Hellfire (Hedge Magic)
Introduction
Thought by many to be at least tainted by darkness, if not outright of evil origins, the Path of Hellfire taps into the deepest, most primal, and destructive of forces. Legends ascribe the beginnings of this power to the infernal realms, pacts with malevolent elemental spirits, and bargains with beings better left alone/ The master of the path of hellfire can demand, and receive respect; he will also receive suspicion and fear, whether he demands them or not.
A student of the Path of Hellfire learns to summon and control powerful elemental attacks; blasts of lightning, bolts of fire or mystic energy, clouds of poison gas or other deadly effects. Unsubtle and direct, these powers, utilised properly, can obliterate even the most deadly of foes, in the hands of a master.
Students of this Path should remember that a little knowledge can be a dangerous thing; they are not immune to the effects of their own powers, and using this power in combat normally requires planning beforehand.
System
Roll: Manipulation + Occult
Cost: 1 Willpower
Duration: Instant
Damage
Two dice of lethal damage per success spent. Although the basic form of Hellfire is a gout of flame, Hellfire does not do aggravated damage by default: for aggravated damage, spend two (2) additional successes (some special effects precludes aggravated damage). Total number of successes spent on damage (including to buy aggravated damage) cannot exceed the dots the caster has in Hellfire.
Range
- ●○○○○ A single target and by touch only. The sorcerer must make a successful hand-to-hand combat attack in order to deliver damage.
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- ●●○○○ A small area; 3 square feet or so, or at less than 10 feet distance.
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- ●●●○○ No more than a couple of square yards or so, or at a distance of less than 25 feet.
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- ●●●●○ 10 square feet (which can be arranged as a wall, circle or whatever), or at a distance of about 50 feet
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- ●●●●● 20 square feet, or at any target within 150 feet.
Area of Effect