Because Atlantean custom involves burning the dead, Necromancy spells belong to this category of magic. None are presented here (since they’re rela- tively uncommon in Atlantis), but you can use the ones in The Fantasy Hero
Grimoire and other Hero Games books.
FIREBALL
Effect: RkA 4d6
Target: 2” Radius
Casting Time: Half Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Instant
Range: 525”
END Cost: 10
Description: This classic Atlantean attack
spell looks like a bolt of flame about the width of a human fist as it streaks toward the target. When it reaches the target it blossoms into an exploding ball of deadly flame about 10 feet in radius.
Game Information: RKA 4d6, Area Of Effect (One Hex Doubled; +¾) (105 Active Points); Gestures (-¼), Incantations (-¼), Spell (-½). Total cost: 52 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 35 points.
2) Master’s Form: Add No Range Modifier (+½). 135 Active Points; total cost 67 points.
3) Adept’s Form: Add Armor Piercing (+½) and No Range Modifier (+½). 165 Active Points; total cost 82 points.
FIRE DARTS
Effect: RkA 2d6, Armor
Piercing, Autofire (5 shots)
Target: One character
Casting Time: Half Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Instant
Range: 100”
END Cost: 12
Description: A favorite of Atlantean wizards who enjoy showing off their power with flashy effects, this spell cre- ates up to five deadly “darts” of fire that he can shoot at from one to five targets, as desired. To a limited extent the caster can shape what the fiery missiles look like; some popular choices include wedge-shaped darts, tiny fireballs, arrows, and fiery little suns.
Game Information: RKA 2d6, Armor Piercing (+½), Autofire (5 shots; +½) (60 Active Points); Gestures (-¼), Incantations (-¼), Increased Endur- ance Cost (x2 END; -½), Limited Range (100”; -¼), Spell (-½). Total cost: 22 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 16 points.
2) Master’s Form: Remove Limited Range (-¼). Total cost: 24 points. 3) Adept’s Form: Remove Limited Range (-¼) and add No Range Modi- fier (+½). 75 Active Points; total cost: 30 points.
FIRE SPIRIT MATRIX
Effect: Summon any one
Fire being built on up to 1,000 Charac- ter Points
Target: Special
Casting Time: 20 Minutes Casting Procedures: Gestures,
Incantations
Duration: Instant
Range: No Range
END Cost: 25
Description: To summon beings from other planes, Atlantean wizards use special “spirit matrices” — arcane pat- terns developed over millennia, subtly altered depending on the type of being the wizard wishes to summon and his own spellcasting preferences. To cast the spell, the wizard scribes the pattern on the floor or ground (a process that takes about 20 minutes), then calls forth the being he wishes to conjure, who appears forthright. The wizard has no control over the summoned being; he must obtain what he wants from it by nego- tiation, force, or trickery.
This spirit matrix allows the caster to summon beings of Fire, including fire elementals, the much more powerful Fire Demons, and so on. It’s best drawn in red, yellow, and orange inks on a flat stone exposed to the sky, with some- thing flammable (typically a piece of parchment inscribed with arcane runes) placed in the center of the matrix for the Fire being to “consume” as it arrives. (If the wizard does not satisfy these condi- tions, the Summoned being may get a +1 to its EGO Rolls to resist his attempts to compel its service; conversely, if the wizard offers the summoned Fire being
a human sacrifice, the Fire being suffers a -1 penalty to its EGO Rolls.)
Game Information: Summon any one Fire being built on up to 1,000 Character Points, Expanded Class (any Fire being; +¼) (250 Active Points); Concentration (½ DCV throughout casting; -½), Extra Time (20 Minutes; -2½), Gestures (throughout casting; -½), Incan- tations (throughout casting; -½). Total cost: 50 points.
Options:
1) Lemurian Version: Rather than creating spirit matrices, Lemurian conjurors use huge conjuring-bowls made of purest crystallos and filled with the purest ignaetium to summon Fire beings. Add OAF Immobile (-2). Total cost: 36 points.
2) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 42 points.
3) Master’s Form: Increase to 1,200 point beings. 300 Active Points; total cost 60 points.
4) Adept’s Form: Increase to 1,500 point beings and remove Concentration (-½). 375 Active Points; total cost 83 points.
FIRESTORM
Effect: RkA 4½d6
Target: 15” radius
Casting Time: Full Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Constant
Range: No Range
END Cost: 30
Description: This deadly and spectacular spell surrounds the caster with writhing, whipping, swirling tendrils of magefire that burn and destroy everything within 15” of him.
Game Information: RKA 4½d6, Area Of Effect (15” Radius; +1), Mobile (moves with caster as he moves; +1), Continuous (+1), Per- sonal Immunity (+¼) (297 Active Points); Extra Time (Full Phase; -½), Gestures (throughout; -½), Incantations (throughout; -½), Spell (-½). Total cost: 99 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 74 points.
FIST OF FIRE
Effect: RkA 3d6, Double
knockback
Target: One character
Casting Time: No time (see text) (Attack Action) Casting Procedures: Gestures,
Incantations
Duration: Instant
Range: No Range
END Cost: 10
Description: Useful in some combat or crisis situations because it can be instantly cast, this spell projects a short burst of mageflame at the target with both fiery and physical impact. The caster can vary the color of the flame as desired.
Game Information: RKA 3d6, Double Knockback (+¾), Trigger (mental command, activating Trig- ger takes no time, Trigger requires a Half Phase Action to reset; +½) (101 Active Points); Gestures (-¼), Incantations (-¼), No Range (-½), Spell (-½). Total cost: 40 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 29 points.
IMMOLATION
Effect: RkA 2d6, NND, Does
BODY
Target: One character
Casting Time: Half Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Constant
Range: LOS
END Cost: 13
Description: By casting this spell an Atlantean wizard can cause any target he can see to be consumed in a raging torrent of mageflame. The target simply bursts into flame and keeps burning, regardless of armor or attempts to put out the flames, until he’s dead or the wizard stops concentrating on the spell.
Game Information: RKA 2d6, NND (defense is Power Defense; +1), Does BODY (+1), Continuous (+1), Line Of Sight (+½) (135 Active Points); Gestures (-¼), Incantations (-¼), Spell (-½). Total cost: 67 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 45 points.
2) Master’s Form: Increase to RKA 3d6. 202 Active Points; total cost 101 points. 3) Adept’s Form: Increase to RKA 4d6. 270 Active Points; total cost 135 points.
RAIN OF FIRE
Effect: RkA 4d6, Indirect (always from above), Hole In The Middle
Target: 544” radius
Casting Time: Full Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Constant
Range: 1,425”
END Cost: 28
Description: One of the ultimate expres- sions of a wizard’s power over Fire, this spell causes fiery, comet-like missiles to rain down over an area roughly two kilometers in diameter, devastating everything (except anything in the hex the caster occupies). The missiles keep falling until the caster stops paying END for the spell.
Game Information: RKA 4d6, Area Of Effect (544” Radius; +2¼), Con- tinuous (+1), Hole In The Middle (+¼), Indirect (always from above; +¼) (285 Active Points); Extra Time (Full Phase; -½), Gestures (throughout; -½), Incantations (throughout; -½), Spell (-½). Total cost: 95 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 71 points.
SHIELD AGAINST FLAME
Effect: Force Field (40
ED/20 Power Defense), Hardened, Only Versus Fire
Target: Self
Casting Time: Half Phase (Attack Action)
Casting Procedures: Gestures, Incantations
Duration: Constant
Range: Self
END Cost: 3
Description: This spell provides the caster with nigh-total protection against Fire attacks.
Game Information: Force Field (40 ED/20 Power Defense), Hardened (+¼), Reduced Endurance (½ END; +¼) (90 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Limited Type Of Attack (fire/heat; -½). Total cost: 45 points.
Options:
1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 30 points.