THE
XIMAXIAN
SCHOOL
OF FIRE
MAGIC |
The School
of Fire Magic, along with the Earth,
Water and Wind
Schools represents one of the four Elemental Schools of Magic taught in the
Magical Academy of
Ximax in western
Santharia. Note that the
Schools of Magic,
their Spheres and Spell Classes, do not represent an objective "truth" on all
things magical, but are only one of many possible categorizations, an arbitrary
one as critics say, or an absolutely essential one as supporters confirm.
Within
the Elemental Schools, the Fire School overall mainly tends to deal with the
emotional and aggressive side of things, such as love, hatred, fear, willpower,
and domination. Spells are generally within the range of a balance of physical
and spiritual properties - Fire Magic does not generally lean too heavily into
either the physical or spiritual side. Those who are unable to remain in the
control of their emotions and actively demonstrate chaotic behaviour are known
to level faster than others, however, those who are in such states of mind
generally have more of a disarray of spell casting, rather than being able to
keep their spells under control.
|
|
|
Description.
Fire is not all chaos and destruction, as many seem to believe, for the great
powers of love also stem forth from this element. Passion, the inner
fire of an
individual, burns within the heart of the soul, and when enraged to the point of
a wildfire, is all but impossible to stop. Whether this be in the name of good
or evil, however, is "in the eye of the beholder".
However,
Fire Magic is more commonly known to deal with the state of destruction. This
does not necessarily mean ending something's existence, but also
bringing torment or chaos to it. Fire can burn to extraordinary proportions, and
cause great terror and death before it is stopped, however, it must have a
source; it must have something to fuel its existence, otherwise it may be
snuffed out. Also, Fire has a tendency to burn its own self out, which is a
reason why orcs (who are said to have developed
from this element according to
Cárpa'dosían myth) have not dominated the planet, despite their many numbers and
ferocious battle techniques, they constantly wage war upon others and
themselves, never giving time to grow and become powerful, but just being a
nuisance upon others.
Those that control Fire Magic find it a difficult task that is hard to
accomplish, let alone master. The forces under use by these gifted magi are the
most dangerous to behold, but the most chaotic to wield. Even the most careful
mage can find himself in the midst of his own diabolical fizzle. For a Fire
Magic fizzle is a perilous thing; it may attempt to destroy its own source.
Spheres of Fire Magic.
Like at all other Elemental Schools, there exist three Spheres in
order to categorize the School of Fire Magic:
I.
The Sphere of Incandescence |
Spell Classification. Like at all other Elemental Schools, there exist three Spheres in order to categorize the School of Fire. Every Sphere within an Elemental School is subdivided into two Spell Classes, resulting in a total of six Spell Classes, as there exist three Spheres at each School of Magic. The first Spell Class always signifies the physical representation of the Sphere, while the second Spell Class stands for the spiritual representation of the Sphere.
The Spell Classes of the Fire Magic School can be summarized as follows (a few example spells are provided at each Class):
I.
THE SPHERE OF INCANDESCENCE
Spell Class 1: Pyrification (Physical Representation of
Incandescence)
Pyrification spells
affect how hot, or, in a broader sense, how destructive an object is upon
physical contact, though more than just the sense of touch can be manipulated.
Meaning, this sphere also controls the distortion of sight, by the controlling
of ripples of heat or an object's ability to mimic the light of the
Injèrá.
