Requires Lore: Dance, Path of Air, Solar Circle, or Wisdom of Adod
Some Messengers understand the air itself holds a secret substance, which the Rephaim, properly coaxed, can ignite.
You must learn ✪ Call Flame before learning other abilities in this Way.
✪ Call Flame
✦✧ Will As a rest activity, roll Wind to gather the air around your fingertips or an object you’re holding—and speak a soft word to ignite it. ✦ 5+ A bright flame appears and lasts until you Call Wind, which extinguishes it. It also extinguishes if it’s rained on, or if you snuff it out to use your hand or drop the object it’s affixed to, or if you light something else on fire with it. As long as the flame lasts, you can cast the ༄Ribbon spell (see below) any number of times, without its wind cost. ⬖ 3–4 As above, but you can only cast ༄Ribbon once.ⓧ 1–2 A sputtering flame appears and quickly extinguishes itself.The flame gives off pleasant heat but doesn’t harm you or the object it’s affixed to. It does give off enough light to make it virtually impossible to Hide, however. You can’t use this ability outdoors if it’s raining.If you know ✪ Rhythm of Rest, ✪ Meditate, or ✪ Grace of the Aureole (from the Dance, Path of Air, and Solar Circle lore, respectively) and successfully use one of these abilities during a rest, you can Call Flame as a second, free activity during the same rest.You know the following spell:✪ Call Flame
༄ Ribbon | WIND 0–1
A bright ribbon of fire flashes out from your hand or weapon. As you cast this spell, make a melee attack, which can’t be countered.- If you cast this spell from Call Flame, this is a normal melee attack and doesn't consume wind.
- If you cast it after Calling Wind, the spell consumes wind, which blows the flame more fiercely: you have wind advantage on the attack, and you can whip the flame at a number of foes in your span equal to your Will.
Flame Lore
You may have found this Way through one of these lore types:Flame Lore
- Dance: The movement of your steps echoes the flickering of a flame.
- Path of Air: Through meditation and your own breath, you’ve discovered that air begets flame.
- Solar Circle: The sun is the center of all flame.
- Wisdom of Adod: The text describes the secret alchemical composition of the air.
Fire, Wind, and Rain
Fire is carried by the wind. Using ༄Windwave can cause a small fire to grow into a great conflagration if you direct it toward flammable materials.Rain, on the other hand, greatly dampens the effects of fire magic. If it’s raining, fire inflicts half as much lethal damage (rounded down) and doesn’t burn arms. Fire, Wind, and Rain
Abilities to Learn
.5xp new ability | 10xp with attribute increaseAbilities to Learn
You must know ✪ Call Flame before learning the abilities in this section.
✪ Imbue Flame
✦✦✧ Will This ability grants two spells: ༄Blossom and ༄Eternal Flame. ✪ Imbue Flame
༄ Blossom | WIND 4
You imbue a projectile with the essence of explosive flame. As you cast this spell, make a ranged attack with a sling, a bow and arrow, or a thrown weapon or object. The projectile trails a bright orange arc and explodes at the point of impact. After the ranged attack is resolved, roll 3d4 for the explosion, which attacks the initial target and anyone adjacent to them. The explosion inflicts lethal damage and -2 guard.Burn: On a hit or block, the explosion burns any defending arms held by the foe(s) that are composed primarily of wood: light shields, spears, staffs, and clubs. Make a free brace roll with wind advantage. If the result exceeds the armament’s durability rating (DR), it ignites and is destroyed. If your ranged attack roll had a negative result—for example, from its range penalty or the target evading it—apply that negative result to the explosion’s 3d4 attack roll. For example, if your ranged attack result is –2, the explosion attack roll is 3d4 – 2. If your ranged attack misses an airborne target, the explosion misses them entirely; the Guide determines where the explosion occurs.༄ Eternal Flame | WIND 16
You imbue an object no larger than a torch with a flame that can never be extinguished. Nor does the flame spread. It simply burns forever, never consuming the object into which it’s been imbued. If the object is destroyed, however, the flame dies with it.✪ Soul of Fire
✦✦✦✧ Will Requires ✪ Imbue Flame and ✪ Call Greater Wind. This ability grants two spells: ༄Wreathe and ༄Pillar of Fire. ✪ Soul of Fire
༄ Pillar of Fire | WIND 24
You call forth a tornado of fire that coalesces out from the sky and lays waste upon a span you can see. Calling the pillar of fire takes multiple turns. As it descends, and on each of your turns that you maintain it thereafter, the pillar of fire makes the following actions and effects:- The pillar makes a 3d6 melee attack against all characters in the span. This attack inflicts lethal damage and -3 guard.
- On a hit or block, roll 3d6 to determine if the pillar burns any armaments held by characters, destroying them if the roll exceeds their DR.
- The pillar ignites all flammable objects and structures in the span, destroying them.
༄ Wreathe | WIND 4
With a soft word, you ignite the vortex of wind that surrounds you, creating a wreath of fire. You now lose 2 wind at the start of each turn, as the wreathe rapidly consumes the wind you called. When you cast this spell, and at the start of each of your subsequent turns, you can cast ༄Ribbon as a free action. In addition, if anyone makes a melee attack you, you can freely counterattack them with ༄Ribbon (only targeting them).← Messenger ✧ Way of Storm →