EPRP - Fire Magic!

Published by Eight Star in the blog Eight Star's Work Load. Views: 505

Listed in order of power level.

Power Level = Willpower minus one.
General Magic Cutie Mark Power Level = Willpower
Elemental Cutie Mark Power Level = Willpower plus two.
Fire Source Cutie Mark Power Level = Willpower plus four.

To get a spell you must have its requires Power Level when choosing the spell. If your Power Level drops below it at any time, it cannot be cast.


1. Light
Type: Support Fire Spell
Cost: 2 Stamina
Using this spell, the user creates a light at the end of their horn. This illuminates a radius of feet equal to the user’s Willpower. The spell continues as long as the user wants, or for a number of hours equal to the user’s Willpower.

2. Hearth Warmth
Type: Support Fire Spell
Cost: 4 Stamina
This spell creates a warmth on the inside of the target pony, making them resistant to cold effects. While affected with this spell, the target is unable to be Frozen. This spell continues as long as the user wants it to, and as long as the target stays in line of sight of the user.

3. Start Flame
Type: Support Fire Spell
Cost: 2 Stamina
This spell is able to be used to light a fire. It can light a match with ease, or start a fire under a put that has appropriate kindling and logs.

4. Cauterize
Type: Support Fire Spell
Cost: 5 Stamina
Usable on an ally who’s taken damage. This spell heals back half of the damage taken from the last attack, rounded down.

5. Flame Shield
Type: Instant Combat Fire Spell
Cost: 8 Stamina
Usable at any time the caster, or an ally within line of sight takes a hit. Flame Shield adds the caster’s Willpower to the defensive roll. Double the Willpower is added against Fire and Plant elements. The skill does nothing against Water element.

6. Striker’s Flame
Type: Support Fire Spell
Cost: 4 Stamina
Used on a willing target during combat, this spell changes the target’s damage to deal fire element in melee combat, and gain a bonus +2 Melee Damage. The target or the caster can cancel the spell at any time, but normally lasts until the end of combat.

7. Flame Bolt
Type: Active Combat Fire Spell
Cost: 5 Stamina
Fires a bolt of fire at a target. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies.

8. Fire Stomp
Type: Active Combat Fire Spell
Cost: 10 Stamina
The caster stomps on the ground, focusing fire through their hooves to create a circle of flame around them. The caster rolls 2d12+Willpower, while anyone in melee range of the caster rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies.

9. Black Smoke
Type: Active Combat Fire Spell
Cost: 6 Stamina
Fills the surrounding area with black smoke. Anyone caught inside of it who has an Awareness of 5 or higher will have a -1 Awareness penalty. Anyone with an Awareness of 9 or higher will have an additional -1 Awareness penalty. Everyone within the area will only be able to see what’s close enough to them to be in melee. The caster is immune to the effects. This spell lasts a number of turns equal to the caster’s Willpower. If cast outside, it only has a 20’ radius and dissipates after 4 turns.

10. Breath of Fire

Type: Active Combat Fire Spell
Cost: 10 Stamina
The caster breathes a cone of up to 15’ of flame. The caster rolls 2d12+Willpower, while anyone in the affect of the spell rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies.

11. Scorching Fire
Type: Active Combat Fire Spell
Cost: 8 Stamina
Suddenly combusts the target with fire. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element.

12. Empowering Fire
Type: Support Fire Spell
Cost: 15 Stamina
Usable on one ally, this spell allows the ally to add the caster’s Willpower to their physical attacks, and deal fire element that ignites targets. This spell can only be cast on one target at a time, and the target or the caster can cancel this at any time. Observers can tell when a target is afflicted with Empowering Fire by their hooves and eyes being on fire.

13. Fire Armor
Type: Active Combat Fire Spell
Cost: 10 Stamina
The target is surrounded by fiery plates. Anyone attacking them in melee will take the caster’s Willpower, minus their Resilience in damage, and become Ignited. Any fire or plant damage attacking the target of this spell is reduced by half. This spell is dispelled in 5 turns, or if the target takes water damage.

14. Fire Elemental
Type: Summoning Fire Spell
Cost: 15 Stamina, 5 Per Turn
The caster summons a fire elemental to his or her side, able to use it for combat, or other useful means. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 5 Stamina at the beginning of each turn.
Fire Elemental
“So, fight fire with fire, right?”
Average Elemental

Health: 200
Stamina: 50

Ferocity: 8
Resilience: 4
Speed: 2
Awareness: 4
Creativity: 4
Willpower: 6

Passive Skills
Fire Element: Healed by fire damage, can choose not to roll against it. All attacks deal fire damage, and Ignite targets. Has no defensive roll against water damage. Spends no Stamina to use Fire Spells or Skills.
Fire Armor: Born of fire, whenever an enemy attacks the elemental in melee, the enemy takes twice the elemental’s Willpower, minus their Resilience in damage.

