Hellfire


Overview

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Brightburn

  • Level: 2
  • Special Requirements: A sliver of steel wool kept underneath one fingernail. It is burned up in casting.
  • Casting Time: 1 Second
  • Cost: 1 WP
  • Rolls: Dexterity + Hellfire or Casting (diff 6)
  • Effects: Causes a very brief but very bright flash of flame from the caster’s hand. This causes no physical damage but will give anyone close by that could see the flash a hard time seeing anything else for 1 round per success tier. (-2 dice to anything involving sight). Animals and creatures that fear fire such as werewolves and vampires must make a Courage roll not to fear-frenzy.
  • Side-Effects: Botching will cause this to fully inflict damage on possibly both the target and the user as it taps into the user’s inner fire and releases it wildly.
  • Notes: Duration is always instant, and range is always self/touch.

Extinguish

  • Level: 2
  • Special Requirements: Any sized piece of charred wood submerged in water.
  • Casting Time: 1 Minute
  • Cost: 1 WP
  • Rolls: Wits + Occult or Casting (diff varies)
  • Effects: Forces flames to calm and extinguish in the vicinity of the user. The difficulty is based on the size of the fire. With a circle of candles being at a 3, a bonfire being at a 5, a house fire being at an 8, and an apartment building being at a 10.
  • Notes: Range is always the same building or line of sight. There is no duration.

Tanglewood

  • Level: Variable
  • Special Requirements: Living plants & natural deadwood + user’s blood
  • Casting Time: 10 Seconds
  • Cost: 1 WP
  • Rolls: Manipulation + Occult (diff Path + 4)
  • Effects: This spell activates plants in the user’s vicinity to come to their aid, dealing damage and grappling opponents. The user’s blood only has to touch living plants, so blood spilled during combat will work. Damage is Path + 1, and the user can choose to downgrade this to Bashing. Successes beyond Complete can be split between additional targets, grapple strength, or health levels.
  • Rank 1 = Plants have 1 Strength, 2 Health.
  • Rank 2 = Plants have 2 Strength, 2 Health.
  • Rank 3 = Plants have 2 Strength, 3 Health.
  • Rank 4 = Plants can attack +1 targets and have 3 Strength, 3 Health.
  • Rank 5 = Plants can attack +1 targets and have 3 Strength, 4 Health.
  • Side-Effects: This spell CAN stake a vampire, but it is incredibly difficult. Five successes are required at difficulty 9.
  • Notes: This spell cannot be learned with Mortal Thaumaturgy. The duration is always Path + 1 (turns), and the range is always a line of sight. This spell can be fairly traumatizing for anyone caught in or witnessing it, as the plants will stab, strangle, and even burrow into their targets.