Blue Flame Magic Spells

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Magic spells to round out your Larhold shamans.


Blue Fireball

Level: 8
Range: 250ft +50ft per level, blast radius is 20ft.
Duration: Instant
Casting Time: Two melee actions.
Damage: 1d4x10 damage, +1d4x10 more at levels three, six, nine, and twelve.
Saving Throw: Dodge an 18 or better.
P.P.E.tm Cost: 50

This spell conjures a large, fast, and deadly fireball composed of blue flame. When it hits the target, it explodes and causes knockdown to the target. Everything within 20ft of the target also suffers half damage from the fireball.


Blue Mist

Level: 6
Range: 10x10x5ft (500 cubic feet) area per level, cast up to 90ft away (but can travel up to 300ft away from the caster).
Duration: Two minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm damage (or 2d6 M.D.C.tm in Rifts®).
Saving Throw: None
P.P.E.tm Cost: 15

Blue Mist is an incantation that generates an enchanted, glowing, sky colored gas that can creep along surfaces, through cracks, and under doors at a Spd. of 22 (15 mph). An extra +10 P.P.E.tm will boost the mist's speed up to 44. The mist is completely harmless and heatless until the caster decides to change that. It takes one melee action to change the mist from harmless to harmful, or back again.

When the mist is put into 'damage mode,' flammable objects have a 60% chance of catching fire. Anyone in the mist will take the listed damage each melee - the only way to avoid it is to escape the mist. Heat fumes and the mist itself obscure vision to cause a -3 to strike, parry, and dodge penalty. Anyone who is unprotected (wearing no armor, metal armor, or non-environmental armor) suffers double the penalties. Any creature vulnerable to flame takes an amazing triple normal damage (including vampires and most other necromantic creatures)!

A powerful wind (like Wind Rush, elemental air magic, or storm magic) can dissapate the mist in two melees. The mist is heavy and will sink to the floor, but can still crawl up stairs and through air ducts (as long as the caster can see enough to direct it). The mist isn't intelligent, so it can't be put on guard duty or sent off to hunt and find things. Further, a Negate Magic or Dispel Magic Barrier spell will destroy the Blue Mist spell as normal (it gets the usual save throw).


Burning Without Burning

Level: 7
Range: 30ft
Duration: Until the target is charcoal.
Casting Time: One melee action
Damage: Special!
Saving Throw: Standard
P.P.E.tm Cost: 20

This spell is a wonderful tool for intimidation. With a mere thought and the whispering of the incantation, one non-living object can be quickly burned away by an ethereal flame. The object burns, but no flame is visible besides a faint blue glow. There is tremendous heat, but it is all produced by the burning object.

Anything non-living and semi-burnable (wood and leather) can be affected with a standard save throw against magic. Weak metals and plastics (like those used in most weaponry) get a +2 save bonus. Stronger composites, metals, super-plastics, small creatures, and plants get a +4 to +6 bonus. 13th or higher mages can affect massive objects (2d4x10% beyond the normal weight limit) and sentient creatures, but they get a +6 bonus and it costs 1 P.P.E.tm per hit point and attribute point the victim has (add the hit points and attribute points together - this is the magic energy cost). The weight limit is roughly 10 pounds times the caster's level squared (so a 5th level caster can crisp 250lbs of matter, but a 10th level caster can do 1000lbs and a 15th level one does 2550lbs).


Consuming Flamecharge

Level: 11
Range: 12ft or touch to place the aura, but the explosion effect can be set to anything as small as 1ft up to 6ft per level of experience.
Duration: Charge can last for one hour per level, the flame burst itself has an instant effect.
Casting Time: One melee action.
Damage: 2d6 damage per level (S.D.C.tm or M.D.C.tm)
Saving Throw: Dodge with a natural 20!
P.P.E.tm Cost: 100

This spell gives the caster the power to charge an object with a destructive flaming aura. Any object can be infused with a magical aura that will store energy, then release it all in an intense burst of Blue Flame. Even better, the caster can set it to have a temporary delay before going off. This lets the caster make a flame bomb. He can also set it off mentally before the duration, as long as he can see it (using it as a grenade). The charge duration, damage, and range of effect can be controlled mentally, and accurate to within a few inches and seconds!

The magical aura can be seen, and seems to have a fluxuation in the aura that increases in speed as the detonation time approaches. A strong Negate Magic spell is the best way to deal with the flame charge (it gets a standard magic save throw against the negation). Magicians of the Blue Flame will notice the effect and exactly what it represents. A Ley Line Walker or other experienced hard-core mage with a See Aura spell in effect need only make a challenging perception check to recognize the potential danger.


