Elemental Magic - Fire, Apprentice

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Elementalism The minor Arts

Elemental Protection (Fire) ½ damage at all times (no roll needed). Also, cross lava, burning coals, etc for 3 rounds or 90feet with no effects.(Effort extends this to one scene or crossing). (3/day)

Minor conjuration (Fire) up to 1d4 minor elementals can be summoned, with total HD equalling the mages level. Control lasts 1day/level and all service is rendered faithfully and in good will. While only one conjuration can be active, multiple conjurations (for different hd of elementals) can be made in a day. (2/day, base 50)

How to use the secret arts.

Each ability within an art can be used a certain number of times in a day. There is a success roll attached to each art, with failure indicating minimal or lesser effect. Constant abilities (such as elemental protection) ignore success rolls. Success chances increase by 5% per level and are increased 5% per +1 int bonus.

Spells: All secret crafts come with spells that will automatically be learned in addition to the mages base spells at the first available level.

Elemental Fire 1st: Burning hands. The casters hands become balls of fire that extend an arc of flame 3’ from each fingertip. Can be used to strike (for fray die +1hp/level) or deflect damage (fray die+1hp/lvl). Lasts 1rd/level. 2nd: Pyrotechnics. Releases fireworks-like blinding explosions or massive amounts of smoke.