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Earthfires (Arcane List)

Copyright Ross Henton ©2002

Edited by Lowell R. Matthews for The Guild Companion

Editor's note:  While the author has designated this list to the Arcane Realm, it would also seem to be appropriate as a Base List for several professions, primarily the Crystal Mage, but also the Chaotic Lord, the Magician, and the Sorcerer.  A few modifications might be necessary to bring Earthfires into balance with the particular profession's other base lists.

 

Class

Area of Effect

Duration

Range

  1—Detect Volcanic Gases

I

self

10 min/lvl

100'

  2—Resist Heat

D

1 target

1 rnd/lvl

touch

  3—Locate

I

self

1 mi/lvl

  4—Dig

F

1'×1'×1'

1 min/lvl (C)

10'

  5—Gaslungs

U

1 target

1 min/lvl

touch

  6—Gas Cloud I

E

10' R

3 rnd

100'

  7—Heatarmor

D

1 target

1 rnd/lvl

touch

  8—Firebolt

E

1 target

5'/lvl

  9—Wall of Magma

E

10'×10'×1'

1 rnd/lvl

100'

10—Greater Gas Cloud

E

10' R

5 rnd

100'

11—Excavate

F

5'×5'×5'

1 min/lvl (C)

100'

12—Solidify I

F

100 ft3

1 min/lvl (C)

100'

13—Earthfire Bolt

E

1 target

5'/lvl

14—Firearmor

D

1 target

1 rnd/lvl

touch

15—Lava Mace

E

self

1 rnd/lvl

5'/lvl

16—Greater Earthfire Bolt

E

V

5'/lvl

17—Conjure Magma Elemental

F

1 target

1 rnd/lvl

100'

18—Solidify II

F

1,000 ft3

1 min/lvl (C)

100'

19—Greater Lava Mace

E

self

1 rnd/lvl

5'/lvl

20—Call Magma

F

10'×10'×10'

1 min/lvl

100'

25—Firearmor True

D

1 target

1 rnd/lvl

touch

30—Solidify True

F

V

100'

40—Magma Armor

DE

self

1 min/lvl

self

50—Induce

F

V

V

100'/lvl

60—Quiesce

F

V

V

100'/lvl

70—Call Eruption

F

V

V

100'/lvl

1—DETECT VOLCANIC GASES (I):  Caster can detect the presence of any volcanic gases within the range of the spell.

2—RESIST HEAT (D):  Target is totally protected against natural heat to 200 °F (93 °C), and gains +10 to defenses against all spells involving heat.

3—LOCATE (I):  If, within the range of this spell, a volcanic event (eruption) is possible, the caster will be made aware of the most likely point of eruption.

4—DIG (F):  Caster may dig a hole in any dirt (or similar substance), ranging in hardness up to the consistency of hard-packed earth (i.e., not solid stone).  The earth is moved upward and to the side at the rate of one cubic foot per round of concentration.

5—GASLUNGS (U):  The target can breathe any gas as normal air.

6—GAS CLOUD (E):  Caster creates a cloud of caustic and toxic volcanic gases.  Any targets within the area take "C" Acid criticals on the first two rounds of exposure, "B" Acid criticals on the third and fourth rounds, and "A" Acid criticals on the fifth and sixth rounds.  Avoiding or escaping the cloud is a Medium difficulty maneuver.

7—HEATARMOR (D):  As Resist Heat, except it protects against all natural heat and modifies spells involving heat by 20.

8—FIREBOLT (E):  A bolt of fire is shot from the caster's outstretched palm.  Results are determined on the Firebolt attack table (Spell Law).

9—WALL OF MAGMA (E):  Caster creates a wall of magma (molten rock).  The wall requires a solid surface upon which to stand; objects and surfaces in contact with the Wall of Magma may catch fire.  Targets coming into contact with the Wall of Magma take a "C" Heat critical for each round they remain in contact with it.  Contact with the Wall will also cause magma to adhere to the target, causing additional damage on succeeding rounds, reducing in critical severity each round (i.e., a target coated in magma takes a "C" heat critical on the first round, a "B" critical on the next round, and an "A" critical on the third round).  The caster may increase the initial critical delivered by the Wall ("E" maximum) for each additional 9 PP he expends in casting the spell.

10—GREATER GAS CLOUD (E):  As Gas Cloud, except any targets within the area take "E" Acid criticals on the first two rounds of exposure, "D" Acid criticals on the third and fourth rounds, "C" Acid criticals on the fifth and sixth rounds, "B" Acid criticals on the seventh and eighth rounds, and "A" Acid criticals on the ninth and tenth rounds.

11—EXCAVATE (F):  As Dig, except 25 cubic feet per round can be excavated.

