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[Shelved][✓] [Magic Lore] Elementalism Fire Pact


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Fire Elementalism

 

The shaman has the ability to manipulate fire after forming a pact with a fire spirit and several lessons. Manipulation of fire is only allowed at T2 due to the shaman’s inexperience at T1. 

 

General Redlines

  • Voidal or otherwise magically summoned fires cannot be manipulated.

  • If a fire is moved and left in an area where there is no fuel for it, it will go out.

  • Fire elementalism cannot keep a fire burning infinitely. 

  • Fire cannot be made larger without the use of fuel or a spell specifically stating when and where it is possible.

 

Combat

 

Move Fire

The shaman is able to move any naturally made fire. They must be within 20 blocks of the target they attempt to move. This can be used out of combat for mundane reasons, such as lighting a candle.

 

T2:

  • May move a 1x1 block of fire

  • Requires two emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at minimal accuracy with above average difficulty.

T3:

  • May move a 1x2 block of fire.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at lower accuracy with moderate difficulty. One emote of chanting.

- 1x2 can be moved at minimal accuracy with above average difficulty. Two emotes of chanting.

T4:

  • May move a 2x2x2 block of fire consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twelve blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at average accuracy with little difficulty. One emote of chanting.

- 1x2 can be moved at lower accuracy with moderate difficulty. Two emotes of chanting.

- 2x2x2 can be moved at minimal accuracy with above average difficulty. Three emotes of chanting.

T5:

  • May move a 3x3x3 block of fire consisting of any shape.

  • Requires four emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twenty blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting.

- 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting.

- 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting.

- 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting.

 

Multiple Flames

Tier Five only: The shaman is able to move two 1x1 blocks of fire. The shaman will move these flames as if they were T3, requiring three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue. 

 

Redlines

  • The shaman is not able to increase the temperature of the fire. 

  • Burns require two full emotes of exposure.

  • The Shaman is not able to create any vivid patterns. Shapes such as orbs, squares, cones, and other simple shapes can be made. 

  • Fire will not move in distinguishing shapes. 



 

Non-Combat 

 

Fire Rune

The Shaman is able to place fire runes upon any surface, aside from living creatures, after two emotes of chanting and forming the sigil. These runes fit up to half a block and are represented by the sigil of their pacted spirit.
The Shaman may only have two Fire Runes out at a single time. Shamans can dispel fire runes at will. 

 

T2: 

  • These runes give off a slight warmth in a 4x4.  

  • Runes may only last for two IRL hours before dissolving away.

T3: 

  • These runes give off a toasty warmth in a 4x4 area. 

  • Runes may only last for four IRL hours before dissolving away.

T4: 

  • These runes give off enough warmth to keep a 6x6 area comfortable. 

  • Runes may only last for eight IRL hours before dissolving away.

T5: 

  • These runes give off enough warmth to keep a 10x10 area toasty. 

  • Runes may only last for ten IRL hours before dissolving away.

 

This applies fatigue for the duration of the chant.

Redlines: 

  • The rune cannot create a physical fire.

  • The visual fire effects cannot be manipulated.

  • Runes cannot be placed on animals or living beings.

  • Attempting to castCasting a rune upon yourself will hurt as though you have been branded and produce no effect other than leaving the skin scarred.

  • The shaman may dispel their own rune at any time at will.

 

Heat Walking

Shamans are able to walk their bare feet across a hot surface. This requires two emotes of chanting.  

 

T2: 

  • The shaman can walk on coals and very minimal sources of heat, for two emotes. 

T3: 

  • The shaman can walk on mild sources of heat, for four emotes. 

T4: 

  • The shaman can walk on moderate sources of heat, for six emotes.

T5: 

  • The shaman can walk on severe sources of heat for eight emotes. 

  • The shaman can wade through block high sources of fire for four emotes.

 

This applies fatigue for the duration of the chant and the spell’s effects. 

Redlines: 

  • Heat Walking does not prevent body parts not affected by the spell from the side-effects of being too close to or touching a fire, such as singed hair and burns.