PYRIFICATION CLASS, SPELL EXAMPLES
a)
Flame Control (Lv.1)
Flame Control causes a fire to
increase or decrease in overall strength and burning power.
b) Quell Flame (Lv.1)
The Quell Flame spell can make a flame go away
for a short time. Though it cannot destroy a flame this can be used to keep a
fire under control.
c)
Rise Flame (Lv.1)
Rise Flame produces a small flame if it is cast
on something which is inflammable, like a torch, a candle or straw for example.
d) Searing
(Lv.1)
Searing is a spell which comes in four different varieties, based
on the spell level. It causes a person's hands to warm or even erupt in
fire, without harming the caster. A
level 1 magical Searing spell is also referred to as
“Glowing Hands”, level 4 as “Burning Hands”, level 7 as “Molten Hands” and
finally level 10 and higher as “Infernal Hands”.
e)
Sparkling Stream (Lv.1)
Sparkling
Stream is one of the most popular spells among people without magical training
because of the wonderful visual effects, often performed at great festivals and
celebrations. This spell produces impressive clouds and streams of sparks in
many different colours, based on the reagentia used by the magician.
f) Boiling Blood (Lv.2)
As the name already implies, Boiling Blood causes the target's blood to
rise in temperature, thus filling the muscles of a person with fresh energies
and making e.g. a worker or a fighter stronger and faster for a short period of
time.
g) Injèrán Touch (Lv.2)
The Injèrán Touch spell (also commonly called "Touch of the Sun") can be used to
heat up objects.
h)
Light (Lv.2)
Enchants an object to give off varying degrees of light, for example to light up
a dark area.
i) Fiery Minion (Lv.3)
This arcane spell allows a necromancer in the
Element of Fire to create fiery
minions, burning corpses, to rise up battling for the wizard, moving objects and
aiding the mage in any way the spell creator desires. The true effects of this
spell are wide ranged in the simple premise that a low level mage has but a
plain mindless drone. But a spell caster of some renown may have a pair of armed
flaming combatants with the knowledge of how to coordinate them in battle.
j) Burning Regeneration (Lv.4)
Speeds up a person's natural ability to heal by making the healing processes run
faster.
Spell Class 2: Fire Enchantment (Spiritual Representation of
Incandescence)
The spiritual
equivalent of Pyrification, Fire Enchantments are usually spells cast upon a
specific being or group of beings, and generally affect the intensity of one's
emotions and lusts, though they can also increase a person's natural charisma
and force of personality, as well as fears.
FIRE ENCHANTMENT, SPELL EXAMPLES
a)
Blood Breaker
(Lv.4)
This spell
is thought to date back to 298 b.S. during the Sarvonian Dawn, at least a
variety of it was supposedly used by the shamans or magis of the Dark Lord of
this time period. In the initial fazes thousands of barbarians,
orcs, ogres
and trolls invaded the regions of the
current Santharian provinces of
Nermeran and Vardýnn from the
northlands. This spell was used upon captured enemies as a way to gather
information and to torture. The Blood Breaker name actually may have been given
to this spell by orc shamans. Yet there is
little evidence to its true origins outside of myths and vague references. Still
this name is befitting for it affects the blood flow and is often times used to
break the will of ones enemy.
b) Entice (Lv.4)
This
fire spell allows its caster to cause
someone to become extremely passionate and lustful, to the point where reasoning
and self-control is forgotten. The victim of these feelings is usually the first
person of the opposite sex seen by the affected person, and thus, the caster is
often making eye contact with the target at time of casting. Powerful mages can
even cast this on multiple people, causing quite an uproar.
c) Fear
Increases the feelings of fear in a target, putting them into such a cowardly
state that even the heartiest of warriors scream like little girls at the sight
of their own shadow.
d) Heat Sight
Target sees everything as if it were masked by the heat ripples of
fire, thus causing him to miss seeing any
details of importance, and somewhat blurring everything around him together, all
but blinding him in the fact that he can’t make anything out.
e) Inner Light
Increases a person's own natural inner light - their personality quirks and
charismatic actions. Those afflicted with inner light become very charming, and
even the nastiest of orc could set down his coat
to help a lovely lady cross a puddle dry.
f) Soul Burn
By increasing the force of traumatic events upon an individual, this spell can
cause matters of hatred, betrayal, and the death of a loved one become more
powerful.
