[College of Fire Wizards]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


The following spells are recent discoveries that supplement the already impressive magical arsenal of the Fire Wizards. Many of these powers are unique or little known beyond their place of discovery. Some have been long lost in old tomes of magic, or hoarded by jealous wizards. Spells that do not require END to maintain have their endurance cost in parentheses.

Arynn's Cage of Fire

Upon casting this spell, a 2" radius (6" sides, 2" height) cage of flame appears, centered on the target hex and capturing anybody therein. The bars of the cage are made from solid fire. If the spell is miscast, then the wizard and anybody else within the radius are trapped by the cage.

Power: 6PD / 0 ED Force Wall
Modifiers: Transparent to energy (+1/2) ; fixed shape (-1/2). Active Cost = 52 points.
Power: 1d6 RKA versus ED
Modifiers: Damage Shield (+1/2), Useable by Others (force wall) at range (Point cost is consistent with use of Damage Shield by cage) (+3/4); linked to Force Wall (-1/2). Active Cost = 37 points.
Combined: 0 END to maintain (+1/4); 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Character has at least 30 points in spells from Fire College (-3/4), Will not work in rain or underwater (-1/4), Side Effects (trapped in burning cage for one hour per dice pip the spell was miscast) (-1).
END Cost: (9); Magic Roll: -9; Casting Time: 1/2 Phase.
Real Cost: 15

Burning Eyes

When this spell is cast, narrow red beams radiate from the caster's eyes. Wherever they contact a nearby surface, the material begins to heat up, burning then turning white hot within a few moments. The beams can be used to ignite fires, burn ropes, and even cut through metal. If the caster fails his Magic Roll, he suffers temporary but painful burn blisters all over his face.

Power: 1d6 RKA (Heat)
Modifiers: Armor Piercing (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Concentration (-1/4), Doesn't work in rain, underwater, or under obscured conditions (-1/2), Reduced by Range (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

Choking Cloud of Smoke

This spell causes a campfire or larger fire to emit a thick, choking cloud of smoke in a 3" radius centered on the fireplace. (Choking Cloud is a derivative of the Smoking Fire spell, but more effective.) The Energy Blast is ineffective on anyone with an airtight head covering, using an enclosed Force Field, or with no need to breathe. If the casting roll is failed, the wizard's lungs are filled with smoke, leaving him stunned and gasping for air.

Power: 3" Darkness (Impervious to Sight)
Active Cost = 30 points.
Power: 2d6 Energy Blast versus ED
Modifiers: No Normal Defense Attack (life support) (+1), Area Effect (3" Radius) (+1+1/4); Linked to Darkness (-1/2). Active Cost = 32 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF: Fire, immobile (-2), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (6d6 Energy Blast) (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 12.

Conflagration

The Fire Wizard brings into being an intense storm of flames that creates an intense draft which draws more combustibles into the fire. The flames will spread to nearby flammable objects, possibly creating an even greater conflagration. If this spell is cast inside a sealed room, the flames will burn but the powerful wind will be absent. If the spell is miscast, intense flames burn the caster.

Power: 3d6 RKA versus ED
Modifiers: Sticky (+1/2). Active Cost = 30 points.
Power: 20 STR Telekinesis
Modifiers: Can only push toward center (-1/2), Linked to RKA (-1/2), Not inside a sealed room (-1/2). Active Cost = 30 points.
Combined: Explosion (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF: tinder (-1), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (2d6 KA versus ED, Sticky) (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 12.

Detect Fire

With this spell, the caster is capable of detecting the presence of flames nearby. The perception roll receives a +8 modifier to any range penalties. If the wizard fails his Magic Roll, he is temporarily blinded by a bright flash of light.

Power: Detect (infravision, 360 degree, +8 telescopic)
Modifiers: Costs END (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Only works for burning targets (-3/4), Will not work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effects (3d6 Flash) (-1/2). Active Cost = 31 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 5.

Extinguish Fire

With this spell, the caster can extinguish normal fires within a 2" radius of the target hex. Since extinguishing fires is going against the nature of this college, it requires additional endurance.

Power: 5d6 Dispel
Modifiers: Dispel vs. Special Effect (Energy Blast) (+1/4), Area Effect (+1); Only against fire (-1), x2 Increased Endurance (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF: sand (-1/2), Character must have at least 10 points in spells from Fire College (-1/4), Extra Time (phase) (-1/2). Active Cost = 34 points.
END Cost: 6; Magic Roll: -3; Casting Time: full phase.
Real Cost: 7.

