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Sorcerer

Sorcery is a form of magic that utilizes the element of fire being both destructive and helpful. Sorcery is taught in the form of making Sorcerers and Sorceresses who wield the Arcane Fire with expertise to vanquish and cinder foes. The Art of Fire dates back when man first learns to make fire and thus brought fourth the magic of fire. Sorcerers work a great deal to control and manipulate the force of fire since its potency to burn objects can almost affect everything in the world. Sorcery like any other magic has its good and bad sides depending on its wielder. Aside from catching things on fire Sorcery can also cause great heat or the rise of magma in some advance Sorcery but it can also be used in defense as in creating a diverse magnitude of defensive fire spells in order to protect or defend its caster. Sorcery is also not like by those of Aquamancy since Aquamancer spells are canceled out by Sorcerer Spells and vice versa. Though they have no deep or long hate it is the fact that fire is the opposite of water and water the opposite of fire. These two forces have always been yin and yang of another since their creation.

 In detail most Sorcerers learn to weave the Arcane Fire for destructive purposes while others use it in a more constructive way. Sorcerers have long been revered as council advisories and destructive Spell Casters during wars. It is certain for one to follow the fiery path of a Sorcerer one can be notice to be hot tempered or hot blooded. Though not true it is a rather common joke to state at a Sorcerer however you won’t be laughing when they turn you into a flaming pyre of ashes. As any of the elemental magic Arcane Fire requires its element in order for it to ignite and places as water or unable to kindle fire become places where Sorcerers cannot use their power leaving them vulnerable with out their spells. This goes the same with water, air, and earth making Aquamancers, Wizards, and Geomancers vulnerable with out their element in their environment.

 

Name of Spell

Effect of Spell

Exp. Requirements

Spell Difficulty

Scorching Flame

Attack Spell / Torch

20 Exp

SCD> 6

Description: The spell Scorching Flame is a small fire spell that fits in the palm of the caster’s hand. Harmless to the caster it provides a source of heat as well as light equal to a torch. Many Sorcerers play with this like a toy since it does not burn them but it will harm others making it a minor attack spell. The small flame can be thrown up to 20ft and deals 2d4 Fire Dmg on contact.

 

Lesser Fire Ball

Attack Spell

20 Exp

SCD> 6

Description: A popular spell among many mages the Lesser Fire Ball is a smaller version of its two big brothers Fire Ball and Fire Lance. Lesser Fire Ball deals 2d10 Fire Dmg to those in its 10ft blast radius and can strike in distance equal to a Caster’s Movement. The incantation goes “Shooting fire burning bright become a ball of flame that burns my enemies. Become the sun and burn all in your path. Fire Ball!”

 

Flame Thrower

Burning Spell

30 Exp

SCD> 9

Description: Gushing out from the palm of the Sorcerer come fourth shooting flames that lash out toward an enemy. It deals 2d10 Dmg and Forces a enemy to make a Reflex Check Difficulty 16 or be Engulfed for 2d4 rounds suffering d6 burning damage. The person must attempt a Reflex Check each round they fail or suffer d6 burning damage.. “Fire burning bright becomes an inferno from my hand. Cinder my enemies so they may know the power of Fire. Flame thrower!”

 

Flame Shield

Defensive Fire

40 Exp

SCD> 12

Description: “Fire burning bright becomes a shield to burn my enemies to ashes. Fire Shield!” Flame Surrounds the Caster and begins to act as a protective barrier causing any one who enters to be dealt d12 Burning Damage. Also anything flammable catches on fire immediately. Though few risk it one can still attack the caster if they so desire if they don’t mind being burned. The Caster may also learn this spell a second time as to acquire a 2d12 burning Dmg shield that gives a 10ft radius of protection instead of the d12 and 5ft area effect.

 

Magma Blast

Explosion Spell

50 Exp

SCD> 15

Description:  “Power from the fires contained in the earth combust your thermal force from below so I can send my enemies away. Magma Blast!” This magical spell causes magma to heat up into an explosive force that ignites an explosion in a radius affect that can certainly have good results. It has a range of 30ft and a radius of 20ft. Though small the concentrated force delivers 3d10 Fire Damage to all targets caught in the blast.

 

Fire Ball

Explosive Spell

50 Exp

SCD> 15

Description:  “Searing Flame grow into a round inferno and be released by my hand. Fire Ball1” the Fire Ball has a range of 60ft with a blast radius of 30ft. those caught in its blast must make a Dodge Check Difficulty 20 or be caught in its blasting inferno that deals 3d10 Fire Damage and d4 Rnds of d6 Engulf Damage.

