Post by Elisandra on Feb 26, 2007 11:16:01 GMT -8
Pyretics(Incandescence)
Source-tekh.org, edited to suit us better
Fire has existed in the dreams of men since nearly the beginning, and its capriciousness and ability to help or harm associates it with the attitudes of the fair folk, as does its long use as the method to send offerings to the spirits and gods. The Art builds on the ties between the fae and fire and teaches a host of useful tricks that involve the power of fire.
Will-O’-the-Wisp (Witchfire) •
The first power in this Art is the generation of a small bit of floating, ethereal flamestuff. The ball of light created is small and only warm to the touch, but sheds light like a candle in a color specified by the caster. It typically floats and bobs quickly around the subject to which it is attached, but can be ordered by its caster to remain mostly stationary (as a light to see by).
If used with Space the light can be sent towards a target within range of the effect whose exact location does not need to be known. The light can either start at the caster and move towards the subject at brisk walking pace or start at the subject and move towards the caster. With Space and two other Realms the caster can even lead one subject to another object that is not herself.
The power lasts for 10 minutes per success if it is moving around a lot, either to lead to a subject or following a moving subject. If, instead, the light is mostly stationary, like when used for reading, each success grants an hour’s duration.
Realm: The Realm indicates what subject will be followed by the witchlight, or the other uses listed above.
Willow Light (St. Elmo’s Fire) ••
This level of Pyretics allows more substantial and useful creations of fire to be created, but the effect is still not hot enough to burn. The subject of the power is coated in a fiery radiance or electrical discharge that sheds light like a bonfire in a color of the caster’s choosing. All objects within twenty feet of the target are illuminated brightly, while the light fades away from that distance. Rolls to hit the target at range are made with a –1 difficulty.
A subject coated in St. Elmo’s Fire is protected by the good omen. The effect normally persists for about an hour, or the length of a scene involving appropriate use of the power (on a ship during a storm, for example).
Realm: The Realm indicates what is coated in the effect.
Prometheus’ Fist (Star Body) •••
At this level, the caster learns to create fire that can burn and ignite. The subject of this power is covered in a thin film of bright fire. This flame is not harmful to the subject or to those that handle or touch the subject, but the flame rushes towards any source of impact, becoming quite hot. Effectively, the power deals fire damage to any subject that is successfully attacked or which hits the engulfed object. Additionally, a sentient character engulfed in flames can focus the damage with a prolonged touch at will, dealing one damage per five minutes of maintained contact. Paper and such combust on the first five minutes, fabrics and soft woods on the second, wood and plastics on the third, and less flammable things may eventually catch at the storyteller’s option. Without also being under the effects of the previous power, however, the subject is not protected from fires she starts. The effect typically lasts for five minutes per success on the invocation, though a subject within twenty feet of a freehold’s balefire burns indefinitely, allowing the creation of freehold guardians, last-defense weapons, and rooms of ever-burning flames.
Realm: The Realm indicates what is set on fire.
Burn and Boil (Firefall) ••••
At this level, the caster can now invoke flames that attack a subject directly. Each caster has a subtly different effect from this power, from fireballs, to flame lashes, to strokes of flame from the clouds, or even stranger effects. The result is, in all of these cases, that the target of the effect is attacked by a very hot blast of flame.
When casting the effect, the character must decide whether the magicks will aim the attack or whether she will target it herself for maximum effect. If the former, simply roll the damage for the attack since the target cannot dodge. If the latter, roll Perception + Ranged to target the attack, typically at difficulty 6, with each success counting as an extra die of damage on top of the successes; in this case, though, the target may dodge the attack.
Each success on the attack results in one die of fire damage. This continues until the target is destroyed, or the fire is put out. Some exceedingly non-flammable subjects may not continue to burn, at the storyteller’s option.
Realm: The Realm indicates who or what can be targeted with the fire.
Emerald Flame (Balefire) •••••
Masters of Pyretics learn to create balefire, the flame of pure Glamour itself. Balefire burns hotter than normal flame, and eats away the Mists and Banality with its heat. A casting of this power is treated exactly as a casting of Prometheus’ Fist with the following differences:
* The flame produced is a brilliant emerald green.
* The damage dealt is aggravated.
* Being in a freehold does not extend the effect.
* The Mists within twenty feet of the subject are reduced by one point for every turn of combustion, to a minimum of –4.
* Anyone damaged by the power takes their Banality in extra aggravated damage. When this happens, Banality is reduced by one level. A character’s Banality can be completely burned away with this power, provided she can survive the damage.
Additionally, this power can be used to create freeholds. A ritually prepared and appropriate heart must be the subject of the effect, and the caster must get successes equal to the Mists in the location. The heart will burn out in a day or more if the location is not suitable as a freehold, but the area will count as a level 1 freehold owned by the caster for that duration. If the area is suitable to become a permanent freehold the heart will continue to burn with balefire until something is done to destroy the hold. If the area is excellent, then the hold might eventually increase to a higher potency than level one. A sorcerer with this power can create brands that will stay lit with balefire, which can be used to refuel freeholds across a kingdom.