II. THE SPHERE OF IGNITION
Spell Class 3: Pyrokineses (Physical Representation of Ignition)
Pyrokinesis refers to the physical movement
of Fire. For example,
Fire could be
concentrated in a specific place upon an object, heating it in that point of the
object while cooling down the rest, maybe even causing it to catch flame.
PYROKINESIS, SPELL EXAMPLES
a) Extinguish
(Lv.2)
Extinguish is an often used spell, which puts out
fires. It is normally taught at the
experience level 2 and it is among the first sphere II spells a fire mage
learns. Much like the Quell spell it is used primarily to undo the unwanted
effects of fizzled spells.
b) Quilrosh's Fireball (Lv.3)
The Quilrosh Fireball is a typical and often used offensive spell, where a
loosely kept together sphere of fire is created in front of the mage out of
focussed air. The product is hurled immediately towards a target once the mage
cannot control the forming of energies anymore. Fireballs, though not easy to
create and aim, can have devastating effects and are indispensable part of the
standard repertoire of every professional fire mage. Its use needs to be trained
sufficiently though before applied in a critical situation.
c) Flash (Lv.4)
Although the destructive potential of fire is well known, sometimes a less
damaging way to incapacitate your opponents is desired. The Flash spell provides
such a way, creating a brilliant flash of light at the caster's command - a good
way to distract and prepare further moves.
d) Blazing
Shield (Lv.6)
Blazing Shield engulfs something into flames, thus creating a powerful shield
against melee attacks. An arrow or a bolt would most likely pass through,
however on higher levels it could as well burn up.
e) Fires of Passion
Directs blood in the body to concentrate itself around the facial area of a
person, causing him or her to blush profoundly.
f) Divine Flame
Resizes or reshapes a flame, but it does not increase the power of the flame.
The potency of the flame can still change through natural means of course as it
is possible to let the flames cover larger or smaller area, thus indirectly
controlling it’s amount of fuel.
Spell Class 4: Kindling (Spiritual Representation of
Ignition)
The spiritual
counterpart to Pyrokinesis, Kindling deals with guiding one's emotions and the
directing of the will, or the removing of direction (causing chaos) for a short
time. A mage can control whomever the target loves or hates, provided those
feelings were already present in the first place. The mage can’t create new
emotions, although by letting the mind focus on feelings that are less present
and pushing the other feelings to the background, it can sometimes appear that
way.
KINDLING, SPELL EXAMPLES
a)
Betrayal
Focuses the target's force of hatred on a second target of the caster's
choosing. Pending on the proneness to violence of the target and his already
present hatred, this may or may not be an effective spell. Though it is a
wonderful tool for breaking up an enemy group.
b) Endure Pain
Redistributes physical pain over the body, spreading it out so it becomes only a
minor inconvenience.
c) Hand of Love
Directs the feeling of love towards a desired entity and focusing their feelings
of lust so that the target normally starts an endless pursuit of their
affection.
III.
THE SPHERE OF PERCINERATION
Spell Class 5: Inflamement (Physical Representation of
Percineration)
Physical
representation of Percineration mostly deals with the creation or destruction of
Fire, adding
Fire ounía to areas where less was before.
This way, strong Fire mages could even set
fire to hard to burn substances such as
stone or water.
The physical representation deals with animation. As the animations get more
complicated, they will get a spiritual side as well and therefore it could be
argumented that some necromantic spells fall under the spiritual class of
Percineration as well.
PYRIFICATION CLASS, SPELL EXAMPLES
a) Fiery Curtain
(Lv.7)
Fiery Curtain is one of the more defensive fire spells. In its simplest form,
the spell merely creates a thin column of fire. However, it is more commonly
used to create a wall of flame to impede the movement of enemies, or sometimes,
to surround a target with a ring of fire, either to protect or trap it. There
have also been instances of the spell being used to seal off passageways and
doorways, though such a usage of the spell is less often seen.
b) Ghastly Guardian (Lv.7)
This spell is a rare and only recently researched spell that has yet to be
practiced by any mage outside of a very select few. The mindset of the
necromancer sub-sect within the realm of fire magic brought about the creation
of this somewhat horrid spell. Those of this curious sub-sect have sought to
grant an undead life to their beloved pets, so as to not lose them to the icy
hands of death. Bringing about gruesome undead pets for them to travel with upon
their morose journeys through life.
