Title: The Infernos
Lynthaer Golthry - March 23, 2007 01:22 AM (GMT)
I realy thought that there should be a prerastige class for Fire users, so I sat down in Pre Cal to think one up. This is what I got.
Name: Infernos
Requirements:
Fire must be primary element
Does not use water or ice spells
Must have 10 fire spells
Level 1
An "inner fire" is sparked within the Infernos. Their skin becomes a little warm to the touch as if they have a slight fever. The Infernos themselves do not feel a change. Fire spells gain a little more potencey than before. A pail, flickering light can be seen in the Infernos' eyes, much like that of the smallest flame.
Level 2
The Infernos are now able to effect pre-existing fires to a small degree. This meens changing the size in small ways. Their body temperature rises a little more, now feeling as if they have a full blown fever. They gain one free fire spell.
Level 3
At this level, the Infernos can no longer sweat, nor do they need to. Outside sources of heat do not affect them greatly at all. Control over pre-existing fires has hightened, and now the Infernos can move the fire around along with increasing or decreasing its size. They gain a second free fire spell.
Level 4
The Infernos no longer suffers from minor burn wounds. They can also withstand greater amounts of heat without fatigue. Their body temperature rises a little more, to the point where they are actualy radiating heat. The gain control over their temperature at this level as well, able to decrease it to normal, or increase it to slightly radiating. The glow in their eyes increases now, appearing to be more like a campfire flame. Fire spells gain a little more potencey.
Level 5
The Infernos temperatue rises even more now. Their presence is anounced by a sudden rise by twenty or so degrees in the immidiate area. They do not suffer any burn wounds anymore. Control over pre-existing flame is almost utter at this point. They can now affect the temperature of objects by touching them, but only mildly.
Level 6
Heat has lost all effect on the Infernos now. They can quite litteraly stand in the center of a volcanoe and not know the difference. their body temperature can cuase minor burn wounds if touched, though it can be raised or lowered at will. Fire spells are at max potential, much greater than the originals. the infernos' eyes are now those of a huge bonfire. The Infernos can now ignite material with a simple touch.
This is all, except that I wanted a nice big, butt kicking fire spell at the end, but couldn't think of one. Criticize, adjust, totaly rearrange, any input is appreciated.
Aether Draka - March 23, 2007 04:03 PM (GMT)
ok... here I go then. Feel free to ignore everything I post here, as it is likely just rambling…
I don't think you need to mention ice spells. There really aren't ice spells, just say nothing under "Wayves Magic"... (aka water spells!)
You basically keep repeating that the fire spells keep getting more powerful, but I don't know if that is really helpful... There doesn’t seem to really be a way to gage how powerful they really are. I also don't see the point of having 6 levels, unless you think of a very cool thing for the last one....
How about just having the first level be something like the holy or unholy auras, but for fire? Then it's a boost for all your fire spells, as long as you use it. The cosmetic effects of having it could then be what else was mentioned for Level 1.
The second is a bit like weak pyrokinetics (+ a free fire spell), right? That’s really cool.
I think level three and four should be switched, have level three be fire immunity due to the rise in body temperature (though perhaps not to magical fire, yet) and level four be where you have the full pyrokinetic abilities (+ a free fire spell).
Level five should probably be the immunity to all types of fire (magical or otherwise), and perhaps the ability to control weather you look like your normal character or spontaneously combust into a form akin to a fire elemental, or anywhere in between those two.
Lynthaer Golthry - March 26, 2007 01:45 AM (GMT)
...Ok then. Like I said, i did all of this in the middle of Pre Cal, so i was switching back and forth. Thus the big mix up in the things. I actual wanted to come up with a couple more unique fire spell for the levels, but wasn't able to think of any at the time.
Anyway, as always, AD has found a way to make the whole thing make a lot more sense.
I would liek to add perhaps these three unique spells to the Infernos.
Level 2
Sweltering heat: Infernos can raise the temperature in a 30 foot radius to an alomst scorching heat.
Level 3
Claws of flame: The Infernos can cover his arms and hands in fire. At his hands, the fire takes the shape f a clawed hand, giving the Infernos a hand to hnad spell.
Level Four
Flame Reach: The Infernos can extend fire from his hands in sort of...OK, the main idea is that he or she creates an extension of flame that resembles two large hands. These are burnign, of course and can be used to grab objectsa and toos them around, and/or burn them.
Laoura - March 26, 2007 01:56 AM (GMT)
There are some nice ideas here. Before it gets officially added, I think it's going to need some revisions. I'd like to see some more unique abilities involved, instead of just handing out more free spells. I think my favorite part of it is the sparking of the 'inner flame' and the way their body temperature rises with their levels.
Admittedly I more or less skimmed it over (considering my brain is starting to short circuit), but this thus far is looking great. I'm going to go over to the official D&D pages to see if there's some ideas there for unique fire abilities.
Lynthaer Golthry - March 27, 2007 01:16 AM (GMT)
Thank you very much. Feel free to throw away the free spell thing. In all honesty, i just kinda ran out of ideas and hoped that yall here would be able to yank them out and place something else in. Like i said, i was half brain dead while doing it.
