal damage directly. The flame is equivalent in appearance to the flame of a candle or flint lighter.

This spell ends if the flame is extinguished in any way or if the caster ceases concentration on it.

Scorch
MP: 7 Cost: $5 Difficulty: 3 Oppose: A 4 Range: Touch Targets: 10' Area Damage: N/A Duration: 1 Minute
This spell generates a beam of sparks that leaves ash-colored burn marks on a surface. The caster can use this to draw any image or message desired on nearly any surface as long as it is possible to do so within the spell's duration, range, and area. This spell cannot deal damage or ignite objects. The beam of this spell has a range limited to the spell's area and the caster's touch range. Using this spell on a creature will incur an oppose chance.

Marks created by this spell require time and effort to wash away normally, but they will instantly be removed by any Water spell or the Purity spell, Clean . Using this spell on a fragrant substance may cause its fragrance to become stronger or spread.

Ember
MP: 8 Cost: $5 Difficulty: 3 Oppose: N/A Range: Touch Targets: Special Damage: Special Duration: 3cd6 Minutes
When this spell is cast, up to 3d4 objects with a diameter of up to 1 inch in one of the caster's hands will be charged with intense heat for the spell's duration. Any creature or object that touches an object affected by this spell will receive 1d4 damage. Ammunition affected by this spell will deal an additional 1d4 damage on a successful hit. Once an affected object has dealt damage in this way, the heat charge will disperse. The caster will not take damage from this spell.

Any combustible or flammable object may ignite when affected by this spell or when touching an object affected by this spell. Arrows can be affected by this spell without damaging the arrow itself. This spell can be cast on a firearm to affect its loaded ammunition; doing so will not cause it to misfire. Creatures cannot be targeted by this spell.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Mass Ember

By increasing the MP cost to 20, the material cost to $40, and the difficulty to 7, the spell can be changed so that it can affect up to 5cd6 objects within 7 feet of the caster. The caster must be touching at least one of these objects, and the objects must be of similar shape and size.

Evaporate
MP: 15 Cost: $30 Difficulty: 4 Oppose: A 8 Range: 60 Targets: 5' cubic Area Damage: Special Duration: N/A
When this spell is cast, all liquid water in its area of effect will instantly evaporate into hot steam. Water that is frozen, magical, or already vapor is not affected.

Anyone exposed to the steam generated by this spell in the same round will take damage depending on the volume of water evaporated. If the volume is more than 1 gallon but less than 5, the damage is 1d4. The damage increases by 1d4 for every 5 gallon increment (2d4 at 5 gal, 3d4 at 10 gal, etc.). At the base area, this spell can evaporate up to 40 gallons of water, which would deal 8d4 damage. The absolute maximum damage this spell can cause is 10d4, which is always dealt if the target area still contains liquid water after the spell is cast, such as if cast at a larger body of water that would immediately refill the volume targeted by the spell and partially inherit its temperature.

The steam generated by this spell also creates concealment. Anyone trying to attack through the area of this spell for one round after it is cast will suffer a -1 to -4 penalty depending on the volume of water evaporated.

This spell also has the effect of evaporating water from solutions and objects, causing them to be distilled or dried respectively.

Boosting this spell to increase its area may produce a very large cloud of steam that may take more than one round to disperse. This may lead to sustained damage to any creatures in its area. A steam cloud may condensate back into liquid water depending on pressure conditions. The shift in local pressure from the evaporation may have other effects, as well.

This spell inflicts bruising traumatic damage.

Defoliate
MP: 25 Cost: $40 Difficulty: 6 Oppose: A 7 Range: 60 Targets: 10' Area Damage: 3cd8 Duration: 2d10 Minutes
This spell creates a raging fire that rapidly spreads. This spell is identical to Wildfire , except it has twice as many chances to spread. In addition, plant-based creatures and materials that are not resistant to fire are guaranteed to ignite when taking damage from this spell, while creatures and materials that are not plant-based will not ignite.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Immolate

By increasing the MP cost to 35, the material cost to $80, and the difficulty to 8, the spell can be changed so that it will not ignite plants or plant-based creatures or materials, but it will ignite any creature that is not plant-based.

Melt
MP: 32 Cost: $80 Difficulty: 6 Oppose: A 10 Range: 60 Targets: 1 Damage: 1d6 Duration: 1 Minute
When this spell is cast, a target solid object consisting of glass, metal, plastic, or similarly solid, inorganic material is charged with intense heat. If the object is carried by a creature, there is an oppose chance. This spell requires a line of sight to the target. Objects consisting of organic materials, as well as creatures, cannot be affected by this spell.

If the object is magical, it becomes super-heated for the duration of the spell. Anything trying to wear or touch the affected object will take soak-piercing damage every turn. Objects that are enchanted with fire magic or absorb fire magic cannot be affected by this spell.

