Fire Templars

Historically, fire templars have reigned supreme in their capacity for combining skill in physical combat and the destructive magics of fire. First appearing as the generals of the human and srryn armies in the War of Fire, various templar warlords of this element have appeared throughout history.

Fire Templar Skills Fire Templar Spells Notes From the Legends

Skills

       Ordinary Skills                     Fire Templar Specific Skills
1 axe
Axes are a primarily offense weapon, most favored by the barbarians for its sheer ferocity. Axes come in many varieties (both one handed and two), but most all consist of a short shaft topped by either one or two wedge-like blades, occasionally topped with a spike. Axes usually slash, slice, cleave or chop in their attacks.

1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage.Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.

1 flail
Flails are a rather uncommon class of weapon, used by and large by gladiators. Similar to a whip, a flail also consists of a handle and a cord. Unlike the whip, however, the cord is not a single lash - it instead links a series of objects together. These objects are typically balls of metal, usually with with some sort of spikes or other sharp protrusions designed to inflict damage.

1 spear
A spear is a long shaft topped by a sharpened tip. The shaft of a spear may also occasionally be barbed to inflict more damage. The attack of a spear is typically a pierce, stab, or impaling jab, and the weapon is favored by gladiators, who often use the spear to strike at vital organs. The spear is also occasionally used by barbarians, who use it to hamstring their victims, or fighters, who are often trained to use it in organized phalanxes.

1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing, slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.

1 whip
A whip consists of a flexible cord attached to a handle. The cord can be made from any number of materials, but is most commonly leather. Oft times, other sharp materials (such as glass or bits of metal) may be embedded in the cord to inflict more damage. Whips are most commonly used by gladiators (who are known for their exotic lashing and disarming techniques), but also see some usage among some templars and scholars.

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.

1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.

1 enhanced damage
Professions which focus on physical prowess can, with time, learn to do more damage with their attacks than the casual combatant. The enhanced damage skill reflects this ability. The higher the skill in enhanced damage, the greater the chance more powerful blows will bepossible.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

4 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.

5 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.

7 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.

8 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.

9 fast healing
This skill allows you to regenerate hit points faster.

14 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.

14 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.

15 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

15 bash
The bash skill is a brute force skill used in an attempt to stun your opponent. Successful bashing depends on a number of factors, including the size and dexterity of you and your opponent, as well as skill in bashing. Bash can either be used to start a fight, or during combat.

20 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.

26 aggravate wounds
Fire templars, skilled in the use of fire and weaponry, learn the art of leaving excessively messy wounds in their victims. The weapon of the fire templar must inflict flaming damage for this to be successful.

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Spells

Ordinary Spells
Fire Sphere Spells
Fire Templar Spells

1 scorch
This spell is of the sphere of Fire, and inflicts a small amount of flame damage upon the victim.

4 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.

8 firebrand
This spell imbues a weapon with a flaming attack. Weapons which are enchanted to produce icy damage, or weapons which resist evil are unaffected by this spell.

9 frenzy
This spell is used by magicians of fire to instill a frenzy in the target. Frenzied individuals will do more damage and strike more often, offset by a small penalty to their ability to defend themselves.

10 burning hands
This spell inflicts damage on the victim.

10 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.

12 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.

12 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.

13 flamestrike
This spell inflicts damage on the victim.

14 weariness
This spell, learned by fire templars, sends a wave of heat through the room to tire out their foes.

16 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.

17 fireball
This spell inflicts damage on the victim.

17 cauterize
A battlefield magic learned by templars of fire, cauterizes uses a quick gout of flame to close any bleeding wounds that may be afflicting the templar, at the cost of a bit of hurting the templar immediately.

18 burnout
This spell drastically increased the regeneration of a fire templar, permitting him to heal as much as three times his normal rate. After the spell expires, however, the templar will experience a similar lack of regeneration, as his body recuperates from the massive expenditure of energy.

19 firebolt
The fire bolt spell unleashes a bolt of flame towards a target. The spell can be used from a distance, at the cost of damage potential.

22 ward of fire
Learned by fire templars, this spell binds a ward of fire on a target. Those who attack the target will unravel the ward, releasing a blast of destructive energy.

23 blast
Learned by templars for use on the battlefield, the blast spell triggers an explosion in a fire templar's immediate surroundings, and adjacent areas.

24 fury of the inferno
This imbues a fire templar with the fury of the inferno. While under the influence of this spell, the templar will strike for more damage, but will be harmed by the channeling of such a large quantity of fire magic.

25 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.

25 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.

25 consuming rage
This spell imbues a fire templar with a magical rage, which triggers an increase in their ability to do damage as they become wounded.

27 ring of fire
This spell surrounds the target with a mobile ring of fire. When the target moves, they will be scorched by the ring, and when they flee, they will suffer from attempting to burst through the ring.