I did include three spells of my own making, but i don't know if they'll be any good.
Laoura - April 2, 2007 05:07 PM (GMT)
I know what you mean about losing ideas. I actually would like to redo the Archmage so that they get more unique abilities instead of a bunch of free spells.
The original abilities and spells look pretty good, thus far. :) I look forward to finishing this PrC, but considering the amount of projects I am working on now, it might have to wait a few weeks before I have time to complete it.
Lynthaer Golthry - April 5, 2007 02:09 PM (GMT)
Here is what AD has done to the PRc.....I thank her greatly for it.
Infernos
Requirements:
Fire must be primary element
Does not use Water Spells
Must have 10 fire spells
Level 1
~ Inner Fire: All fire spells become more powerful.
An "inner fire" is sparked within the Infernos. Their skin becomes a little warm to the touch as if they have a fever. The Infernos themselves do not feel a change. A pail, flickering light can be seen in the Infernos' eyes, much like that of the smallest flame.
Level 2
~ Minor Pyrokinetics: The Infernos are now able to effect pre-existing fires to a small degree. This means changing the size in small ways and directing it in what direction it would travel, though at the speed it normally would burn.
~ Sweltering Heat: Infernos can raise the temperature in a 30 foot radius to an almost scorching heat.
At this level, the Infernos can no longer sweat, nor do they need to. Outside sources of heat do not affect them greatly at all. Their body temperature rises a little more, to the point where they are actually radiating heat. The gain control over their temperature at this level as well, able to decrease it to normal, or increase it to slightly radiating. The glow in their eyes increases now, appearing to be more like a campfire flame.
Level 3
~ Fire Immunity: The Infernos no longer suffer injuries from non-magical fire. They can also withstand greater amounts of heat without fatigue.
~ Claws of Flame: The Infernos can cover his arms and hands in fire. At his hands, the fire takes on the shape of clawed hands, giving the Infernos a hand-to-hand combat spell.
Level 4
~ Greater Pyrokinetics: Control over pre-existing flame is almost utter at this point. They can now affect the temperature of objects by touching them, but only mildly.
~ Smoke Servant: A Servant from the Elemental Plane of Fire is summoned. This servant can follow simple instructions as it floats about and can cast both spark and fireball. Normal physical attacks are weak against it, but a strong wind will make it vanish.
Level 5
~ True Fire Immunity: All fire, magical or otherwise, has lost all effect on the inferno’s now. They can quite literally stand in the center of a volcano and not know the difference. Their body temperature can cause minor burn wounds if touched, though it can be raised or lowered at will.
~ Plane Shift: By either walking into a fire larger then the Inferno is, or by appearing to spontaneously combust, the Infernos can create temporary passage into the Elemental Plane of fire. In order to return they can either go to Therab the Volcano of appear from a fire larger then they are.
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Actualy, I think I might have another idea for one of the spells. I want it to have a little large radius than normal, but I guess it could be brought down.
~ Pulsing Flame
Waves of heat and flame pulse out from the Infernos in two second waves. These sread out at maximum strength to a 25 foot radius (or 15 paces) around the Infernos. At that point they begin to dwindle and die down. Everything within the radius is severly burnt and pushed away from the Infernos. This spell takes a great toll upon the Infernos and draws a great deal of it's power from the inner flame. It's strength is at it's highest for about a minute when it is first used, then it rapidly falls. It may be used multiple times, but to return to full power, the Infernos must wait for a day. If this spell is allowed to dwindle until it's usser cannot hold it anymore, they lose all other Infernos spells and abilities for a day until their fire has had time to rest
I would rather have this spell replace the Plane Shift as the Highest attainable one. The only problem is, I think that the Plane Shift might be an interesting spell. If you are unable to include both somwhere, please use Pulsing Flame, even if you must tweak it a bit.
Laoura - May 8, 2007 10:59 PM (GMT)
Great job! :lol: I really like what you've done with it, and the Pulsing Flame ability is rather lovely. But I feel the same as you about the Plane Shift... I may have it you get all 3 abilities upon attaining the last level. I won't have it finished tonight, but all it needs are the final touches and a lil'pic, and it shall be available to the general public. ^_^
Since you created it, I'll award you with all 5 levels, free of charge once it's released (and a potential Training Master spot, if interested).
Aether Draka - May 9, 2007 01:01 PM (GMT)
Hay, Lynthaer! Now we know what is going to happen to you when you find the Guild Hall in they Abyss, you become an Inferno! :lol:
(I like that idea for some reason. You don't have to use it if you don't want to though.)
Lynthaer Golthry - May 9, 2007 02:43 PM (GMT)
I would deffinately be interested in being the Training Master, and I thank you for the Five levels. i think before, I'll try to get a couple more spells so I don't destroy my own rulling too much.
And sure AD. I was trying to figure out how to have the fire get into him. I like the idea, so I beleive I'll go with it.