  • Heat Walking does not protect you from lava or anything more extreme than hot coals.

  • Heat Walking does not protect you from voidal fire or any other type of magically summoned fire.

 

Ember Rune

The Shaman is able to place fire runes upon any surface, aside from living creatures, after two emotes of chanting and forming the sigil. This rune covers the full surface of a block, turning the ground to hot coals. This requires chanting for one emote.

 

T2:

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons. These runes last for two IRL hours. 

T3: 

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons. These runes last for four IRL hours. 

T4:

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons.  These runes last for twelve IRL hours. 

T5: 

  • These coals can be used to cook food, heat stones, revitalise fires, and boil cauldrons.  These runes last for twenty four IRL hours. 

Redlines

  • The rune cannot create a fire.

  • The visual coal effects cannot be manipulated.

  • Runes cannot be placed on animals or living beings other than on the shaman casting it.

  • Casting a rune upon yourself will hurt as though you have been branded.

  • The shaman may dispel their own rune at any time at will.



 

Burning Palm

The shaman is able to grab heated objects for a brief time. During which their palms hands will look charred and cracked, like a burnt log. This requires two emotes of chanting.

 

T2: 

  • The shaman is able to grab objects with minimal sources of heat for two emotes. 

 T3: 

  • The shaman is able to grab objects with mild sources of heat for four emotes. 

T4: 

  • The shaman is able to grab objects with moderate sources of heat for six emotes. 

T5: 

  • The shaman is able to grab objects with severe sources of heat for eight emotes.

 

This applies fatigue for the duration of the chant and the spell’s effects.

Redlines

  • Burning Palm does not protect body parts not affected by the spell from the side-effects of being too close to or touching fire or hot metal.

  • Burning Palm does not protect you from lava, molten metal, or fire.

  • Burning Palm does not protect you from voidal fire or any other type of magically summoned fire.

 

Dancing Flames

The shaman is able to use all their concentration to make manipulated flames flicker and dance across the sky at a range of 24 blocks, in a wide variety of complex patterns. While unable to move or focus upon anything else, the shaman can mildly manipulate the temperature of the flames to produce color changes such as blue, red, orange, and yellow. Certain minerals may be added to the flames before manipulation to grant different colors.  This spell requires chanting for the entire duration of the spell, up to eight emotes. Due to the intricacy of this ability and its similarity to Move Fire, it cannot be used in combat.

 

T4: 

  • A maximum amount of 16 blocks worth of fire is allowed, and may be stretched into any shape.

T5: 

  • A maximum amount of 32 blocks worth of fire is allowed, and may be stretched into any shape.

 

This spell does not apply fatigue, but any break in the shaman’s concentration such as an attack, long conversation, or movement will cause the spell to instantly cease.

 

Redlines 

  • The shaman is not able to increase the temperature of manipulated flames. 

  • Dancing Flames is not able to catch things on fire, nor can the flames or heat harm any people. 

  • Dancing Flames can not be used in combat

 

Spirit Marks T5

The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead.

 

 The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does.

 

Redlines

  • Mark causes as much pain as a tattoo. It is required to be placed on bare skin. 

  • Only T5 Shamans may place a Spirit Mark upon someone. 

  • Mark only lasts for two IRL days for non-spirit worshippers.  Spirit Worshippers may bear a Spirit Mark for three IRL days. Shamans are not able to remove the mark once placed.

  • Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication.

  • Spirit Marks grant only:

  • Fire Rune, Ember Rune, Heat Walking, or Burning Palm at the Shaman's own personal discretion. These abilities for the marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. 

  • The Marked are not able to grant Spirit Marks to others. Only Shamans may apply a spirit mark. 

  • The Marked do not chant to channel the ability, meaning they do not suffer or boon from the volume of chanting. 

  • The Marked may only use any ability once per hour.

  • This cannot be used to find out whether someone is a dark mage/shade/whatever other spooky things there are.


 

Fire Elemental

 

The Shaman is able to summon an elemental using fire from up to twenty blocks away. The Fire Elemental is able to move through/around non-magically created earth, metal, and flames with no effects. Magically created air and water harm it as described by the source of magical air or water. 