Note: Could also be seen as Spiritual Representation.
c) Rays of Heat (Lv.7)
Rays of Heat causes rays of intense fire to shoot from each of the caster’s
fingertips.
d) Rise of the Phoenix (Lv.7)
The spell Rise of the Phoenix (named after the winged mythical creature) is also
more commonly called “Line of Fire” or “Fire Alignment”. It is able to strongly
enhance the mage's capabilities to cast fire spells for a certain period of
time. The spell is therefore a perfect preparation spell for every fire mage to
achieve better casting results or cast succeeding spells more easily and
efficiently, e.g. in the midst of a battle when time for proper preparation is
rare.
e) Eruption of Chaos (Lv.8)
This spell is a good example of the destructive capabilities of fire magic. The
fire qualities of the targeted object are augmented that much that it causes the
object to explode violently. A very powerful spell, managing to destroy objects
instantly.
f) Flame Engulfment (Lv.9)
The caster is able to set a target into flames, which may cause death in a
matter of seconds.
g) Draconic Effigy (Lv.9)
The incantation, Draconic Effigy was inspired when a fire mage watched a
companion use the "Rise of The Phoenix” spell. The title of this invocation is
due to the dragonlike aura that manifests about the caster throughout the
duration of this blazing conflagration. This magic is also occasionally called
"Lava Dragon” or "Flight of the Inferno“. The aura permits the caster an easier
way to manipulate their element, fueling this incensed firestorm, and in this
process granting the magic-user the ability to rise from the ground in a slow
measured form of flight.
h) Rain of Fire
Causes fire to fall from the sky like rain.
Spell Class 6: Chaotic Imbuement (Spiritual Representation of
Percineration)
The spiritual class of Percineeration deals with
creating and permanently augmenting the feelings of love, anguish, fear, and
other such emotions of the heart, and then letting them take manifest in a
targets soul. A caster can create an utterly destructive force of chaos and
generally it’s very hard to control the exact effects of one's
casting. Therefore a mage should be cautious not to damage the mind of the
target and keep in mind that it is very likely that there will be unforeseen
side effects.
The spiritual class also deals with the prolonging and
shortening of a life. The study of this matter is the closest one can get to
necromancy in Ximax, but only few are allowed
to do so and everything is kept under very close watch.
CHAOTIC IMBUEMENT, SPELL EXAMPLES
a) Dark Stability (Lv.7)
For many centuries spell casters of the necromantic arts have sought ways to
lengthen the undead life they have granted their minions. Twén Araerwén, in
recent times has accomplished such a feat via reinforcing the spiritual and
physical fire ounia within her necromantic spells by use of this incantation.
Therefore every time the necromantic energies keeping an undead being alive
start wearing off, Dark Stability is the key spell to restore them as good as
possible.
b)
Extended Life (Lv.10)
It is supposed that the mage’s natural life span increases for approximately 20
to 25 more cycles in the casting of this spell, not taking into consideration
current diseases and other life threatening factors.
c) Burning Hatred
This spell creates feelings of mindless hatred within a target, causing him to
develop a bitter disliking of people and things around him.
d) Pain's Advocate
Curses a person to develop an urge to destroy, and causes the target to go out
on a suicidal rampage with an intent to do harm.
e) Waning
Saps the inner fire of any living being and transfers it to the caster, causing
them to start becoming tired and sleep and even resulting in death when casted
long enough. In turn it restores the caster's strength, and is often used in
combinations with Dark Stability as a sort of fire ounia reservoir from which
they refuel undead minions.
Reagents.
Not yet specified.
![]() |
|
![]() |
|||||||||||||||||||||||
![]() |
![]() |
![]() |
|