Blue Mountain
Fire Cantrips
College:Fire Magics
Spell Type:Talent
Special Classification:None
Spell Rank Limit:22
Name:Fire Cantrips
Multiple:100
Range:Special
Duration:1 round per rank
Base Chance:NA
Components:
Saving Throw:Special
By expending one spell point, the mage can use this ability for any of the following effects. Unless otherwise noted below, the mage can change the specific effect each round for the duration of the talent (1 round per rank).
  • Affect Normal Fires - The mage can cause normal (non-magical) fires from as small as a torch or lantern to as large as the area of effect--to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires within 5 feet per rank. The caster can also extinguish all flames in the area, which expends the cantrip immediately. The cantrip does not affect fire elementals or similar creatures.
  • Ball of Flame - The mage can use this cantrip to create a small ball of flame that he can move around telekinetically out to a maximum range of 5 feet per rank. The flame can be used to light torches (half a round per torch) or small fires (1 round per fire). The ball has a TMR equal to INT + (rank * 3). If used to attack, it causes 1d6 damage, or half if a Magic save is made. The ball provides the same illumination as a torch.
  • Dry - The mage can use this cantrip to dry himself and his carried equipment. It takes 10 rounds at rank 1, but the time required drops by 1 round per rank (5 seconds at ranks 11 and higher). The mage can use this ability on someone else at rank 8. At rank 9, he can use a single spell point to dry up to 1 person per rank above 7th. Thus he could dry himself and one other person at rank 9.
  • Firefinger - The mage can create a flame at the end of his finger. Length is six inches, plus six inches per rank. If used as a weapon, it causes 1d6 damage, or half if a Save vs. Magic is made. Note that the mage can make the flame appear and reappear as often as desired for the duration of the effect (1 round per rank). Similar, the mage can alter the length, subject to the maximum, as desired.
  • Fireworks - The mage can use this cantrip to cause a normal fire to spew forth multi-color fireworks to a height of 10 feet per rank (250 feet at rank 21 and 500 feet at rank 22).
  • Heat - The mage can use this cantrip to heat up food. It can even cook it if the effect is sustained. As a general rule, it takes about 6 rounds to cook a single meal, plus one additional round per additional serving. Thus, to cook a large rabbit that can feed 6 people would take 11 rounds (6 rounds for the first person and another 5 for the other 5 servings).
  • Smoke - The mage can use this cantrip to cause a normal fire to give out a thick column of smoke that can be see from as far away as half a mile per rank in daytime. If the mage is conversant with smoke signals, he can use it for that purpose.
  • Warm - The mage can use this cantrip to warm himself up for a bit on a cold day but, if used in this manner, cannot be used for any other cantrip effect. The effect is as if the external temperature was up to 3 degrees warmer per rank and the effect lasts for 2 minutes per rank. At rank 8 and higher, the mage can use the cantrip on another target and duration increases to 8 minutes per rank.
Effect Category:Enchantment
Effect:Multiple minor effects
Base Cost:100
Modifiers:
Area of Effect:1 target0
Cast Chance:200
Casting Time:Normal spell0
Components:See Components Above0
Duration:Instant0
Immunity:No Immunity0
List:List Appropriate0
Range:5 feet per rank0
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
100
Recommended Cost
(cost after disadvantages):
100