Review of Living Fire Magic
Posted: Mon Mar 13, 2023 11:55 pm
By OCC: The Russian Fire Sorcerer's are like the greatest fire fighers ever. Immune to blinding light, normal fire & heat, and can breath smoke.
Seem best suited as a no to low tech village protector.
Most of their spells are geared toward fighting vampires and exposing/expelling or destroying demons. Most of the non-situational, better than invocation spells does not happen until 5th level or higher.
Low: Start fires, entertain, Fire fighter and pest control.
Mid: Vampire hunter and healer
High: Fights supernatural predators
Blue is a Must Have,
Green is a useful
Orange is a spell that is extremely situational
Red is a spell that has no real use
Level One
Cloud of Smoke (2): Useful but a 50 credit grenade does the same thing.
Finger Sparks (2): A lighter can replace.
New Fire (1): A lighter can replace but necessary for other spells.
Pluck & Handle Flame (4): Entertainment. If you need to start a fire; lighter.
Smoke Smell (1): No SAVE. Low PPE cost. Effects everyone in an area or vehicle. Great if you want to distract a guard or a group of people.
Level Two
Bright Sun (5): Improved Globe of Daylight; greater range but unmoving.
Column of Smoke (3): Instant ladder. Smoke signal too. Need a ladder anyone?
Extinguish Fire (4 or : Situational.
Locate and Identify Fire (4): Situational. When you are looking for a campfire or a forest fire, if you are a fire-fighter.
Toxic Smoke Cloud (5 or 10): Tear gas
Level Three
Circle of Flame (6 or 10): I guess its good for keeping animals, zombies and unarmored / unarmed (firearms) peasants out.
Fire Fists (8): Like Fists of Fury.
Ignite Fire (3 or 6): A lighter with range (40 foot) and secrecy. Situational but great for surprise and distraction.
Impervious to Fire (5): Good when you need it.
Insect Chaser (5 or 10): Domestic spell. Maybe make some $ as a service to a farmer or pest control.
M.D, Torchfire (8): Like power weapon spell only cheaper PPE and better duration. Basically only good for people without vibro-blades
Level Four
Blessing from Svarozhich (8): Immunity to fire with better duration. Buff
Climb Smoke (8): Climb Spell.
Fireblast (10): line of flame that does a set amount of damage
Fire Bolt (7): Energy pistol but better strike bonus.
Fire Meld (10): Camo spell with BIG condition of being in fire. The real use for this spell isn’t just hiding but in being immune to shots and stabs. Still very situational. Basically hide in a campfire and hope they leave before the fire goes out or they put it out.
Fire Shield (10): A superior shield with immunity and offensive abilities.
Level Five
Armor of Svarozhich (15): Armor of Ithan 20% better with fire immunity
Bonfire of Purification (15): Cremator. Situational if fighting vampires.
Fire Ball (6 or 10): A weaker and less PPE costly version of Call Lightning.
Fumigate: Insects (12): Sell service to farmers. Be pest control. Maybe use against a spell caster who summoned insects or rats. Very situational.
Spiral Fire Blast (15): Area of effect flamethrower.
Level Six
Fire Blossom (20): Just carry a lighter. I don’t “get” why this exists.
Fire Sword (20): Power Weapon, with, maybe, a little more damage.
Healing Fire (20): Great for mass healing. Platoon or villagers after a battle. Also, discover and exorcise those who are possessed.
Impervious to Fever (20): Immunity to fever related disease. Very Sitch.
Perun's Celestial Fire Bolt (20): Energy rifle against supernatural.
Level Seven
Ballistic Fire (25): Great multi attack spell.
Bonfire of Expulsion (35): Great at freeing a village from sub demons and such. Awesome during the minion war. Penalties even when save is made.
Fire Gout (20): Great Fire attack. Like an energy rifle with area of effect.
Perun's Fire Scourge (25): A better “Call Lightning” against Demons. Situational
Level Eight
The Torch & Wheel (40): Kind of a Sense Evil / Sense Disease spell. Circumstantially it will buff a village against disease +3.
Level Nine
Desiccate the Supernatural (50): Same as Invocation
Dragonfire (20 or 40): Same as the 9th level Invocation
Level Twelve
Metamorphosis: Smoke (220): Like a vampire’s ability to turn to mist. A great spell for spying (20 minutes per level duration). Virtual invisibility and ability to pass through cracks, so many aspects by witch to sneak in and out of places.
Unsure of how it works when it comes to taking things. Says caster can re-materialize with but a thought (naked). So can the caster dematerialize and re-materialize at will for the duration of the spell? And what happens to their clothes, equipment, TW items, and weapons? Do they reappear on the player after the spell ends? I assume the writers wanted to tune the spells power down so a player could not steal things and take them with them. Guessing a player could do basic things: use the bathroom, drink water/eat food (sneak in the kitchen), hand to hand combat (naked) and probably cast other spells they know. See a lot of espionage possibilities.
