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Posted: Tue Mar 20, 2012 4:22 pm
Sol'rac - Spheres of Fire Information regarding the three spheres, it's history and development, and the Ignatius Clan (to go here)Sphere of Incandescence
The first Sphere of Sol'rac, this Sphere is known as the Sphere of Incandescence. This Sphere deals with the manipulation of heat, fuels, entropy, and thermodynamics. It is common belief amongst Ignatius mages that every flame has a Source. And without this Source, fire has nothing from which it can grow. Because of this taught belief, the first thing Ignatius mages learn to do is manipulate this Source on a magical level, and from this it is possible to not only affect the Source of heat and energy of fire, but of all things.
Many of the spells of this sphere are considered Internal spells, the effects of the spells are tending to have internal effects on the target they are casting upon and themselves, the effects of the spells not always observable to the seeing eye. And most are all supplementary in nature, few of the spells pertaining to combat and instead based entirely on utility.
Offensive Spells Blood Rash: An offensive spell used primarily for severe disciplinary measures, as well as a means of torture, this spell heats the blood in a persons body just enough to cause pain, but not enough to kill them. The sensation can only be described as having molten lava flowing through ones veins, and often that alone is enough to bring someone to their knees, if not outright put them into shock. And when the blood is heated to such a degree, it is possible for the person to become feverishly sick, and for cells to die from the heat. Use of the spell is generally frowned upon, many, even those within the family, finding use of the spell unethical, but due to how similar the use of the spell is to Blood Boil many end up learning and knowing how to use this spell, whether they would like to or not. Range: Close Cost: Low
Heat Cannon: By super-heating the air, the mage creates a powerful flameless explosion with enough force that it could blow boulders away and even evaporate water. This spell can be used at great distances, and is considerably accurate. It is, however, extremely dangerous and misuse of the spell could result to immediate danger for the caster.
Defensive Spells Searing: A spell used primarily for defensive purposes, this spell was developed in order for the Ignatius mage to protect themselves from attacking warriors. The spell is only effective if the attacker is wearing metal armor, or the weapon they are touching is made of metal. But essentially, this spell works by heating the metal of their assailant to varying degrees, usually making it just hot enough that the person is forced to drop it, burning them in the process and causing a bit of pain. It is not an immediate effect, but once it heats up it will generally continue to do so until the metal is incandescent. Range: Medium Cost: Low
Supportive Spells Adrenaline: A supportive spell that works by using a rush of heat and energy to give a person a burst of adrenaline, this spell can temporally reduce ones baseline reaction time, allowing for them to move and react quicker to the things around them, as well as push their bodies beyond their limits for the duration of the spell. The spell doesn't last long, however, and often the effected is met with a sense of exhaustion once they come down from the high. And depending on their situation before or during the effects of the spell, their condition might be worse than before, making this a spell that should only be used with careful consideration. Range: Close Cost: Low
Metabolism: A supportive spell that works to increase a persons metabolic rates for a time, allowing for their bodies to naturally increase cellular regeneration and break down poisons, making it a spell that is apt for healing others. The only drawback is that afterwards the affected will feel famished, and will need to eat or rest, as the spell draws on the body for energy, and not the caster. Range: Close Cost: Low
Boiling Blood: A spell with many purposes and uses, Boiling Blood is a supportive spell that can be used as a means of warming the body in cold weather. By doing so, a person can remain warm against the cold. On top of that, by warming the blood to just a comfortable temperature, not at all the extreme of Blood Rash, this spell can warm and heat the muscles of the body, giving the body a renewed sense of energy that can make them feel perky and energetic. Range: Close Cost: Low
Endure Pain: A supportive spell meant to help lessen the pain, this spell does not remove ones sense of pain, nor take it away. Instead, it distributes the pain over the course of the body, lessening it to the point that all that can be felt is a light tingle. Of course, the greater the pain the greater the effect of this tingle, and even then there is also so much that can be fully distributed before the sense of pain returns. Range: Close Cost: Low
Warmth of the Sun: A supportive ability that allows for the caster to transfer energy from themselves to others, the effect can be described as feeling the rays of the sun, a warming effect that can almost literally be considered energizing. It is a spell meant to restore stamina and wash away fatigue, although because all of this is coming from the caster it can leave the mage drained and tired. If not magically, than physically. Range: Close Cost: Low-High
Heat Sight: A supplementary spell used by mages to give them the ability to see not light, but heat, this is mainly used in conjunction with a number of heat or fire based spells. By giving them the ability to see thermal temperature, they are able to draw on already natural sources of heat in the area. It also works by allowing for them to see others within the dark, giving them a nice advantage on those who rely on the light. The drawbacks is that this sight does not give the caster the ability to make out specific details. Range: Self Cost: Low