Create Blue Flame Artifact (ritual)

Level: 13
Range: Touch
Duration: Permanent
Casting Time: Two hours minimum (additional time is below)
Saving Throw: None
P.P.E.tm Cost: 300 + extra

This is one of the few ritual magic spells of Blue Flame. It allows a great magician to permanently infuse a well- crafted or high value object with a magical aura giving power over the flame. These are the kinds of things that are created for worthy warriors and tribesmen of the Larhold (the experts in Blue Flame magic). Few non- Larhold ever learn this spell.

Each power has a description, energy cost, energy require to activate (if necessary), and time to enchant cost. Spell effects that are infused retain the artifact creator's spell strength bonus and level of experience. The only limit to the number of abilities that can be infused is the amount of magic energy the caster can muster.
Aurora: This ability gives any weapon, a cloak, a shield, or a gauntlet the ability to generate an intense and sparkling display of Blue Flame which can do one of several things when activated: one is to briefly stun 1d4+4 enemies with a hypnotically sparkling blue light (the Aurora Glow - save vs psionics or become totally unresponsive for the rest of the melee, and initiative is lost next melee), the second is to sheathe the object in a concentrated sparkling blue flame (the Aurora Burn - makes the weapon or object do +4d6 damage to anyone touching it other than the wielder and gives it a +2 to strike and +2 on initiative for two minutes per level of the weapon creator), and the third is to throw a wave of flame that does 6d6 damage with a 30ft and a +6 bonus to strike (the Aurora Wave - generated by swinging the sword, so even 2d4 people in a small arc can be hit as well as everyone in a 360 degree radius!), Energy to Create: 250 P.P.E.tm, Energy to Utilize: 12 P.P.E.tm per activation of a power, Time to Create: Two hours.

Eyes of the Blue Flame: Same as spell and can be used at will, it is usually cast into an amulet, ring, skull, or other object that can be worn on the head or neck, Energy to Create: 50 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: 30 minutes.

Fist of Blue Flame: Same as spell and can be used at will, but this spell can be used to cover anything in a flaming sheath (gauntlet, shield, sword, staff, etc.) Each use powers the flame sheath for two minutes per level of the creator. The weapon gets a +3d6 S.D.C.tm to damage (or +2d6 M.D.tm in addition to the character's P.S. damage bonus), Energy to Create: 75 P.P.E.tm, Energy to Utilize: 10 P.P.E.tm, Time to Create: One hour.

Flamehalo: Same as spell with constant duration, Energy to Create: 50 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: 30 minutes.

Flameshield: Same as the spell, but gives the wearer or wielder a protective aura of 50 M.D.C.tm +5 M.D.C.tm per level of the artifact creator, and the aura lasts for one minute per level of the creator, Energy to Create: 100 P.P.E.tm Energy to Utilize: 15 P.P.E.tm Time to Create: One hour.

Flamespit: When cast on a projectile weapon such as a bow, sling, or crossbow it gains the ability to launch bolts of Blue Flame in addition to normal use of the weapon: add +2d6 to the normal damage (or turns the damage into M.D.tm), plus gives the weapon a +1 bonus to strike (aimed only). Note that guns get a save throw vs ritual magic, and M.D.tm weaponry gets a save vs ritual magic with a +2 bonus due to their technological nature, Energy to Create: 100 P.P.E.tm for bows, 200 for guns, and 300 for M.D.tm weapons, Energy to Utilize: 1 P.P.E.tm per shot for bows, slings, and crossbows, 2 P.P.E.tm per shot from a gun, and 3 P.P.E.tm per shot from a M.D.tm weapon, Time to Create: One hour.

Flame Circle: This ability allows the holder of a weapon or object to create a circular Blue Flame wall around the caster with a 5ft to 20ft diameter and 3ft to 15ft high flames (which do 6d6 damage to anyone trying to cross through and the wielder can mentally open parts for traversal through), and also acts as a simple Protection Circle (just like the spell), Energy to Create: 75 P.P.E.tm Energy to Utilize: 3 P.P.E.tm per minute to maintain, Time to Create: One hour

Healing Powers: The spell Healing Flame is the basis for these healing abilities, and each use of energy can create one of these effects: Heal 3d6 damage, give a person in a coma a +20% bonus to save on the next roll, give a sick person a +5 vs any poisons, diseases, toxins, or chemicals on the next save roll, remove curse with 64% success rate, or bring back the recently dead with a 36% success rate (one try only, same penalties as the Healing Flame spell, but costs 60 P.P.E.tm), Energy to Create: 100 P.P.E.tm, Energy to Utilize: 10 P.P.E.tm, Time to Create: One hour.

Indestructible: Makes the artifact indestructible by normal means, Energy to Create: 200 P.P.E.tm Energy to Utilize: None (automatic), Time to Create: Two hours.

