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With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking.
With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s melee power is doubled.
This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target.
a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path
Duration
1d4 rounds
Spell Family
Visual Distortion
Requirements
Superheat
Spell Effects
With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration.
With this manipulation, you create an aura of fire magic around your hand. You then focus the heat energy into a smaller, concentrated form. The heated energy is sent to the target. The magic creates burns on the skin of the target that deal 2d8 straight to vitality damage per round.
With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target.
With this manipulation, you create an aura of heat around the head or otherwise location of vision for the target. The heat causes light to be bent and the target’s vision to be blurred which causes the target to have to make normal perceive checks to attack and defend.
With this manipulation, you create a constantly burning fire along the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage their Arcana + 1d12. They can make a critical magic check to double the arcana damage that is added to your weapon.
When ridden into battle, can charge at a cost of 2 Power at the start of battle giving rider instant first attack regardless of initiative
Character Benefits
Can carry any race and up to 1500 pounds;
Not afraid of battle – can be ridden into battle;
Cost
600.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also get their gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cat retrieve thrown weapons and killed small prey
Can sniff out a target if given scent and lead the way to the target as long as the trail isn't more than 4 days old
Cost
175.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cat retrieve thrown weapons and killed small prey
Can sniff out a target if given scent and lead the way to the target as long as the trail isn't more than 4 days old
Cost
95.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d4 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also get the animal's gen dice for vitality, power, and soul.