Fiery Trap

This is a spell of warding, used by fire magi to protect chambers or compartments from prying eyes. The trap is activated when the door is opened by anyone other than the spell caster. If the spell caster is invisible or in disguise, the trap will go off anyway. If the inept wizard fails his Magic Roll, the trap will go off during the casting.

Power: 4d6 Energy Blast (Fire)
Modifiers: Explosion (+1/2), Trigger - opened by non-caster (+1/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), x2 END (-1/2), Only on an inanimate, stationary surface (-1/4), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (4d6 Explosion) (-1/2). Active Cost = 35 points.
END Cost: 8; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 9.

Fire Blossom

Upon completing this spell, the wizard need only point at four separate targets to have bolts of fire dart from his fingertips and burst into searing flames among his enemies. A burning chunk of wood are required for this spell, the embers of which are used to create the darts of fire. If the spell casting fails, the unfortunate wizard is immolated by flames from the chunk of wood.

Power: 2d6 Energy RKA (Fire)
Modifiers: Area Effect (Any 4" hexes, Nonselective) (+3/4), Sticky (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - chunk of burning wood (-1), Character must have at least 20 points in spells from Fire College (-1/2), Doesn't work in rain or underwater (-1/4), Extra Time - Full Phase (-1/2), Side Effects (2d6 KA, Sticky (+1/2)) (-1/2). Active Cost = 67 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 14.

Fire Elemental Form

Drawing from his close contact with the plane of elemental fire, the Wizard can use this spell to adopt some of the properties of that alien place. Upon casting the Fire Elemental Form spell, the body of the mage becomes shrouded in flames. Immune to the searing flames, he is able to ignite materials by hurling balls of fire, and anybody contacting the mage will suffer terrible burns. If the wizard fails his Magic Roll, he is scorched by a brief, but intense fire.

Power: 1d6 Energy RKA
Modifiers: Damage Shield (+1/2); Linked to RKA (-1/2), Not versus wet targets (-1/2). Active Cost = 22 points.
Power: 1d6 Energy RKA
Modifiers: Sticky (+1/2); Linked to RKA (-1/2). Active Cost = 22 points.
Power: Change Environment (create light) 2" Radius
Modifiers: Linked to RKA (-1/2), Not in fog (-1/2). Active Cost = 15 points.
Power: 25% Resistant Energy Damage Reduction
Modifiers: Costs END to use (-1/2), Linked to RKA (-1/2), Only versus fire (-1). Active Cost = 15 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - flame (-1/2), Caster must have at least 20 points in spells from Fire College (-1/2), Extra Time - Full Phase (-1/2), Side Effects (2d6 Energy HKA, Sticky (+1/2)) (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase.
Real Cost: 14.

Flame Arc

When this spell is cast the caster crosses his wrists before his face, producing an arc of roaring flame. A rare oil is required for this spell, which is splashed over the hands during casting. If the spell fails, the character suffers painful burns on his hands and face, but no permanent damage.

Power: 4d6 Energy Blast (Fire)
Modifiers: Area Effect (Cone) (+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - expendable, special oil (-3/4), Character must have at least 10 points in spells from Fire College (-1/4), Doesn't work in rain or underwater (-1/4), Extra Time - phase (-1/2), Side Effects (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 9.

Flaming Weapon

This allows the caster to wreathe the business end of a weapon in flames, increasing the damage to any targets struck by the wielder. The weapon must be touched by the caster, but it can be used up to 110" distance. Wooden weapons are quickly burnt up by this spell, while most metal weapons become hot to the touch and require gloves to handle. If the spell is miscast, the flames run up the arm of the caster, causing pain but no permanent damage.

Power: +1d6 RKA (Fire)
Modifiers: Useable by Others at Range (+3/4); RKA - No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - weapon (-1/2), Can burn or melt weapon (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in rain or underwater (-1/4), Side Effect (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 26 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 6.

Flame Whip

Upon casting this spell, a whip of fire appears in the wizard's hand, ready to be employed against his foes. The whip is weightless and requires little effort to use, but an appropriate weapon familiarity is required to properly wield. If the spell is improperly cast, the weapon arm of the wizard is badly burned.