Enchantment Spells Soothe: An enchantment spell developed to affect the minds and emotions of other people, this spell allows for the mage to soothe the emotions of others, able to make people less anxious or less angry by doing what an Ignatius may refer to as "draining the heat of their passion." It is a spell that can be used to calm people, by lowering the influence of their emotions and in turn make them more solemn and complacent. It should be noted that this spell does not allow for complete dominance of the emotions, instead the spell only being able to control emotions and feelings linked to passion (love, anger, etc). Range: Close Cost: Low
Weakness: A curse that works by manipulating the Source of a person, this spell drains the energy from the target, making the afflicted both physically weak, their body seemingly drained of life, at the same time making them feel tired, as well, even their thoughts becoming slow. It is an enchantment spell meant to weaken and debilitate without directly harming others. Range: Medium Cost: Low
Slumber: An enchantment spell that allows for the caster to affect a single target or an area, the caster expels what is felt as an aura of warmth, that seeps into the target(s) and makes them drowsy. As the feeling persists, the target(s) eventually grow more and more tired, before falling asleep into a deep and warm slumber. Although the spell can be cast on just about anyone, it is most effective against those who are not alert, or under the effects of a drug or magic that makes them so. It is especially effective against those who are already tired and fatigued. Range: Medium Cost: Low (maintain)
General Spells Raise Flame: One of the most basic spells for a Ignatius mage to learn, this spell allows for the manipulation of a flame or fires Source, allowing for the mage to increase the size of the flame, as well as the temperature. This spell does not, however, allow for control of the fire itself. Range: Medium Cost: Low-High
Quell Flame: The counterpart spell to Raise Flame, this spell is practically a required secondary spell to learn, that works in the opposite of Raise Flame. Where Raise Flame increases the potency of fire, by increasing the energy of the Source of the fire, Quell Flame works in the reverse, lowering the energy of the Source and making the flame, as well as the heat, plummet. This spell can be used to control flames that might have otherwise got out of hand, or even used to disrupt and affect the magic of another fire mage. It should be noted that this spell does not allow for the flame to be put it, it merely weakens it. Range: Medium Cost: Low
Light: A general use spell that allows for the mage to make anything they touch begin to glow brightly, this spell can be used in place of a torch or a candle, casting a warm light that will last for as long as the mage is in contact with said object. It should be noted that the best objects used for this spell are crystals, or other translucent objects. Range: Touch Cost: Low
Hands of the Sun: A spell that allows for the caster to heat up anything they touch, making their hands warm or hot to the touch. The caster can control the level of heat generated by their hands, in turn making their use of the spell, as well as the cost, vary. Range: Touch Cost: Low-High
Store Heat: An interesting spell that can be used for a number of purposes, this spell allows for the mage to store energy into objects, and by using runes or seals entrapping the magical energy into the objects until the caster, or even another mage familiar with the use of this spell, feels the need to draw on that energy. This spell can be used to create external sources of magic, fuel might say, that a mage is capable of drawing on for energy later. The fuels can be used to power up spells, siphon energy from, or simply burst for magical effect. The most common container for storing energy are crystals and metals, Ignatius mages making use of jewelry and other accessories to keep stores of magical energy on hand. The only issue is that most fuels tend to be burned up after the energy is consumed. Range: Touch Cost: Low-High
Smolder: A simple spell that is used to heat an object to the point of combustion at a low enough temperature that it does not produce fire, this spell can actually be controlled with a great deal of skill, allowing for one to burn messages into objects by controlling just what part of the target combust. This allows for a Ignatius mage to create magical circles, runes, and glyphs from a distance and with a greater deal of speed than if they had done it by hand. The spell can also be used to produce, if in an area with a lot of wood and or flammable material, a large amount of smoke, fumes, or heat, which alone has it's own uses and purposes. Range: Medium Cost: Low
Summer Breeze: A spell that generates heat and utilizes it as kinetic energy, this spell creates what many refer to as a 'breeze of heat', which is controlled by the caster and blown in a given direction or against a specific target. The spell is used primarily for drying and heating, but when used directly against people can act as a deterrent, the heat being highly uncomfortable to be exposed to due to it's effects. Range: Medium Cost: Low-Medium
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Posted: Sat Apr 21, 2012 12:09 pm
Sphere of Ignition
The second Sphere of Sol'rac, this Sphere is called the Sphere of Ignition. Unlike the first Sphere, which merely dealt with the manipulation of the Source, or simply heat, this Sphere takes things to the next level, by dealing now with the very element of Fire itself. This part of Sol'rac deals with the Rise of fire magic, which mainly translates to combustion, or consumption as they call it, energy transfer, and dissipation. Now that the Ignatius mage has attained a level of training dealing with the Source, the mage in question will begin to learn how to give Rise to the very element which they are working with, as well as it.