 

Flaming Hands

Multiple Flame

60 Exp

SCD> 18

Description: Similar to Flame Thrower Flaming Hands uses both hands to fire off a cone of flame up to 30ft. The spell shoots gushing flames at multiple targets dealing 4d10 Fire Damage to those that Fail a Dodge Check vs. the Caster’s Casting Roll. On a Critical Cast the targets must make an E.Resist or be engulfed by magical fire suffer d8 Fire Dmg till put out for d4 rounds.

 

Fire Lance

Higher Attack Spell

70 Exp

SCD> 21

Description: Fire Lance Strikes a single target with three fiery lances that strike hard and deal combustible damage. The explosive fire deals 6d10 Fire Damage and can critical injure most targets. “The time of fiery punishment has come at last fiery lances cleanse my enemy with your flames. Fire Lance!”

 

Fire Storm

Zone Affect

70 Exp

SCD> 21

Description:  “I invoke the rights of fiery prime and give thy self to the inferno’s embrace. Fire Storm!” In a 30ft radius fire and rock fall from the heavens as sulfuric flames cover the land around the Caster. Those allies are safe in their spot but those who are enemies are not as the must make an E.Resist 24 or suffer full damage of this spell those successful take half damage. The spell deals 7d10 Fire Damage and d6 Acid Damage to Armor permanently. Those successful in their save needn’t take the Acid damage.

 

Dragon’s Breath

Cone Fire shape

80 Exp

SCD> 24

Description: “The time of fiery death is at hand come fourth fiery breath of the ancient Wyrm that set all to fire. Dragon’s Breath!” Dragon’s Breath calls fourth from the mouth of the Caster a intense Dragon’s Breath Weapon that is Fire base in a con shape of 60ft making it quite damaging and in range dealing 8d10 Fire Damage and those that fail the E.Resist also suffer engulf damage. At an E.Resist of 24 All Targets in the cone must pass or be dealt full damage and d8 Burning Damage till put out. If successful only the 8d10 damage is dealt.

 

Ifrit's Caress

Touch Spell

80 Exp

SCD> 12

Description:  This touch spell only works when the caster is Grappled or when in close range unarmed or melee combat. The spell causes the hands of the Caster to become super hot yet does not injure the caster. They deal 3d10 Fire Damage and ignores Armor being able to heat the armor as well. When Armor or a Weapon of metal substances is touched by this spell the target takes d8 Burning Damage and must drop the item or continue to suffer that damage for another round. Efrit Caress also uses the Unarmed ATR Bonus if used for combat and in a Grapple can deal the 3d10 damage initially then d8 Damage each round the Caster is held or holding the target. The Spell lasts up to 4 rounds so it gives little time to be used effectively. The Spell only requires word components to cast it.

 

Serpent Wave

Attack Spell

90 Exp

SCD> 27

Description:  The time of summoning is at hand fiery serpents unleash your dark flames! Serpent Wave!” Two twin Serpents uncoil from your raised hands as they snake through the air towards your target. Attacking but a single target these serpents cinder and burn flesh and material dealing 9d10 Damage as the coil and cling onto their chosen prey. The Spell Is Instantaneous therefore there is no time to dodge them but a target may make an E.Resist Difficulty 26 To reduce their damage to half.

 

Brahm’s Flare

High Fire Spell

100 Exp

SCD> 30

Description:  “Come fourth fiery breath of the Ancient Dragon! I invoke thee to lend me your power and all that is your glory into the palms of my unworthy hands! Let the fools that stand before us be destroyed by the power that you possess! Brahm’s Flare!” In a 60ft Zone Radius around the character a searing heat comes and in her hand held gentlely like a sun circles and moves the deadly fiery sphere of Brahm’s Flare. The Dragon Breath of an Ancient Red dragon circles fourth growing large as it begins to hastily engulf all the Caster’s enemies in its flame. The initial Damage is 10d10 Fire Damage but that is not all armor and weapons are super heated yet not destroyed as long as they are metal and deals an additional d20 Burning damage as targets suffer second to third degree burns (see Game System for details) anything not fire proof such as fabric and clothing are burned away. Yet there is a price to this spell of intense power that the caster knows she cannot crit fail or the spell will self implode bursting fourth fiery death upon all in the spell radius. It is a lethal spell as long as the Caster does not critically fail their Cast Roll or the spell will strike all even the caster.

   

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