Power: 1d6+1 HKA versus ED
Modifiers: Sticky (+1/2). Active Cost = 30 points
Power: 3" Stretching
Modifiers: Only for Strike or Grab (-1/4), Linked to HKA (-1/2). Active Cost = 15 points
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Doesn't work in rain, underwater, or under obscured conditions (-1/2), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (6d6 Energy Blast to weapon arm) (-1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 13.

Fused Fireball

This spell is nearly identical to the Fireball spell from the same college. However, the caster can also specify a time delay of up to 5 minutes when the Fireball will explode. (Note: due to the similarity to the Fireball spell, the GM can choose to award this spell at a reduced point cost if Fireball is already known, or vice versa.) If the caster fails his Magic Roll, flames burn his hands.

Power: 6d6 Energy Blast (Fire)
Modifiers: Explosion (+1/2), Time Delay (+1/4); Within 5 minutes (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF: tinder (-1), Character must have at least 10 points in spells from Fire College (-1/4), Doesn't work in rain or underwater (-1/4), Side Effects (4d6 EB Explosion) (-1/2). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 12.

Heat Sense

This spell allows the caster to sense radiated heat, allowing him to distinguish warm and cold objects at night or in a dark or camouflaged setting.

Power: Enhanced Sense (Infrared Vision).
Modifiers: Costs END to use (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - warm ember (-1/2), Character must have at least 10 points in spells from Fire College (-1/4), Will only work in near or total darkness (-1/2). Active Cost = 5 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 1.

Hot Feet

The feet of the target begin to grow unbearably hot, and the victim must spend his time quickly hopping from side to side. Failure to dance in this manner will result in painful burns that make running all but impossible. Hopping from side to side will reduce the target's defense to 1/2 DCV, and make any other actions impossible. If this spell is miscast, the caster will suffer the same fate for one phase per pip the skill roll is failed.

Power: 1d6 Running Drain
Modifiers: Return 5 points per Month (+1+3/4); Drain can be healed (-1/4). Active Cost = 27 points.
Power: 1d6 Ego Attack
Modifiers: Mental Powers Based on CON (-1/2). Active Cost = 20 points.
Combined: Continuous (+1), 1/2 END (+1/4); No effect while target hops in place at 1/2 DCV (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1/2), Doesn't work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effect (Hot feet targeted on the caster) (-1).
END Cost: 2; Magic Roll: -5; Casting Time: 1/2 Phase.
Real Cost: 8.

Incineration Strike

The powerful spell creates a column of intensely hot flames in the target hex. These flames are hot enough to incinerate normal flesh, and will cause iron objects to glow red. If the spell is miscast, the column of flame appears in the caster's own hex - with deadly effect unless he is well protected.

Power: 3d6 RKA (Fire)
Modifiers: Penetrating (+1/2), Area Effect (hex) (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1/2), Extra Time: phase (-1/2), Concentration: 1/2 DCV while casting (-1/2), Doesn't work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effect (Flames centered on the caster) (-1). Active Cost = 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: Full Phase.
Real Cost: 17.

Orb of Flames

The spell creates a sphere of tight, boiling flames next to the caster which then rolls about under the control of the Wizard. Each phase the Orb is maintained, it will roll 6" along a string of contiguous hexes specified by the caster, and can hop across barriers up to 1 meter in height. (Due to inertia, the Orb can only change direction by a maximum of sixty degrees per hex moved.) Anyone in the hex path of the Orb is attacked, and flammable objects will begin burning. If the spell is miscast, the flaming Orb burns the caster.

Power: 1d6 RKA Energy Blast (Fire)
Modifiers: Continuous (+1), Area Effect (Any Area, Non-selective, Doubled) (+1); Must continue from last hex (-1/4), No range at start (-1/4), Only turn 1 side per hex moved (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Expendable - 1 oz. lump of sulfur (-1-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in rain or underwater (-1/4), Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 8.

Protection from Fire

This spell will protect the caster, and up to four others, against the energy effects of Heat and Flame. The protection remains in effect as long as the caster maintains the spell and the others stay within sight. If the spell fails, the character suffers painful burns on his hands and face, but nothing permanent.

Power: +10 ED Force Field
Modifiers: Useable by Others (four, at range) (+1+1/2), Half END (+1/4); Only against heat and flame (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF: ashes (-1/2), Will not work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (3d6 Character Points of STUN Drain) (-1/2). Active Cost = 27 points.
END Cost: 1; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 6.