In short, this sphere deals with the generation and manipulation of Fire itself. Because of that many of the spells in this Sphere all cost slightly more than those of the first, requiring more energy and almost as much control as having too much energy will cause for the spells to flare up and be more potent than even the caster wishes for, while too little will result in spells simply failing or fizzling uselessly. And if one does not carefully control the direction of their spell they run the risk of it running out of control.
Offensive Spells Fireball: The very spell most people tend to picture when one thinks of a fire mage casting magic; the Fireball is one of the most basic spells that a fire mage can learn, and is one most do end up picking up at some point in their career. By generating flames within their grasp, the caster creates a flaming orb which can be thrown or launched at a target with great speed. On top of it's heat, it's ability to burn and set whatever it hits ablaze, and with a physical impact that can be akin to a physical blow and it's generally low cost this is one of the greatest offensive spells a fire mage can carry in their arsenal. Experienced mages are able to vary the size and heat of the fireball, advanced mages even learning how to manipulate the form some, though this is used more for aesthetic effect than practicality. Range: Long Cost: Low-High
Rays of Heat: A basic offensive fire spell that is simple in function and use, the caster shoots a stream of flames from their fingertips, the flames spreading outward with a cone-like radius. Although most mages will simply cast this spell with one finger, more experienced mages have learned to cast with multiple, advanced Ignatius mages utilizing all fingers for destructive results. The heat and size of the cones can vary, making the spell somewhat versatile in use. Range: Medium Cost: Low-High
Flaming Lance: A variation spell of Rays of Heat, by pointing a finger at a person the caster focuses on the oxygen between their finger and the target, creating a straight line, and ignites it to create a thin column of fire which lances forward from the mage's fingertip. When the lance hits someone it hits with a piercing force comparable to that of an arrow, the burning force of the spell capable of even penetrating through plated armor. Range: Long Cost: Low
Dragon's Tail: A spell that creates a steady stream of fire from in between two of the caster's fingers, this spell differs from Rays of Heat in that the flames are contained into the form of a whip that the mage can wield through flicks of their hand, almost as if it were a real whip. The flames have a tangible form, capable of wrapping around an object, and the mage is capable of lowering and raising the temperature of the flames, allowing for them to grapple and restrain a target, and then proceed to set it aflame if they so desire. Once the whip has been formed it is a simple task of maintaining it, making this an excellent spell with a low cost that makes it practical for combat, although it has been noted to have other practical uses as well. Range: Close Cost: Maintained (Low)
Defensive Spells Blazing Shield: A defensive spell that creates, just as the name implies, a blazing shield. The shield is made up of fire, and is generated from both of the mage's hands, and generally held out in front of them. The size of the shield can vary, being just large enough to cover the caster or large enough to shield both them and anything behind or beside them. It should be noted that the shield itself is not capable of defending against physical attacks. The heat and flames generated by the spell are capable of burning anything that comes in contact, as well as keep physical attackers at bay, but physical objects thrown or propelled are able of breaking through the shield and striking the caster, even arrows capable of piercing the shield, although they usually burn up when they pass through it. The shield was designed for the purpose of defending against magical attacks, as well as protecting one from physical attackers by keeping them at bay. Unfortunately the spell can be rather draining on the caster, making maintaining it for extended periods of time taxing. Range: Close Cost: Medium
Wall of Flames: A wall of flames that is created for the purpose of blocking a street or passageway, this spell can also be used as a means of defense from some magical spells, although it is mainly used to halt movement and allow for the caster to get some distance or gain some time in preparation for another spell. Range: Medium Cost: Medium
Supportive Spells Flaming Weapons: A spell that allows for the caster to enchant weapons and projectiles alike to be on fire without burning the material or it's wielder, it allows for warriors to wield enchanted equipment capable of burning anyone they attack so long as the spell is maintained, or unless the flames are put out or smothered. Range: Close Cost: Low (Maintained)
Enchantment Spells Inflame: An enchantment spell that allows for the mage to intensify the emotions of others, this spell can be used in order to make one more brave, by raising their courage, or even make them complacent by making them more willing to do as the caster would like. Generally people will know when their emotions are being altered, particularly when this spell is used with no subtly, which can in turn affect the effectiveness of the spell. This spell does not give the user the ability to read the emotions of others, and as such they must rely on their own skill and ability to read others in order to subtly manipulate others. Range: Close Cost: Low
Fires of Passion: An enchantment spell that is used to for the purpose of enchanting a person so that they lust after another, or even the caster themselves. It is a spell that is maintained, and can be used to control a person by making them so infatuated they are nearly willing to do anything. Although the effects fade, the memories of the feelings and emotions can remain, and it is because of the possible lasting effects that use of this spell, even within the Ignatius household, is generally frowned upon. Still yet it is taught. Range: Medium Cost: Low (Maintained)