Seem best suited as a no to low tech village protector.
Most of their spells are geared toward fighting vampires and exposing/expelling or destroying demons. Most of the non-situational, better than invocation spells does not happen until 5th level or higher.
Low: Start fires, entertain, Fire fighter and pest control.
Mid: Vampire hunter and healer
High: Fights supernatural predators
Blue is a Must Have,
Green is a useful
Orange is a spell that is extremely situational
Red is a spell that has no real use
Level One
Cloud of Smoke (2): Useful but a 50 credit grenade does the same thing.
Finger Sparks (2): A lighter can replace.
New Fire (1): A lighter can replace but necessary for other spells.
Pluck & Handle Flame (4): Entertainment. If you need to start a fire; lighter.
Smoke Smell (1): No SAVE. Low PPE cost. Effects everyone in an area or vehicle. Great if you want to distract a guard or a group of people.
Level Two
Bright Sun (5): Improved Globe of Daylight; greater range but unmoving.
Column of Smoke (3): Instant ladder. Smoke signal too. Need a ladder anyone?
Extinguish Fire (4 or : Situational.
Locate and Identify Fire (4): Situational. When you are looking for a campfire or a forest fire, if you are a fire-fighter.
Toxic Smoke Cloud (5 or 10): Tear gas
Level Three
Circle of Flame (6 or 10): I guess its good for keeping animals, zombies and unarmored / unarmed (firearms) peasants out.
Fire Fists (8): Like Fists of Fury.
Ignite Fire (3 or 6): A lighter with range (40 foot) and secrecy. Situational but great for surprise and distraction.
Impervious to Fire (5): Good when you need it.
Insect Chaser (5 or 10): Domestic spell. Maybe make some $ as a service to a farmer or pest control.
M.D, Torchfire (8): Like power weapon spell only cheaper PPE and better duration. Basically only good for people without vibro-blades
Level Four
Blessing from Svarozhich (8): Immunity to fire with better duration. Buff
Climb Smoke (8): Climb Spell.
Fireblast (10): line of flame that does a set amount of damage
Fire Bolt (7): Energy pistol but better strike bonus.
Fire Meld (10): Camo spell with BIG condition of being in fire. The real use for this spell isn’t just hiding but in being immune to shots and stabs. Still very situational. Basically hide in a campfire and hope they leave before the fire goes out or they put it out.
Fire Shield (10): A superior shield with immunity and offensive abilities.
Level Five
Armor of Svarozhich (15): Armor of Ithan 20% better with fire immunity
Bonfire of Purification (15): Cremator. Situational if fighting vampires.
Fire Ball (6 or 10): A weaker and less PPE costly version of Call Lightning.
Fumigate: Insects (12): Sell service to farmers. Be pest control. Maybe use against a spell caster who summoned insects or rats. Very situational.
Spiral Fire Blast (15): Area of effect flamethrower.
Level Six
Fire Blossom (20): Just carry a lighter. I don’t “get” why this exists.
Fire Sword (20): Power Weapon, with, maybe, a little more damage.
Healing Fire (20): Great for mass healing. Platoon or villagers after a battle. Also, discover and exorcise those who are possessed.
Impervious to Fever (20): Immunity to fever related disease. Very Sitch.
Perun's Celestial Fire Bolt (20): Energy rifle against supernatural.
Level Seven
Ballistic Fire (25): Great multi attack spell.
Bonfire of Expulsion (35): Great at freeing a village from sub demons and such. Awesome during the minion war. Penalties even when save is made.
Fire Gout (20): Great Fire attack. Like an energy rifle with area of effect.
Perun's Fire Scourge (25): A better “Call Lightning” against Demons. Situational
Level Eight
The Torch & Wheel (40): Kind of a Sense Evil / Sense Disease spell. Circumstantially it will buff a village against disease +3.
Level Nine
Desiccate the Supernatural (50): Same as Invocation
Dragonfire (20 or 40): Same as the 9th level Invocation
Level Twelve
Metamorphosis: Smoke (220): Like a vampire’s ability to turn to mist. A great spell for spying (20 minutes per level duration). Virtual invisibility and ability to pass through cracks, so many aspects by witch to sneak in and out of places.
Unsure of how it works when it comes to taking things. Says caster can re-materialize with but a thought (naked). So can the caster dematerialize and re-materialize at will for the duration of the spell? And what happens to their clothes, equipment, TW items, and weapons? Do they reappear on the player after the spell ends? I assume the writers wanted to tune the spells power down so a player could not steal things and take them with them. Guessing a player could do basic things: use the bathroom, drink water/eat food (sneak in the kitchen), hand to hand combat (naked) and probably cast other spells they know. See a lot of espionage possibilities.