 

The elemental is limited to ten blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities.  The Fire Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from fire which cannot be cut and damaged like flesh. Objects will simply pass through the Elemental. It can only be damaged by magical projectiles.

The Elemental is not resistant to magic and cannot push away physical attacks.

Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. 

Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. 

While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. 

Protection of the shaman is the number one priority. 

 

Summoning the Elemental

 

Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling.

This applies fatigue for the duration of the chant and the spell’s effects. 


 

Appearance

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The Fire Elemental appears as a flaming figure of any form, up to 2x2 blocks. These Elementals have a reach of one block and can move twelve blocks per emote, and have the strength of an average human.


 

Elemental Abilities

With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it.

 

Immolating Presence: The Elemental is constantly aflame, giving off a faint heat from three blocks away from it. Grappling with the Fire Elemental will be painfully hot. Clothing or hair will catch alight after two emotes of being grappled with the Fire Elemental. Exposed flesh will be licked by flames, causing first-degree burns in two emotes of grappling. Second-degree burns occur after three emotes.

 

Flame Strike: The Elemental sends one fist or foot forward to strike at a foe. These Elementals hit with the strength of an average human. Bare contact with the fist or foot is able to set ablaze dry cloths, leather, and hair on two direct hits near the same target. Elementals have a melee range of one block around them. 

 

Flame Burst: The Elemental sends one flat palm forward with an emote. This sends out a burst of fire that travels two blocks out from the Elemental in whatever direction the palm is facing. This is able to set dry cloths, leather, and hair on fire.  

 

Spirit Ward: The Shaman is able to sacrifice the Elemental over the course of three emotes. This will allow the Shaman to place a wall of flames around themselves or another within twenty blocks of them. This ward takes an additional emote to fully form. This ward is able to block a single fatal magical spell before shattering or two non-fatal magical spells. The ward is able to block a single melee strike that does not exceed Olog strength before shattering. Only one spirit ward may be active at a single time. Only one spirit ward may be active on a single target. An elemental is only able to make one spirit ward. Each ward will require the shaman to sacrifice the elemental. When sacrificed, elementals fade away from the world over three emotes. 

 

Flame Whip: The Elemental is able to take two emotes to create a whip of fire and another to swing it.This whip has a range of four blocks and fades after a single melee use. Against bare skin, this whip will cause second-degree burns, in addition to being able to set dry cloth, leather, hair, and wood on fire. The heat from this whip may be uncomfortable enough to hinder or delay the casting of a spell but not outright disrupt channeling or connection.

 

Flamethrower: The Elemental gathers flames in one of its limbs, which swells with swirling flames for two emotes. On its next emote, the arm turns to blue hot flames, increasing in heat greatly. The arm then explodes, sending a swirling mass of fire forward. These natural blue flames are two blocks wide and travel up to six blocks in range. These flames will set cloth, leather, hair, hide, and fur on fire. These swirling flames dive through gaps in armor and chain, melting skin to clothing and armor alike.

This ability will remove one of the Elementals limbs. Elementals may not recover limbs

 

Unravel: The Elemental is able to be sacrificed in another form. Taking three emotes, the Elemental can start to unravel its form. It may move up three blocks per emote during this, but may not attack. After the third emote, the expanding form of the Elemental rushes out in 5x5x5 blocks in a circle around their standing point. These flames do not hit the shaman or those directly behind the shaman, and travel out over the course of an emote before fading. Hot tongues of fire leap out and are able to set dry cloth, leather, hair, hide, fur, and wood on fire. 

 

Redlines 

 

  • The Shaman is not able to have more than one Elemental out at a time. 

  • Being around the Elemental brings varying degrees of heat the closer one gets to it. 

  • Neither Shaman nor Elemental is able to increase the heat of flames. 

  • The Fire Elemental is not immune or resistant to fire damage magically created from any source.

  • Fire Elementals are impervious to fire damage from naturally made fire. 

  • Fire Elementals may set fire to the environment. 

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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