General Spells Ignite Flames: A spell that allows for the creation of flames, this spell works much like Smolder, but rather than keeping the affected area or target burning at a low temperature, so flames are not generated, this spell actually allows for the creation of fire, combusting the object so that flames are generated. This spell can be used for varying effect, from creating a simple spark, to even combust objects so that they are consumed by flames entirely. Range: Long Cost: Low-High
Extinguish Flames: The paired spell with Ignite Flames, this spell works much like Quell Flames, but rather than altering the Source it merely does what it's name implies: It extinguishes flames. This is a good spell to use in order to put large or small fires, and an excellent counter against other fire mages. Range: Medium Cost: Low
Torch Blade: A simple spell that creates a small jet of flames, similar to that of a blowtorch, the flames are emitted from the finger tips, allowing for a level of control in what it is that is burned. The spell is used primarily for melting and welding, capable of cutting through metal and ice alike with amazing precision. Range: Touch Cost: Maintained (Low)
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Posted: Sun Apr 22, 2012 7:24 am
Sphere of Incineration
The Sphere of Incineration, this is the third and final Sphere, that combines the teachings and concepts of the first two Spheres, allowing for the casting of powerful magic. Many of the spells of this Sphere are considered destructive in nature, and were developed primarily for combat and use in warfare. Although the spells of this Sphere are all considered powerful in comparison to the other two Spheres, they also take a considerably more amount of magical energy to cast, as well as time and preparation to prepare. They are not spells that can be cast on the fly, even with with the aid of the Ignatius Legacy, and to fizzle one of these spells or have ones concentration broken while in the middle of preparation can have irrevocable consequences, and not just on the caster.
Offensive Spells River of Hell: A spell that generally starts off as nothing but a flame the size of a pebble it can quickly grow into a raging inferno with little cost to the caster's magical supply. The flames function similarly to Greek Fire in that not only does water have no effect on it but because of the pyrolytic nature of the flames the use of water will actually spread the flames faster. Wind and water magic seem to have little to no positive effect on subduing these flames, the best method being to smother them before they become too out of control. This was a spell developed long ago for the use of warfare and combat, just a single use of this spell capable of setting an entire field ablaze and on who are caught up in it. Range: Close Cost: Medium
Rain of Fire: A variation spell of Fireball that can be used a long distances, the mage creates a number of fireballs that rain down from the sky over an area for a large AoE. It is not the most accurate of spells, since the fireballs come down at random, and was mainly developed to be used against armies or large groups of people where accuracy wasn't even a concern. Range: Long Cost: Medium
Blossoms of Fire: Creating a column of flames that erupts forth from the ground, the flames remains in blaze as a roaring bonfire, with flames lancing outward from the main body in a swirling motion. The spell was named due to the spells strong appearance of that of a pod opening it's petals. Range: Medium Cost: High
Eruption: A spell that is considered destructive even in comparison to many of the other spells located in this school of magic, the caster channels heat and energy into the very earth, entrapping it within the earth to build up pressure. The longer the pressure builds, and the more energy poured into the earth, the greater the effects. When the spell is finally released, the built up heat and energy erupts upward, causing the very earth to explode as heat and flames erupt from below, even magma capable of spewing if there was stone enough present within the earth at the time. Range: Medium Cost: Very High
Firewater: A high-ranked spell that is only practiced by fire mages of exceptional care, this spell is a type of magic that literally turns water --specifically the H20-- into fire. The spell performs something close to thermolysis, decomposing the bonds between hydrogen and oxygen to separate these two elements in a gas form. As both are highly explosive the moment a spark is created, if it doesn't on it's own, an explosion of fire will erupt. As the flames are heated well over 2000 degrees Celsius one can expect the flames to be extremely hot, the result leaving nothing but destruction in it's wake. The strength of the explosion can vary depending on how much hydrogen and oxygen is present, so ranging from small to catastrophic. The water can be vapor in the air, frozen ice, or any kind of liquid that is within their range. Range: Long Cost: Low-High
Solar Spheres: A high-ranked spell fire spell, the Ignatius mage creates a swirling sphere of intense heat and flames that will appear either overhead or in a targeted area, with rays of flames lancing out at anything within it's range in a similar manner to Blossoms of Fire. The diameter of the sphere is approximately 1.5 meters, the core and the hottest part of the sphere being a foot in diameter. When cast the sphere will burn anything caught within it's range, causing severe burns even to those in the space surrounding it. Those unfortunate to actually be caught within the swirling sphere being burned to the extent not even byproduct remains. Range: Medium Cost: Very High
Heliocaminus: Considered to be one of the greatest offensive fire spells developed by Humans, it is a spell that draws it energy from the very source of fire, the Sun. The spell works by concentrating great levels of sunlight within an area onto a single target, with the diameter of 1 cm. The beam of light itself only lasts for a split second before dissipating, but with the heat of the beam, and the sheer magnitude of the power, it is capable of setting fire to just about anything, with flames reaching above 3000 degrees Celsius. The beam itself can be formed from any direction, provided there is sunlight available. The spell is fully capable of being cast even indoors, provided there is a sufficient amount of sunlight available, and the intensity and size of the beam can be adjusted by the mage, in turn increasing the destructive capabilities of the spell.