Salwin's Fire Storm

A great, dark cloud of incendiary sparks is created in the target area, burning anything and anybody unfortunate to be caught by this spell. The Fire Storm draws in the surrounding air, feeding the flames and immolulating the neighborhood. Hence this spell should be used as a last resort. Should the wizard fail his magic skill roll, the fire storm will be centered on his location.

Power: 6d6 Energy Blast versus ED - Fire
Modifiers: Area Effect (Radius) (+1). Active Cost = 105 points.
Power: 2d6 Energy Blast - Smoke
Modifiers: Area Effect (2x Radius) (+1+1/4), NND (No need to breathe) (+1); Linked to Fire EB (-1/2). Active Cost = 47 points.
Power: 10 STR Telekinesis - Wind
Modifiers: Area Effect (4x Radius) (+1+1/2); Only to pull toward the center of the fire storm (-1/2), Linked to Fire EB (-1/2). Active Cost = 60 points.
Combined: Continuous (+1), Sticky (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF: a large source of fire, immobile (-2), Will not work in rain or underwater (-1/4), Character must have at least 30 points in spells from Fire College (-3/4), Side Effect (Fire storm centered on Wizard) (-1/2), Extra Time: One Minute (-1-1/2).
END Cost: 21; Magic Roll: -21; Casting Time: 1 Minute.
Real Cost: 18.

Salwin's Journey of the Torch

This spell allows the caster to step into a fire at one location and emerge from a fire in a site up to 160km distant. The place must have been previously selected by the wizard, and both fires must be lit at the time the spell is cast. If the remote fire has died out, the spell fails but the caster still pays the END cost. The spell provides no protection to the wizard from the flames, to which he will be exposed for a phase.

Power: Teleport (floating location, 160km range)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF immobile - 2 fires (-1-1/2), Extra Time: 5 minutes (-2), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2). Active Cost = 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: 5 minutes.
Real Cost: 15.

Sanguine Fury

This spell, created by a forgotten and savage wizard, was used as a device of torture and sadistic pleasure. It causes the victim's blood to heat up to dangerous temperatures, even to the point of death and combustion (causing the body to literally burn to ashes.) The victim first experiences hot flashes and their cheeks and skin flush. As the temperature quickly increases, the target suffers agonizing pain before finally bursting into flames.

The target of this spell will suffer STUN loss until the total falls below zero. At that point the target bursts into flames and it begins to suffer both STUN and BODY damage. This spell has no effect on any beings that lack a circulatory system, or have life support versus intense heat. It requires knowledge of spells in both the Fire and Body Manipulation colleges.

Power: 3d6 EB
Modifiers: 1/2 END (+1/4), Continuous (+1), Invisible Power Effects (Sight) (+1), NND (No circulatory system, Life Support: Intense Heat; Takes BODY at minus STUN) (+1); Beam Attack (-1/4), No Knockback (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Requires a (Magic) Skill Roll (-1/2), OAF Vial of Ape's blood and a Burning Splint, Expendable (-1-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Character must have at least 10 points in spells from Body Manipulation College (-1/4), Does not work in water (-1/4), Extra Time: 1 Phase (-1/2). Active Cost = 64 points.
END Cost = 3; Magic Roll = -6; Casting Time: 1 Phase.
Real Cost: 13.

Sizzling Web

Cast like a circular fishing net made with strands of fire, this spell entangles the target and continues to burn until he escapes or is released. The net has 2d6 BODY with zero PD/ED, and remains in place until the net BODY is reduced to zero. If the spell is miscast, then the wizard is entangled by the web.

Power: 2d6 Entangle
Modifiers: 0 END (+1/2), Continuous (+1), Uncontrolled (+1/2); Costs END to cast (-1/4). Active Cost = 30 points.
Power: 2d6 Energy Blast
Modifiers: Both take damage (+1/4); No DEF (-1-1/2), Linked to EB (-1/2). Active Cost = 25 points.
Combined: Reduced by range (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - candle wick (-1), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (EB and caster entangled) (-1).
END Cost: (4); Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Summon Fire Elemental

This powerful incantation allows the fire wizard to summon a Fire Elemental. (See HERO Bestiary for stats.) The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control.

Power: Summon Fire Elemental (124 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll (-1/2), IAF: immobile, expendable and expensive (-1-3/4), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effects (Same summoning but the Elemental has +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1). Active Cost = 55 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 hour.
Real Cost: 7.

