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Old 08-12-2016, 12:56 AM   #11
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: First magic style

Brethren of the Spark (6)

The spark is a metaphor for both individual faith and proselytization; Humble himself said that a “mere spark” of faith can accomplish miracles. Sparks are also at the heart of fire magic and of the electrical magic that characterizes advanced mastery of the college of Air, and this style covers both, though most practitioners choose one or the other, and for historical reasons the Air curriculum is more mature, Fire having once been dominated by a militant monastic order that has since gone apostate. Controversially, junior sparkies can learn to conjure wind, and those who do have been known to drop out rather than take vows, putting their skills to use on merchant vessels (the same problem the church has with healers). Acolytes with talent for both branches must choose an elementary text which will set the tone of their careers: “The Invisible Element” or “Ignitio!”

Required Skills: Religious Ritual (Church of Man), Thaumatology, Theology (Church of Man).

Required Spells: Purify and Create Air or Ignite and Extinguish Fire. Journeymen must be able to cast Resist Fire or Lightning, and masters must be able to cast Flaming or Lightning Armor.

Perks: Extra Option: Stabilizing Skill (Religious Ritual for Air or Fire spells), Huge Subjects, Mighty Spell (Lightning or Fireball), Missile Spell Mastery (same), Psychic Guidance (same), Secret Spell (Wings of Fire), Shortcut to Power (Pyromancy), Special Exercises (Moral Strength), Special Exercises (a level of Imbue for Fireball Only or Lightning Only with Power Modifier: Magic, net cost 5, available twice), Wizardly Garb.

Air: Power spells except Draw Power available to journeymen with no need for Minor Healing, Clouds and Rain with Predict Weather as prerequisite, Ball of Lightning sans Apportation prerequisite, Hold Breath with Recover Energy as the prerequisite, and Flash and Thunderclap with Lightning as the prerequisite (all counted as air spells for this style), and all other air spells except Air Vortex or Body of Air/Lightning/Wind (because the Church of Man holds the form of man exalted) and those with prerequisites from other colleges. Spells dealing with electricity have Clerical Investment as a prerequisite, and those dealing with air elementals require Religious Rank 1.

Fire: All Fire spells except Body of Flames and Burning Death, plus Infravision and Bright Vision as Fire spells with Resist Fire as the prerequisite and Divination (Pyromancy) as a Fire spell with the Shortcut to Power. Obviously, the Church of Man must allow acolytes to work with the most dangerous element, but Burning Touch, Fireball, Flame Jet, and Flaming Weapon require Clerical Investment, and spells dealing with fire elementals require Religious Rank 1. The secret spell Wings of Fire requires Flaming Armor and works like Hawk Flight with stall speed 5 that gives the subject a 1d Burning Attack Aura.

Last edited by Gef; 10-04-2018 at 04:07 PM.
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