Magic Resistance: Gives the wielder or wearer a +2 bonus to save vs all magic, plus the effects of all magic wear off twice as fast, lasts for one minute per level of the artifact creator, Energy to Create: 75 P.P.E.tm Energy to Utilize: 5 P.P.E.tm Time to Create: One hour.

Sense Blue Flame: Same as spell with constant duration, Energy to Create: 35 P.P.E.tm, Energy to Utilize: None (automatic), Time to Create: 20 minutes.

Store P.P.E.tm: This useful power lets the artifact creator (or other magicians) store a maximum of 10 P.P.E.tm per level of experience in the object or weapon, plus this energy can be used to fuel any other powers of the artifact (for those non- magician barbarians in the Larhold tribes), and the object's aura burns a deep blue depending on the the magnitude of magic energy in it (the more energy, the stronger the burning effect), Energy to Create: 200 P.P.E.tm Energy to Utilize: 5 P.P.E.tm whenever energy is placed into or retrieved from the storage, Time to Create: Two hours.

Summon Blue Flame Elemental (ritual)

Level: 15
Range: One person (usually the ritual leader or a chosen warrior, but that person must have been scarred by the Blue Flame in order to become the elemental).
Duration: The summoning itself takes about 1d4 minutes, but the elemental remains in the ritual leader's area for 1d4 hours per level of experience of the ritual leader.
Casting Time: One hour
Saving Throw: Standard
P.P.E.tm Cost: 1500

This rare creature must be summoned from a nexus point through a one hour ritual of soft chanting and whispering - but it really isn't an elemental, because the Blue Flame force just splits off a piece of it's essence and projects it through a rift to the caster's location. When it gets there, the ritual leader's soul is transported into the flame and he animates it and controls the immense power! It is kind of like the Transformation spell, but isn't enslaving as it relies on a volunteer.

During this time, the ritual leader's body (or a chosen warrior) falls into a comatose state. It is by no means unprotected. No amount of damage can seem to harm the body - even touching it will result in a painful and disfiguring burn (3d6 S.D.C.tm or 1d6 M.D.C.tm damage). It also serves to protect the corpse with a +8 to save vs possession and +6 vs psionic attack. A Dispel Magic Barrier spell has a slim chance (7%) of shutting down the protection aura for 1d4 melees. If the body is killed, the soul is trapped in the Blue Flame elemental form. If the body can be ressurected, there might be a way to get the soul back where it belongs (that's an adventure idea, if the recipient even wants his body back). The soul in the Blue Flame can return at any time before the final duration elapses, but he has no contact with its body - and no way of knowing when it is attacked.

These are the creature's stats:
Damage Capacity: Has 250 S.D.C.tm (or M.D.C.tm) and recovers it at the rate of 4d6 per minute, any fire or heat based attack heals an amount of damage equivalent to what it should normally cause, resistant (half damage) to all attack forms except dark/ negative energy attacks, cold based attacks, explosions, and phase beam attacks.

Casting Abilities: The inhabitant can cast all Blue Flame spells (except the ritual to summon another elemental) at level 20th strength, spell strength of 18, but must draw on the P.P.E.tm of the nexus point, a ley line, or the ritual caster himself. It has no magic energy of its own, but evil souls will sometimes kill living creatures to release the energy and use it! More humane ones use energy from some sort of storage device or a circle if possible. Larhold warriors will sometimes give their energy freely to the elemental pilot since they tend to be comrades.

Damage:The elemental does 2d6 on a restrained strike, 1d4x10 damage per strike, 2d4x10 on a power strike, 1d4 damage per fingertip touch, 2d6 damage to those who grab him, 1d4x10 to anyone touching him for an entire melee round, and 3d4x10 to those who it grabs and incinerates (takes all of his melee actions though). It has an effective supernatural P.S. of 30.

Spell Abilities: Launch jets of flame that do damage equivalent to a 15th level Flamebolts spell, use Healing Flame at first level strength, and use Blue Fireball at 5th level strength, each at one- third the normal P.P.E.tm cost!

Bonuses and Abilities: Since the soul of another living creature inhabits the body, the Blue Flame elemental has these bonuses and abilities in addition to those of it's 'pilot,' but remember that only bonuses from experience can apply in this case (no attribute or biological power bonuses): +1 to strike, +2 to parry and dodge, +4 to roll with punch/ fall/ impact, +4 on initiative, nightvision for 2000ft, cannot be blinded in any way, and is +3 to save vs psionics and mind-altering magic. No spell that affects the physical body is useful against the Blue Flame elemental, because it isn't really alive but is just magically animated flame. Pain, dismemberment, and repeated blows don't hamper the beast in any apparent way!