Fire magic


Advice


I'm playing a custom campaign where magic is elementally controlled i.e. i am a fire caster, so all i can cast is fire related spells. I did already confirm that i can also cast cold aka the absence of heat :)

What are some of the best spell effects that you can think of that could be mimicked with fire?

As an example, i can cast an entropic shield no problem, but can't cast a regular shield spell - i lack the force element. I can cast charm spells and a host of damaging spells of course as well. I beleive i can cast blindness and deafness as well (a blinding burst of fire).

Basically, if i can rationalize it i can cast it. So, help me rationalize :)

The cool news is i can cast from ANY spell list. I'm not limited by divine or arcane.

I'm not so much caring about damaging spells, but control and buff effects that you could rationalize.

i beleive i can rationlize Rage (get the blood boiling), flight (human torch :)), stuff like that. A little less sure about stuff like haste and longstrider.

Cheers,

Tim

Scarab Sages

Well, for starters, you could rationalize healing spells as cauterization - if I were DM, what I'd do is about that is make them less effective (d6s instead of d8s, maybe only +1 per two levels, but with the same caps), and make it so they worked the same on any creature with flesh, living or undead.

Haste and slow are pretty easy - you're accelerating or decelerating the subjects' atoms.

You could also get gentle repose as a cryogenic effect.

Rage I actually wouldn't permit, since it's only rationalized by a figure of speech.

I'd actually have to be very careful about what I permitted in this if I were DM, since straight-up "heat magic" could actually apply to all kinds of effects, since you're directly manipulating one of the most basic forces in physics.


Cast from any spell list? That's gonna make things a logistical nightmare. Some spells appear on multiple spell lists at different levels, such as Wall of Fire, a 4th level Wiz/Sor spell, but a 5th level Druid spell. If you want this concept to really take off, you're gonna need to do some pretty serious homebrewing. I wish you the best of luck.

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Enlarge/Expand and Shrink/Reduce.

Sleep (warm up the air in their lungs).

Hold Person (ice shell around them).

Scarab Sages

It sounds like they already are. As for figuring out which level the spell should be for him, that's not too hard. I see two possibilities:

- Decide which existing class the player's mage is most akin to, and peg the spell levels in accordance. For spells that don't appear on that classes list, an 'order of degrees' may be necessary to construct.

- Find the lowest level the spell is at out of all the 0-9 level spellcasters, and put it at that. This is the more powerful/potentially abusable option, but it's balanced by the (supposedly) far more narrow scope of their magical abilities.

SmiloDan wrote:

Hold Person (ice shell around them).

With that one, you should change the Will save to either a Fortitude save or a Strength check.


You can attempt to justify a lot on the basis of energy but I wouldn't take it too far, try to stick with the theme. I've seen some highly questionable suggestions.

I would give speed related powers to electric. Healing to earth. Fire gets the lions share of blasting.

Summons- elementals, eventually fire giants which are powerhouses for there level. If you go summon there is the versatile summon monster template which can add 2 templates to animals in place of celestial, you can pick the fire and cold which will make them fire and cold spells.

Ice can cover most of the wall spells, ice hardness increases with decreasing temperature so at near absolute zero it could be force, mechanically anyway.

Look in the wizard fire school for lots of fire spells.

There's that amazing 5th level spell that traps someone in ice.Forgotten it's name.


Icy Prison


I would give healing spells to water mostly, you could justify stabilize with fire but not any of the others I think.

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Contagion (fire making fever/chills).

Scarab Sages

SmiloDan wrote:

Contagion (fire making fever/chills).

I don't think that makes the cut. Diseases are so much more than that. Maybe that could be a justification to include ray of sickening, though - and heat in general could be used to justify several of the various spells that inflict fatigue/exhaustion.

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I know I get "confused" when I'm really warm or am in direct sunlight for hours at a time. Brain melt. Denaturing all my brain proteins. :-P

IHIYC: I guess I was thinking more of the symptoms. Sickened, nauseated, fatigued, exhausted are all conditions I could see heat or cold causing.

Ice as grease!!!


Nah, that's not confused, that's just dazed or staggered.

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andygal wrote:
Nah, that's not confused, that's just dazed or staggered.

No, there's a 25% chance I'll strike out at ya! ;-)


Various cloud spells could be smoke with varied properties, neutralize poison and remove disease are the purifying power of fire.


I do believe that there are a number of good debuff spells that are ice based, especially if you add the rime spell metamagic, either from a feat or as a metamagic rod (they're fairly cheap). Frostfall , snowball and ice spears are all relatively low level cold spells that could benifit
from rime.

Heatstrokeis also a good debuff.

Not having mage armor will hurt IMO, so some good defensive spells could help.

I would say blur could work: Heat haze, also called heat shimmer, refers to the inferior mirage experienced when viewing objects through a layer
of heated air; for example, viewing objects across hot asphalt or through the exhaust gases produced by jet engines. When appearing on roads
due to the hot asphalt, it is often referred to as a highway mirage.

Convection causes the temperature of the air to vary, and the variation between the hot air at the surface of the road and the denser cool air
above it creates a gradient in the refractive index of the air. This produces a blurred shimmering effect.


If you can remove heat, maybe you can remove light as well, i.e. Darkness & similar.

Many of the mist/cloud type spells could be smoke.

Blindness should work with a flash of fire/light in the eyes too.

If you can sense heat then something like darkvision should work; it used to be infravision after all. Scrying in flames has history.

Resist energy should work with fire & cold. Maybe electricity, probably not acid.


The problem with exclusivity is this: everything is metal,* so nothing is not metal. Therefore, the only casters that do anything are of the metal element.

*:
Light, several rare earths have weird optical properties,
Heat, take Iron Oxide, mix with aluminum
Conjuring, most everything is hydrogen, which exhibits metallic properties
electricity, easiest way to make an arc is a conductive spike.
cold, good thermal conductivity can take heat elsewhere quickly
force, Osmium/Iridium is densest (gravity), several metals are fissile (weak force) and neutron-dense (strong force), and iron/nickel make large magnetic fields (E/M force)
Abjuration, plenty of metals and alloys are designed for holding up to crazy conditions (reactor core, anyone?)
Acid, Hydrogen behaving as metal (positive ion)
Enchantment, lithium is used for calm emotions


Thanks guys lots of good stuff in here. I agree with blur and cloud effects for sure. Haste from exciting the atoms themselves I loving

I'm just playing so don't have to worry about the balancing component - the dm thinks he can handle it.

I will be trying darkness and light, I think it'll work. Half the fun is I really don't know what just can pull off

I think healing will live with water casters but I will be able to stabilize and cure poison as suggested

I did already confirm I could do a grease effect with cold but it lasts less long - 1 round/ level plus concentration.

Keep em coming

RPG Superstar 2012 Top 32

You could use variations in temperatures to make wind effects, and possibly even telekinesis.


Death effects could be spontaneous combustion, or just severe heat stroke/ shock. Entangle as fast spreading ice, requires a damp area rather than plants.

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