12—SOLIDIFY I (F):  Caster can cool a mass of magma (up to 100 cubic feet) to half its current temperature, causing it to solidify.  Note:  Half the normal temperature of magma (about 2070 K) is still extremely hot (i.e., 1035 K, 760 °C, or 1400 °F), far hotter than safely can be touched or handled.  An adjacent 100-ft3 volume can be solidified each round.

13—EARTHFIRE BOLT (E):  A bolt of magma is shot from the caster's outstretched palm.  Results are determined on the Lightning Bolt attack table (Spell Law), delivering Heat (primary), Impact (secondary), and Plasma (tertiary) criticals.

14—FIREARMOR (D):  As Heatarmor, except it also decreases all heat-related concussion hits by 1/2 and decreases heat critical strikes by one level.

15—LAVA MACE (E):  Causes a club-shaped mass of magma to spring forth from the caster's empty hand.  The caster may make melee attacks with it using his Directed Spell Bonus, doing damage on the Mace attack table while delivering additional Heat and Impact criticals (same severity, same roll).  The Lava Mace can parry and be parried.  The caster may throw the Lava Mace at any time (even on the round of casting); the thrown Lava Mace is then treated like a normal Earthfire Bolt.

16—GREATER EARTHFIRE BOLT (E):  As Earthfire Bolt, except the magma tends to cling to the target, delivering additional heat criticals of diminishing severity on following rounds.  For example, if the attack inflicts a "D" Heat critical, the target also takes a "C" Heat critical on round two, a "B" Heat critical on round three, and an "A" Heat critical on round four.  This process can be stopped at any point by brushing the magma off, but doing so will inflict a single "D" Heat critical.

17—CONJURE MAGMA ELEMENTAL (F):  A Strong Magma Elemental is conjured.  The elemental's C&T stats are given in the table below.  The elemental delivers additional Heat and Impact criticals with its Bash attack (same severity, same roll).  Any weapons striking it that fail a RR are destroyed.

 

Type Lvl Base Rate Max Pace/MN Bonus Speed MS/AQ Size/Crit Hits AT(DB) Attacks Outlook (IQ)
Strong Magma Elemental 18 100 Spt/10 VF/VF L/LA# 180 12 (50) 150HBa(2×)(2D)/ 150HGr[Heat E]<< Berserk (NO)

18—SOLIDIFY II (F):  As Solidify I, except a 1,000-ft3 area may be solidified each round.

19—GREATER LAVA MACE (E):  As Lava Mace, except the Mace gains an additional +20 bonus and it will splatter magma on any target it strikes, doing additional heat damage (as for Greater Earthfire Bolt).  If thrown, it is treated as a Greater Earthfire Bolt.

20—CALL MAGMA (F):  Caster can instantly turn up to 10'×10'×10' of solid rock into magma.  It will begin cooling at a normal rate when this spell expires.  Contact with the area will inflict an "E" Heat critical each round; full immersion in it will inflict 1–5 "E" heat criticals each round.

25—FIREARMOR TRUE (D):  As Firearmor, except all heat-related criticals are reduced by three levels, and concussion hits from heat are reduced by 3/4.

30—SOLIDIFY TRUE (F):  Caster can start a reaction in any mass of magma which will spread throughout the entire flow, cooling it to a temperature low enough to instantly solidify.  This spell is most commonly used to channel the flows of an erupting volcano.  Note:  If used to completely stop an eruption, pressures may build up, causing a more violent volcanic event a short time later.

40—MAGMA ARMOR (DE):  The caster is encased in armor of magma.  He gains AT 20, +50 DB, and complete immunity to heat and heat-related spells.  Any weapons striking the caster that fail a RR are destroyed.  Anyone within 5' of the caster suffers a "B" Heat critical.  Anyone in physical contact with the caster takes an "E" Heat critical.  Physical attacks from the caster that deliver a critical inflict an additional "E" heat critical (same roll).

50—INDUCE (F):  Caster can cause a dormant volcano to become active.  The eruption will take place at a later time, determined by the time necessary for magma to push its way to the surface (typically under a day).  Very unstable volcanoes may erupt immediately.

60—QUIESCE (F):  Caster can cause an active volcano to become dormant.  The resulting pressures will be safely bled away from the site, and the volcano should become dormant for at least the next several years (GM's discretion).  It will take (90 – lvl) hours, to a minimum of 1 hour, for the eruption to completely stop.

70—CALL ERUPTION (F):  Caster can create an active volcano where none exists.  The eruption will take place at a later time, determined by the time necessary for magma to push its way to the surface.  Note:  This spell may cause many severe tectonic disturbances (i.e., earthquakes) in the surrounding areas, particularly if it is cast in a geologically unstable region.  The volcano will have a normal lifespan based on the region in which it was created, i.e., geologically stable regions will likely only have one eruption lasting days to weeks, while more unstable areas may have several such eruptions over many years.

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