Realm: The Realm indicates what is lit with balefire.
Source-tekh.org, edited to suit us better
Fire has existed in the dreams of men since nearly the beginning, and its capriciousness and ability to help or harm associates it with the attitudes of the fair folk, as does its long use as the method to send offerings to the spirits and gods. The Art builds on the ties between the fae and fire and teaches a host of useful tricks that involve the power of fire.
Will-O’-the-Wisp (Witchfire) •
The first power in this Art is the generation of a small bit of floating, ethereal flamestuff. The ball of light created is small and only warm to the touch, but sheds light like a candle in a color specified by the caster. It typically floats and bobs quickly around the subject to which it is attached, but can be ordered by its caster to remain mostly stationary (as a light to see by).
If used with Space the light can be sent towards a target within range of the effect whose exact location does not need to be known. The light can either start at the caster and move towards the subject at brisk walking pace or start at the subject and move towards the caster. With Space and two other Realms the caster can even lead one subject to another object that is not herself.
The power lasts for 10 minutes per success if it is moving around a lot, either to lead to a subject or following a moving subject. If, instead, the light is mostly stationary, like when used for reading, each success grants an hour’s duration.
Realm: The Realm indicates what subject will be followed by the witchlight, or the other uses listed above.
Willow Light (St. Elmo’s Fire) ••
This level of Pyretics allows more substantial and useful creations of fire to be created, but the effect is still not hot enough to burn. The subject of the power is coated in a fiery radiance or electrical discharge that sheds light like a bonfire in a color of the caster’s choosing. All objects within twenty feet of the target are illuminated brightly, while the light fades away from that distance. Rolls to hit the target at range are made with a –1 difficulty.
A subject coated in St. Elmo’s Fire is protected by the good omen. The effect normally persists for about an hour, or the length of a scene involving appropriate use of the power (on a ship during a storm, for example).
Realm: The Realm indicates what is coated in the effect.
Prometheus’ Fist (Star Body) •••
At this level, the caster learns to create fire that can burn and ignite. The subject of this power is covered in a thin film of bright fire. This flame is not harmful to the subject or to those that handle or touch the subject, but the flame rushes towards any source of impact, becoming quite hot. Effectively, the power deals fire damage to any subject that is successfully attacked or which hits the engulfed object. Additionally, a sentient character engulfed in flames can focus the damage with a prolonged touch at will, dealing one damage per five minutes of maintained contact. Paper and such combust on the first five minutes, fabrics and soft woods on the second, wood and plastics on the third, and less flammable things may eventually catch at the storyteller’s option. Without also being under the effects of the previous power, however, the subject is not protected from fires she starts. The effect typically lasts for five minutes per success on the invocation, though a subject within twenty feet of a freehold’s balefire burns indefinitely, allowing the creation of freehold guardians, last-defense weapons, and rooms of ever-burning flames.
Realm: The Realm indicates what is set on fire.
Burn and Boil (Firefall) ••••
At this level, the caster can now invoke flames that attack a subject directly. Each caster has a subtly different effect from this power, from fireballs, to flame lashes, to strokes of flame from the clouds, or even stranger effects. The result is, in all of these cases, that the target of the effect is attacked by a very hot blast of flame.
When casting the effect, the character must decide whether the magicks will aim the attack or whether she will target it herself for maximum effect. If the former, simply roll the damage for the attack since the target cannot dodge. If the latter, roll Perception + Ranged to target the attack, typically at difficulty 6, with each success counting as an extra die of damage on top of the successes; in this case, though, the target may dodge the attack.
Each success on the attack results in one die of fire damage. This continues until the target is destroyed, or the fire is put out. Some exceedingly non-flammable subjects may not continue to burn, at the storyteller’s option.
Realm: The Realm indicates who or what can be targeted with the fire.
Emerald Flame (Balefire) •••••
Masters of Pyretics learn to create balefire, the flame of pure Glamour itself. Balefire burns hotter than normal flame, and eats away the Mists and Banality with its heat. A casting of this power is treated exactly as a casting of Prometheus’ Fist with the following differences:
* The flame produced is a brilliant emerald green.
* The damage dealt is aggravated.
* Being in a freehold does not extend the effect.
* The Mists within twenty feet of the subject are reduced by one point for every turn of combustion, to a minimum of –4.
* Anyone damaged by the power takes their Banality in extra aggravated damage. When this happens, Banality is reduced by one level. A character’s Banality can be completely burned away with this power, provided she can survive the damage.
Additionally, this power can be used to create freeholds. A ritually prepared and appropriate heart must be the subject of the effect, and the caster must get successes equal to the Mists in the location. The heart will burn out in a day or more if the location is not suitable as a freehold, but the area will count as a level 1 freehold owned by the caster for that duration. If the area is suitable to become a permanent freehold the heart will continue to burn with balefire until something is done to destroy the hold. If the area is excellent, then the hold might eventually increase to a higher potency than level one. A sorcerer with this power can create brands that will stay lit with balefire, which can be used to refuel freeholds across a kingdom.
Realm: The Realm indicates what is lit with balefire.