Fire Scholars
Having influence over the powers of chaos, thermal energy, and destruction, scholars of this sphere draw their power from the elemental power of fire. Resonating with chaotic and evil tendencies, scholars who are lawful or good cannot choose this sphere as a discipline.
Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.
1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.
1 staves
BRANDISH brandishes a magical staff. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
6 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
7 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.
10 lore
The lore skill is not currently implemented. Expect it soon, but don't ask, as we've got bigger things to worry about.
14 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.
25 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
30 fast healing
This skill allows you to regenerate hit points faster.
30 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
To the top of the page
Spells
Ordinary Spells |
Minor Fire Spells |
Major Fire Spells |
Greater Fire Spells |
1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.
1 scorch
This spell is of the sphere of Fire, and inflicts a small amount of flame damage upon the victim.
3 infravision
This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well.
4 detect invis
This spell enables the caster to detect invisible objects and characters.
5 faerie fire
This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points.
7 burning hands
This spell inflicts damage on the victim.
9 wings of flame
This spell of fire allows the creation of flaming wings, which can be used to hold the caster aloft. Due to the proximity and inherent instability of the flames, however, the caster will take damage on the average each hour from this spell. The wings also allow a measure of quickness, allowing the caster to be more deft in his or her movement.
10 pyrotechnics
This spell is of the sphere of Fire, and it results in a small blast of fireworks exploding in the room of the caster, inflicting damage upon all present.
11 flamestrike
This spell inflicts damage on the victim.
12 parch
This spell is of the sphere of Fire, and subjects the victim of the spell to a withering blast of desert heat, inflicting a small amount of damage and causing dehydration.
13 teleport
This spell takes you from your current location to a random location somewhere in the world.
14 cancellation
This spell removes magical effects from the target. Cancellation can only be used on allies, but is very effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.
14 immolation
This spell is of the sphere of Fire, and grants the target a fiery aura
which enhances the damage they inflict, and renders them more likely to
resist spells.
15 identify
This spell reveals information about the object.
15 locate object
This spell reveals the location of all objects with the given name.
15 smoke
This spell is of the sphere of Fire, and it conjures a small cloud of smoke which inflicts a small amount of damage upon all present, and is also likely to cause those present to be temporarily blinded.
16 frenzy
Similar to zeal, the frenzy spell operates by instilling a target with fiery rage. Along with aiding the ability to hit and do damage, frenzy also makes the target less cautious, increasing their armor.
17 flame shield
Unable to successfully master the intricacies of the protective shield spell, fire scholars have produced a ready substitute - flame shield. The flame shield is not perfectly effective at stopping a bash, but it always inflicts large amounts of damage.
18 fireball
This spell inflicts damage on the victim.
19 rune of fire
This spell places a mystical rune of fire on an object or container. Those who attempt to pick up or open the container will be damaged by a gout of flame.
20 baptism of fire
A curative invention of the sphere of fire, this cures the body of most poisons, plagues, and poxes, but at the expense of searing one's body with flame and the accompanying damage this entails.
21 dispersion
First perfected in the war of fire by human scholars, the dispersion spell allows a fire scholar to teleport in most any situation, including combat, and at the same time do damage to everything
in the room in which the spell was cast.
22 smolder
A spell from the sphere of fire, smolder prevents the proper healing of wounds. Victims on whom smoulder has been cast regenerate at half their normal rate.
23 wall of fire
This elemental spell of fire calls up a wall of fire over an exit, doing damage to all who pass through the wall.
24 flare
Fire scholars may imbue their bodies with the flare spell. Upon the death of the scholar, the flare will trigger and do damage to all occupants of the room.
25 word of recall
This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell.
25 incineration
The incineration spell strikes with a particularly hot blast of fire, designed to maim and aggravate injuries. Wounds created by this spell do not heal rapidly, and if a person is slain with incineration, they can not be brought back to life via the water spell resurrection.
26 heat metal
A spell of the element of fire, the heat metal spell causes the target's metal armor to begin to heat drastically in a short period of time. The more metal the target is wearing, the more damage is induced.
28 flame tongue
Designed to combat the ancient enemy of the magics of fire, the flame tongue spell attempts to unravel the power of benedictions cast under the aegis of the sphere of water.
28 fire blast
The fire blast spell uses a combination of superheated air and a pillar of flame to damage the target. If the spell operates at its full efficiency, it will knock the target out of the room,
stunning them with the force of the heat.
29 delayed blast fireball
A more complicated version of the simple fireball spell, the delayed blast fireball allows a fire scholar to ensorcel a room so that after a given amount of time has passed, a fireball will detonate in a room. More powerful fire scholars can have more than one delayed blast fireball in use at a given time.
30 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.
30 consume
A spell of the sphere of fire, consume covers the victim in flames, inflicting burning damage which persists for some time after the initial damage has subsided.
32 firestorm
This spell is of the sphere of Fire, and conjures a fiery holocaust to attack all those present in the room of the caster.
32 beam of fire
A staple of the scholars of fire, this spell is used to inflict consistent heavy damage on a foe.
34 living flame
The spell places the target in contact with the plain of fire, allowing the caster to maintain a conduit through which power may be employed. Those affected move more rapidly, are sturdier, and do more damage more easily. There are, however, drawbacks: The light from the use of the fire makes the victim an easy target, and there are drawbacks associated with the increased metabolic activity that the spell brings.
36 disintegration
An ferociously potent spell, disintegration is used by fire scholars to inflict a large, fixed, and unavoidable amount of damage to the target. Such is the power of the spell that victims may be completely consumed by the spell. The power is such, though, that disintegration may occasionally escape the control of the caster, backblasting or disintegrating the caster! After casting the spell, there is a substantial delay before it can be used again.
37 blazing inferno
Accessing the potential for thermal energy in all things, the skilled fire scholar may attempt to start a blazing inferno in their current room. From this location, the fire will spread from room to room, only stopping after a certain radius has been reached. Individuals who remain in the affected rooms will suffer intense damage from the blaze.
38 rain of fire
Calling forth fire from the heavens, this potent fire spell inundates an entire area with flames. Those struck by the falling blaze may be consumed.
39 implosion
One of the most potentially devestating spells a scholar of fire can cast, the implosion spell requires that the caster draw in an immense amount of energy rapidly inward. In a split second,
the caster but redirect the energy of the implosion to the surrounding room, channeling the immense heat generated outward in an exploding sphere. Such is the nature of the spell that
all in the room are affected, and the damage on each target (including the caster!) is highly variable.
40 phoenix fire
Scholars who have used and channeled the powers for all their life may eventually obtain the phoenix fire spell. The phoenix offers hope of immediate resurrection of the body, at an increased cost of vitality. For fire scholars whose lives have been spent and used with the
phoenix's power, it is said that the phoenix might even provide some protection against the final death, but few scholars remain to bear witness to the veracity of this claim.
To the top of the page
Notes From the Legends
To the top of the page