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

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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.

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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

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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.

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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

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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.)

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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!