Summon Salamander

This spell allows the wizard to summon a Salamander from the elemental plane of fire. (See HERO Bestiary for stats.) The Salamander will seek to set afire anything it can reach, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. If the caster fails his roll, the creature will still be summoned but will be angry at the caster and will be difficult to control.

Power: Summon Salamander (60 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll (-1/2), IAF: immobile, expendable and expensive (-1-3/4), Will not work in rain or underwater (-1/4), Character must have at least 20 points in spells from Fire College (-1/2), Side Effects (Same summoning but the Salamander has +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1). Active Cost = 42 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 hour.
Real Cost: 5.

Tale of the Flame

Upon casting this spell, the fire wizard is able to gain certain information from a fire or its remains. The information can include how and when it was started, for how long it burned, the types of wood and other material used for fuel, and so on. At least a handful of the ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire. If the wizard fails his Magic Roll, he is temporarily blinded by a bright flash of light.

Power: Retrocognition.
Modifiers: 1/2 DCV Concentrate: throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), IAF - ashes from fire (-1/2), Character must have at least 20 points in spells from Fire College (-1/2), Will not work in rain or underwater (-1/4), Only knowledge about fire (-1-1/2), Extra Time - 5 minutes (-2), x2 END (-1/2), Side Effects (3d6 Flash) (-1/2). Active Cost = 40 points.
END Cost: 8; Magic Roll: -4; Casting Time: 5 minutes.
Real Cost: 5.

Wall of Flames

Upon casting this spell, the wizard creates a wall of intense flames that inflicts heat damage on anybody attempting to pass through. The wall extends for 12" along a line of hexes within range of the caster. If the caster fails his Magic Roll, flames burn his hands.

Power: 2d6 RKA Energy Blast (Fire)
Modifiers: Area Effect (6" line) (+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - wand (-1), Doesn't work in rain or underwater (-1/4), Character must have at least 10 points in spells from Fire College (-1/4), Side Effect (6d6 Energy Blast) (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 15.

Warmth

This spell allows the caster to increase the temperature of a small, sheltered area by 40 degrees Fahrenheit. Any wind stronger than a slight draft is enough to disrupt the spell. If he fails his Magic Roll, the caster suffers painful burns on his hands, but no permanent damage.

Power: Change Environment, 2" Radius.
Modifiers: 0 END (+1/2); Costs END to cast (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - 2 sticks (-1), Character must have at least 10 points in spells from Fire College (-1/4), Will not work in windy conditions (-1/2), Will not work in rain or underwater (-1/4), Side Effects (2d6 Character Points of STUN Drain) (-1/2). Active Cost = 15 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 3.

Spell Determination

To randomly determine the spells known to a typical adept of the College of Fire Wizards, use the tables of scholarly disciplines below. An experienced Fire Wizard will commonly have several spells from a single primary discipline, plus a spell each from the other disciplines.

2d6 School of Flames

2-3 Flame Arc
4 Flame Whip
5 Flaming Weapon
6 Dancing Flames
7 Produce Flame
8 Skin of Flame
9-10 Blinding Flames
11-12 Hypnotic Flames
2d6 School of Explosions

2-3 Fused Fireball
4-5 Fireball
6 Fiery Trap
7-8 Fire Bolt
9-11 Fire Blast
12 The Phoenix Effect
2d6 School of Combustion

2 Salwin's Fire Storm
3 Fire Blossom
4 Conflagration
5-6 Orb of Flames
7 Tale of the Flame
8-9 Burning Eyes
10 Hot Feet
11 Incineration Strike
12 Sanguine Fury
2d6 School of Smoke

2-3 Extinguish Fire
4-5 Protection from Fire
6 Detect Fire
7-8 Smoking Fire
9-11 Dispel
12 Choking Cloud of Smoke
2d6 School of Warmth

2 Searing Touch
3-4 Fire Sight
5-6 Fire Shield
7-8 Detect
9 Heat Sense
10-11 Warmth
12 Salwin's Journey of the Torch
2d6 School of Fire Summoning

2-3 Arynn's Cage of Fire
4-5 Fire Elemental Form
6 Sizzling Web
7 Summon Salamander
8-9 Summon Fire Elemental
10-11 Wall of Flames
12 Malekith's Meteor Swarm