But certain limitations are present with this spell, which in turn can affect it's use in actual combat. The most obvious limitation is that the weather, and the available sunlight. While it is capable of being cast so long as there is a ray of sunlight, on cloudy or rainy days the amount of time it takes to fully charge the spell up, and build up the energy to fire the solar beam, can make preparing the spell a waste of time and energy. It should also be noted that the spell cannot be cast at night by normal mages, the reflected light of the sun hardly enough to fully charge the spell. Another limitation is line of sight. Although the spell itself has almost unlimited coverage, the mage capable of firing this spell at any distance, they are limited solely to what they can see and focus on, making areas where they are unable to see or focus on their target impractical for the caster. Range: Limited only by how far the caster can see Cost: Low to High
Defensive Spells Halls of Fire: An advanced version of Wall of Fire, this spell creates parallel walls of flame on either side of the caster, creating a single line of sight path that allows for the caster to follow up with a spell that might otherwise have been easy to side step and dodge. leaving those trapped to either risk being burned by the scorching flames or meet their fate at the hands of the caster. The spell can also be used for defensive purposes, by creating the walls of flames to defend against two fronts on either side of the caster. Range: Medium Cost: High
Slumber of Ashes: A spell that works best in wooded, dry areas, this spell works by slowly burning the leaves and branches of the trees around the user in the area within a wide radius so that smoke and ash are generated. This causes smoke to quickly fill the area, and as ash rains down from the smoldering trees it can blanket the area in darkness that can make breathing difficult, causing eyes and lungs to burn by inhaling the air. It also makes tracking by scent all but impossible. It is a spell meant primarily to mask ones presence and hide ones tracks while they flee, but has some other uses as well. Range: Long Cost: Medium
Supportive Spells Waning: Just as a fire mage is capable of transferring or generating heat and flames, they are capable of absorbing it. It is a spell that was developed as both a countermeasure against other fire mages, as well as a way to get back some of the energy used to cast certain spells, this spell, Waning, is capable of drawing heat and fire to the caster and convert it into energy that they can use to build up their magical reserves or even stamina.
There is a drawback to the spell however, as by drawing the heat and flames to themselves the caster, who is essentially transferring all of the heat within their body to be converted into energy, runs the very high risk of burning themselves alive. And if they lose concentration while maintaining this spell, or are distracted, all of the drawn energy can suddenly slip from their control, in turn setting them on fire and burning them to ashes. It is a spell that, although highly beneficial to a mage, is not without it's risks. Range: Close Cost: None
Enchantment Spells
General Spells Immolate: A spell that is in all practice forbidden, it is a spell that will generate flames that do not burn, but consume anything that they are set upon. It was a spell developed by those whom sought to gain power through the sacrifice of other lives, by devouring the "source" of other living things and making it their own. It is a dark spell, that can twist and distort the spellcaster from a normal being into something else. The spell has no effect on non-living or inanimate objects, but those made of flesh and blood should be wary of all whom practice this spell. Range: Close Cost: Varied
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Posted: Sun Apr 22, 2012 9:49 am
Spells to be Made Searing Flame Blazing Radiance Blaze Fiery Torment Fiery Feet Burning Rhapsody Burning Legion Enflame Shroud of Radiance Extended Life Scorching Heat Flaming Torrent Twin Dragons Crimson Firelight
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