Active Skills
Breath of Fire, Spell: The elemental breaths a cone of up to 15’ of fire, rolling 2d12+Willpower. Anyone in the area of effect rolls 2d12+Resilience as defense. If they have a dodge skill that can move them out of the area of effect, they may try that instead.

Instant Skills
Flame Strike: Usable anytime the elemental hits in melee. Increases its melee damage by its Willpower.
Billowing Smoke: Usable at the beginning of the elemental’s turn. This ability causes any enemy within melee with the elemental to lose 1 Awareness until the end of the combat, or until the elemental is defeated.

15. Fire Ball
Type: Active Combat Fire Spell
Cost: 35 Stamina
The caster throws a ball of fire at the target, and hits anything around the target within a 25 foot radius. The caster rolls 2d12+Willpower+Willpower, and every affected characters rolls 2d12+Resilience. Affected characters who have a dodge skill that can move them outside the radius of effect may use that instead. Any character who rolls lower than the caster takes damage equal to the caster’s roll, minus the affected character’s Resilience. This spell Ignites anyone who takes damage, unless they are a Water or Stone element.

16. Fire Jet
Type: Active Combat Fire Spell
Cost: 12 Stamina
The caster fires a ray of flame at the target. The caster uses 2d12+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element.

17. Column of Flames
Type: Active Combat Fire Spell
Cost: 20 Stamina
The caster picks a location, and creates a pillar of flames in that spot with a 10 foot radius. Anypony who is in the area at the beginning of their turn, or passes through the area during a movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower.

18. Wall of Fire
Type: Active Combat Fire Spell
Cost: 20 Stamina
The caster picks a line between two solids in a length of up to 100 feet and lights the line on fire. Anypony who is standing on the line at the beginning of their turn, or passes through the line during movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower.

19. Explosion
Type: Active Combat Fire Spell
Cost: 35 Stamina
The caster causes a spontaneous eruption on the target. This also affects the surrounding 30 foot radius. The caster rolls 2d12+Willpower. The target takes the caster’s roll, minus their Resilience. Everyone else affected may roll 2d12+Resilience to be unaffected, or if they have a dodge skill that can get them outside of the radius, they may use that. Anyone not rolling over the caster takes the caster’s roll minus their Resilience. All affected units will be Knocked Back by the caster’s roll, minus their resilience in feet. They are always knocked back in the direction away from the caster. This spell is also very good at disrupting terrain…

20. Blaze
Type: Active Combat Fire Spell
Cost: 20 Stamina
The caster lights the target on fire with super-hot flames. The caster uses 2d12+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, and the target loses 1 point of Resilience and Willpower until healed to full. This spell Ignites the target, unless they are a Water or Stone element.

21. Lava Fissure
Type: Active Combat Fire Spell
Cost: 40 Stamina
Calling upon the great powers of lava beneath the world, the caster splits open the very ground, creating a line from them that can extend up to a 50 foot cone ahead of them. This ground becomes permanently impassable to those without flight, and anypony who was on the terrain is moved to either the right or left side of the fissure, (caster’s choice.) Anypony who is thrown into the fissure is counted as dead unless they are immune to fire.

22. Greater Lava Titan
Type: Summoning Fire Spell
Cost: 100 Stamina, 25 Per Turn
The caster summons a Greater Lava Titan to do their bidding, which is scary to say the least. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 20 Stamina at the beginning of each turn.

23. Incinerate
Type: Active Combat Fire Spell
Cost: 80 Stamina
The caster roasts a single target with a flash of high-intensity flames. The caster uses 2d12+Willpower+Willpower+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll. This spell Ignites the target, unless they are a Water or Stone element.

24. Apocalypse
Type: Active Combat Fire Spell
Cost: 100 Stamina
The caster explodes with burning rage, causing a burning sphere 250 feet in radius to radiate from them. The caster is immune to the effects, and goes into a state of concentration where the spell will continue until they stop concentrating. At the beginning of the caster’s following turns, they roll 2d12+Willpower. Anyone inside of the sphere rolls 2d12+Resilience. Anyone who rolls lower than the caster takes the caster’s roll in damage and is Ignited, (unless they are Water of Stone element.) Terrain within the sphere also takes damage on each turn.
  • Tech Tea
  • Eight Star
  • Fire Scribe
You need to be logged in to comment