These spells are by: magellan@ksu.ksu.edu (Jim) FIRE SPELLS: Weld Wounds - healing spell - level 5 range-touch duration-permanent damage-none, but the affected area will feel warm for d4 min save-none PPE-20 description-running a finger along a cut/wound will seal the area as if it was welded back together, heals d6 sdc/level or 1 md/level. can also cauterize amputated limbs, but costs an extra 5 ppe --------- Pheonix Flame - another life restoring spell, with certain risks -level 7 range-touch duration-permanent save-none ppe-120 limitations- the body must be no more hours old than the warlock has levels of experience upon invocation, the corpse will be consumed in flames and reduced to ash. there is a 65%+2% per level chancethat the character will emerge from under the ash and dirt, completely whole, (even if he/she had cybenetics and _minor_ bionics before, this spell will _NOT_ work on borgs) without scars or body hair. Hair will grow back normally. the character will also have a phobia of whatever killed him/her. no other attempts can be made to ressurect the character after this spell if it fails. ---------- Hell Fire - soul searing fire bolt - passes through inanimate objects, like armor - level 6 range: 5ft/level duration: instant damage: d6 hit points or mdc/level save: dodge at -3 and/or save vs magic at -4 ppe: 40 effects: mdc armor will reduce damage by half will affect astral travelers and other ethereal beings ----------- Flames of Truth- burning interrogation spell- level 6 range: touch duration: 1 melee/level damage: 1 sdc/hp/mdc per level save: vs initial spell at -4, then vs lies is vs magic at -2 ppe: 40 will engulf the victim in non-damaging flames. if the victim tells a lie, (s)he must save vs magic or feel searing pain and lose hp/sdc/mdc. to see if the victim shows the pain subtract 4 from the victim's ME attribute and roll under that number with a 20sided. if the victim fails this save, then their facial expression will show that they felt the pain. the victim's ME is not affected, this is just a save throw. --------- Fire Bat- guided elemental essence whose only objective is to hit the desired target- level 5 range: unlimited providing the target was in line of sight as the spell was cast duration: 2melees/level or until it hits, or is banished/returned to original dimension damage: d6mdc/level explosion, or 2d6mdc rams save: dodge ppe:40 bats will fly at the desired target/being and attempt to hit it. they will fly around any obstacle, bang into sheilds and try to hit again, etc. note: they will think that body armor is the target unless they are told otherwise. once they hit the target, the bats explode and return to their home dimension. STATS: mdc: 20 IQ 8 fly 25 mph +2init +4strike +6dodge 4 attacks/melee nightvision 500 ft see the invisible kinetic attacks go through the essence, cold and water attacks do double damage, impervious to fire/heat ---------- Heat Stroke- thermal stun spell- level 4 range: 10ft/level duration: 1 minute/level save: standard ppe:15 victim feels weak, listless, and tired. very thirsty -2 s/p/d -d4 PS -15% skills PE and PS are actually half what they mean (eg PS 20 means carry 200lb, not 400, and lift 400lb, not 800.) ---------- Firestorm- one of the most destructive elemental spells in existence- level 8 Range: 200ft/level Duration: instant, travels at 30mph(Spd 44) 660ft/melee save: dodge/run like hell ppe: 120 damage: d6mdc/level this invocation creates a moving wall of flame as many feet tall tall as levels experience of the warlock that covers a 5 degree arc per level in front of that mage. line of sight is not necessary. hiding behind objects will not help, as the flame engulfs everythig in its path. characters and vehicles hovering less than 200 feet above the blaze will take d4MD/two levels of the warlock due to thermal expansion and shifting air currents. either negate it, be impervious to fire & heat, or run like a mad dog!