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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.
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Name
of Spell
|
Effect
of Spell
|
Exp.
Requirements
|
Spell
Difficulty
|
|
Scorching
Flame
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Attack
Spell / Torch
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20
Exp
|
SCD>
6
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|
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.
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|
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!”
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Flame
Thrower
|
Burning
Spell
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30
Exp
|
SCD>
9
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|
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!”
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|
Flame
Shield
|
Defensive
Fire
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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.
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|
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
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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.
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|
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
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Zone
Affect
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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.
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|
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.
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|
Ifrit's
Caress
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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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