28 blaze
Learned by fire templars, this spell floods their immediate vicinity with fire, and leaves traces of the magic behind to insure that the fire will continue afterwards for some time.

29 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.

29 melt metal
Fire templars, with their intimate knowledge of armors and other metals, can send a searing wave of heat into the metal of an opponent. It will at least do damage to an opponent who is wearing metal armor, and will possibly melt the armor irreparably.

30 nova
This spell allows fire templars to channel a ball of flame directly from the elemental plane of fire. Firstly, the templar casts the spell, specifying the number of hours it will charge. If at all distracted while charging the nova, the templar will be hit by a backblast from his own out of control flame! After the nova is completely formed, the templar can then cast the spell with a target to release the energy. The nova will last an amount of time equal to the charging, and will decrease in effectiveness the longer it goes without being used.

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Notes From the Legends

Kirasect the Lord of Fire and Fury, Vulture of War:

You awake within the chamber of fire. The hour is late, most of the tower's scholars having long since departed for the night, leaving the initiates, yourself included, to tend to the cleaning of the guild.

You are unsure why you awoke. You recall no sound, no touch. Nonetheless a certain.. energy.. hangs in the air.

With a sudden roar, smokeless flames shoot up about you, offering no burn, but uncomfortable warmth. You glance frantically about for egress from the flaming chamber, stopping suddenly at an ancient, rasping voice.

"Ah.. one who would.. learn.."

You whip your head about to view the source of this voice. A spectral figure walks through the flames, glides, rather. A nefortu by all appearences, a charred black tunic over translucent ashen skin. The only part of him appearing real are his eyes; glinting pools of midnight black. His wizened features are twisted into a creul, if bemused, smirk.

The figure speaks in a rasping hiss, "I.. am Kirasect.. initiate of the flames. Listen.. and perhaps you shall survive the night.." The spirit's voice loses itself in a dark cackle as it finishes the sentence. "You wish to know of the inferno.. initiate..? Heh.. then I shall teach.."

Kirasect advances upon you, invoking gutteral chants as he does so. With each completed incantation the aura of heat about him grows in intensity. He ceases inches from your face and hisses through an expession of intense seriousness, "You seek to control the powers of destruction.. initiate. The flames are indeed powerful.. if you are not careful.. however.. they will ..consume.. you."

Another dark cackle rises in his throat as he continues "Winning is a matter of.. happenstance. There are those who would have you believe you should fight with.. honor.. Those people.. initiate.. are fools."

"How should you fight then..? Heh.. When the foe least suspects. Patience is a ..useful tool. When you see a ..potential victim.. involved in his.. training.. leave his sight.. and prepare a nova.."

Kirasect chuckles, a malevolent gleam in his eye, as if remembering some most amusing joke. "If he.. survives.. the blast, a few well thrown bolts of fire should make short work of him."

"Other tactics may serve you as well. Walls of fire to injure.. if not finish.. fleeing foes. Fireballs and blazes to remove those whom would hide from your sight. Destroying the armors of your foe as you sear them to their body."

Kirasect speaks after a pause, "Heh.. and let us not forget the value of.. traps."

Drawing a wispy blade of black from his side, he tosses it to the floor before you, uttering a chant. The ghostly form motions for you to pick it up. As your hand closes around the handle, an explosion of flame erupts from the weapon, sending you back, clothing and hair singed.

Stooping to pick up the weapon, Kirasect speaks "Imagine.. if you would.. The result of someone picking up a pile of things so enchanted before they.. realized.. what they were.." Taken with the image in his mind, an dark laugh echoes from the spirit, sending a chill through your spine.

The laughter fades, yet Kirasect still wears a sinister grin, malice glinting his his doll-like eyes as he continues "The simple cantrip of faerie flame shall prove most.. useful.. in keeping rogues in your sight. And.. should you find yourself poisoned by a shadowblade.." A gutteral chant interrupts his speech as flames shoot through his form "..the flames can remove it.. ..for the slight price of pain."

The spectre pauses a moment, a distasteful look passing over his face. "There are those, however, who resist the flames.. templars of the waves.. They are best avoided when they are not.. weak. Should they catch you.. however.. recall a most useful manner of escape." A final chant erupts from his throat as his form suddenly grows diffuse, seeming to invert on itself before exploding-and disappearing-in a blast of fire. The force of the explosion throws you against the wall, and blackness decends, faint cackling echoing in your thoughts as you lose consiousness.

You awake in the morning to find the chamber seemingly untouched, with nary a scorch mark to be found within it. A dream..? You touch a hand to your singed hair and glance to your burnt clothing. No.. If not a dream.. then what? As you begin to pick yourself off the ground a faint whisper dances past your ear.

"..until later.."

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