If the object is not magical, it begins to melt. For every round affected by this spell, the object takes damage. The object's HP is equal to its dollar value. For every quarter of its HP lost, the object is damaged for 1 level. Repairing a level of damage requires a roll of Int and a skill chosen by the GM with a difficulty equal to the spell's oppose. The cost of this repair is equal to 1/8th of the object's base value, but this cost is reduced by 50% for every 5 points over the oppose made in the repair roll. If the object has 4 levels of damage, it is completely melted and cannot be repaired.

The GM may determine that the object's physical and metaphysical properties may increase or decrease the variables involved in this formula, including HP, damage, repair cost, and repair difficulty. Properties that may affect these variables include physical material, technological complexity, mass and volume of the object, environmental conditions, damages to the object incurred from other sources, and conditions of faith and emotional investment. In general, the more massive or insulated an object is, the more difficult it is to melt. It is possible for an object to be resistant enough to not be damaged by this spell. A creature touching an object that is melting is at risk of taking damage based on the damage the object has accumulated. The damage incurred from touching a melting object may also be modified at GM's discretion.

Ice melted by this spell becomes liquid but does not immediately evaporate.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Fire Shape
MP: 45 Cost: $150 Difficulty: 8 Oppose: N/A Range: 120 Targets: N/A Damage: N/A Duration: 2cd4 Minutes
This spell allows the user to create and finely manipulate illusory flames within its range. The flames created by this spell have no tactile function; they are mere illusions.

When the spell is cast, the user's hands erupt into yellow-orange flames which can be mentally moved about the area, grown, shrunk, and shaped as desired. Doing this costs no action and can be done simultaneously with other actions after the spell is cast. Complex manipulations of these flames, such as articulated animations, will require rolls of Personality or Accuracy with Art or Music, with the difficulty varying based on the complexity.

Creative application lends this spell to many purposes. To deceive someone that the illusory flame is actually burning something, make caster's roll of Accuracy with Art or Music vs. the observer's Intelligence with Magic. This spell can also be used to make the caster appear more frightening, adding 1d4 to Intimidation attempts.

Star Fire
MP: 75 Cost: $1500 Difficulty: 15 Oppose: A 15 Range: 150 Targets: 1 Damage: 5x5cd10 Duration: N/A
This spell conjures a hundred-foot tall white column of swirling, coronal flares onto the target, dealing devastating damage. If a creature is slain by this spell, its body disintegrates, leaving no remains. The "5x" in the spell's damage indicates that the result of the damage die roll is multiplied by 5.

Any creature directly above the target must make an oppose chance or take 1d12 damage as a peripheral subject.

This spell inflicts piercing traumatic damage, but any such damage it causes is immediately staunched.

Unique Boost: Nova Fire

By increasing the MP cost to 150, the material cost to $5000, and the difficulty to 25, the spell can be changed so that its damage multiplier doubles and its oppose increases by 5. The target is also blinded and ignited for 1d10+1 rounds. In addition, anyone except the caster and the target who looks directly at the spell's effect must make an oppose check with a +5 bonus or be blinded for 3 rounds.

Burning Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 2cd12 Rounds
This spell wraps the target in a deep orange, flaming aura. The target is instilled with a feeling of intense passion.

While affected by this spell, the target creature deals an additional 1d6 damage with attacks and an additional 1d12 damage on a strong critical. These damages bear the same element as this spell and are doubled on an appropriate critical effect. The target also receives a -4 penalty to resist Infuriation.

This spell overwrites other Soul spells. If the target is affected by Cold Soul , both it and this spell immediately end.

If this spell inflicts traumatic damage, it deals the same type as that of the damage it is improving.

Unique Boost: Flaring Soul

By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 16, the spell gains the following additional effects.

The target gains a bonus Intimidation and Infuriation attempts equal to 2cd6.

The target cannot be drenched. Any effect that results from the target being drenched does not occur.

The target cannot be damaged by natural fire.

Anytime the target is damaged by a Water spell, that damage is halved before soak is applied.

Anytime the target casts a Fire spell that deals damage, the rolled damage increases by 25%, rounded down. This is damage bonus applied only to the damage of the spell dealt to its targets as calculated from its damage rating; it does not affect hazard damage or damage to peripheral subjects. This damage bonus is applied before modifiers resulting from advantages, disadvantages, special abilities, clothing effects, and other spell effects.

Anytime the target hits with an attack, the target of that attack has a 1 in 4 chance of being ignited for 2d4 rounds. The spell's bonus damages to attacks are doubled after rolling.

The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.

Magic
Elements
FireWaterEarthWindLightSoundPurityEntropyMindRPG/Body Spells
Other
SummoningBoosting MagicAll Spells