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Creo Ignem

Roasting the Savory Meat ... Cr Ig - 5
... Portée : Touch ... Durée : Conc.(Once) ... An
Roasts a piece of meat up to the size of a boar.

Palm of Neptune's Flame ... Cr Ig - 15
... Portée : Touch ... Durée : Conc. ... Aq
This spell is identical in effect to Palm of Flame (CrIg 5), except in the form of the fire produced. This fire is immune to the effects of water. Even placing it under water does not extinguish it. Flame with this property consumes wood more quickly, treating wet wood as dry kindling. This form of fire is due to be used in many other Ignem spells, including Pilum of Fire (CrIg 20), Arc of Fiery Ribbons (CrIg 25), etc.

The Watchman's Fire ... Cr Ig - 15
... Portée : Near ... Durée : Sun./Perm. ...
Keeps a fire up to size of a campfire burning even after it uses up all its fuel.

Vortex of Light and Dark ... Cr Ig - 20
... Portée : Zone Near ... Durée : Conc. ... Re Im
Creates a swirling vortex of brilliant light and deep darkness, covering everything within 10 paces of the caster. The confusing, strobing mixture of bright flashes and blindness confuses and disorients those within its area of effect. Since people's eyes cannot adjust fast enough to the changing light, people will be effectively blind for the duration of the spell and 3 rounds after they leave (1 if a Stm roll of 9+ is made), unless they close their eyes. Every round a person is in the vortex with eyes open, they must make an Int roll of 9+ or become dizzy and disoriented.

Hooded Flame ... Cr Ig - 25
... Portée : Touch ... Durée : [-1]Sun. ... In Im
Like Lamp without Flame (CrIg 10), this spell causes an object to shed light for as long as you hold it, but the light from this spell, and any objects revealed by it, can be seen only by you. Since the light remains magical, anything with magic resistance will appear as a dark shadow in this light. A hostile Aegis of the Hearth (ReVi Gen) would appear as a great cloud of darkness.

Bloom of Distant Fire ... Cr Ig - 25
... Portée : Sight ... Durée : Conc.(Once) ...
Blue fire is created around the target: enough to do 20+ damage. Since the fire is created only around the target, there is no danger of accidentally hitting other things, unless those other things are touching, or nearly touching, the target. For instance, a wizard can stay behind a grog line and cast this spell upon a foe on the other side of the line, without danger of hitting the grogs, as long as the wizard can see the foe. Another effect is that the target can't tell where its attacker is from the spell effect, which is symmetric. A smell of ozone lingers in the air around the target.

Bolt of Flaming Doom ... Cr Ig - 35
... Portée : Sight ... Durée : Conc.(Once) ...
This spell creates a flaming bolt in your hand. The caster makes a motion like pulling back a bow string and releases the arrow, which then speeds towards the target. It bursts into flames as soon as it touches some creature or substance doing +30 damage to the target and blinding any within 5 paces who are looking at it. Blindness lasts 1 Round; Stm stress roll of 12+ to resist (permanent Blindness on a Botched roll). You can hold the arrow in your hand for up to three Rounds before shooting it, but after three rounds it flickers out. The use of an arrow as a spell focus gives +1 for casting.

The Spontaneous Conflagration ... Cr Ig - 35
... Portée : Zone Near ... Durée : Conc.(Once) ...
Everything flammable within 15 paces of you immediately bursts into flame, after which will continue to burn normally. For things which are not easily flammable, roll a simple die, with the storyguide assigning an ease factor from 3 to 10, to see if each thing ignites.

Light of a Thousand Suns ... Cr Ig - 40
... Portée : Touch ... Durée : Nap ...
Creates a brilliant light, brighter than the sun, above the caster's head. At night, it is bright enough to light up the landscape to day-like brightness for 5 miles around, and can been seen forever. Even in daytime, it is visible for several miles. Anyone within 30 paces who faces the light will be blinded for 18 - (Qik + Stm + roll) rounds, with permanent blindness resulting from greater than 12 rounds of blindness.

Protection of the Hungry Flame ... Cr Ig - 40
... Portée : Self ... Durée : Sun. ... Re
Surrounds the caster for 3 paces with brilliant, raging flames, which do not burn her, but causes anyone else in the range of the flames +30 heat damage per round, including anyone attacking the caster with melee weapons. Anyone attacking from outside the flames with missile weapons or aimed spells has a -5 to hit from the difficulty of seeing through the flames. Water-based attacks are, of course, useless. The caster is not made immune to other flame by this spell.

Guiding Light ... Cr Ig - 55
... Portée : Arcane ... Durée : Moon ... In
When this spell is cast, a tiny floating light, bright enough to be seen day or night, appears before a creature the caster has an arcane connection to, such as a body part or a Diamond of Intimacy (MuTe 15). The Guiding Light then will lead the target, if the target is willing to follow, to the caster or to a place the caster can identify spatially -- one to which the caster has an arcane connection or one whose location relative to the caster is known to her.
If cast without any requisites, Light will guide the target more or less straight toward the specified location, without much regard for what lies in between; but if cast with requisites, it will guide the target intelligently through those sorts of objects. For example, casting it with a Terram requisite would allow the Light to guide the target out of a cave system, a Herbam requisite would guide the target through a town or forest, Mentem & Corporem requisites would guide the target away from ambushes and bad parts of a city, etc.
The spell lasts until the place is reached, or the target stops following the Light. Stopping for rest, combat, food, etc., does not count as ``stops following.''

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