FireHearts
Mages
Islands Family
On the Island there are currently FireHearts Airyanna
.,
The Family head is easily found, in the castle or about, Aislinn
, Morgan MysticVampire
, Cairistiona, Victoria Nichole
, Deyman, Alstair, Bishop can be
found in the castle and wandering about the Island.
Documented Notes
The
FireHearts
History
For
several millenniums the node slept deep beneath within the bowels of the
earth undisturbed. Unmastered the wyld node sent its ley lines out freely
for it has never bent to the will of another until one day it was awoken
by a presence. It felt the magick within another, but it wasn’t a ley
line from another node. Curiously the node reached out for the presence
unaware that the presence was also reaching out for it. Suddenly the
node’s probe was shut off quickly, not understanding it tried to reach
out again but soon found itself cut of, it’s ley lines severed, it’s
consciousness interrupted as a seal to contain it was slammed magickally
upon it. The node retaliated, the earth rumbled and arched, casting great
mountain ranges into the sky, the land spilt open causing a deep valley to
form before the node was completely contained, once again the node was
forced to slumber until the day someone would come and remove the prison
it had been cast into.
It
was eight centuries ago that I finally felt the presence of others. They
were unaware of my presence on the land and for years I watched as Strahd
Fireheart slowly built his small family. It wasn’t until the one that
felt me that I began to hold some hope of being set free from my prison.
Thanatos came to the small clan through the marriage of one of Strahd’s
daughters. Together with his father in law the two concentrated on the
building of the clan. One day as Thanatos was in the lower levels of the
small castle like structure he came across something etched into the soft
soil. Curiously he knelt down beside it and ran his hand over the etching
not realizing what it was at first. With excitement Thanatos leapt up from
the seal that had entomb me for centuries. Running to his room Thanatos
threw his nose into his books trying to locate the origin of the seal. It
took him days but he finally found the seal that kept me at bay. For
several days Thanatos spent day and night with me trying incantation after
another when suddenly I felt a surge of power, the seal was weakening and
in anticipation I reached out for the one that had freed me. My tendrils
reached forth and grabbed the young mage and encased him in a cocoon of
pure tass taking the mage completely by surprise. My energy surrounded
Thanatos in a pure blue light as I linked myself to his mind and showed
him the wonders he could grasp in my care. Three days later I released the
young mage forever altered with the physical and mental altered. When
Thanatos rose his eyes became the same as my energy and his hair as white
as my innocence. Together we accomplished great feats, conquered armies
and built a clan that was almost impossible. But Thanatos wanted more and
began to divulge himself into the dark arts, he began to perform vulgar
magick and corrupt me.
A
vampress by the name of Elizabeth had her eyes set on Thanatos, one
unfortunate night Thanatos became forever lost to me, the moment of his
embrace his link to me was shattered sending me into a rage that I raved
havoc on the occupants of my land, a mage by the name of Palas once again
imprisoned me. So there I sat asleep for centuries until the magick came
alive again in the Fireheart blood. Thanatos still ruled over the clan but
was feeling the pull of the earth and a end to his misery and searched for
a suitable replacement, he found that in a young mage by the name of
Morgan Fireheart. Thanatos watched from afar as Morgan grew in the arts of
magick and in leadership and on the boy’s 21st birthday Thanatos made
his final appearance and passed down the torch of leadership. Thanatos
slipped away and was never heard from again. With Morgan at the helm I
waited in anticipation that he would feel me and release me once again. I
waited two more years before that happened, Morgan found my location after
reading a journal and went in search of my location. He broke the seal and
I took him quickly before he even knew what had happened. For five days I
kept Morgan close to me. As with Thanatos I opened the boy’s mind to the
wonders and creations that were awaiting him. Morgan’s mind proved to be
a strong willed one but everyone succumbs to my seduction sooner or later.
I finally released him from my hold leaving him altered as I did his
predecessor; his thirst for power laid elsewhere then that of Thanatos
where Thanatos looked to gain powers of the dark arts. Morgan seeks it
through the reestablishing of the clan. As each day passes I can feel the
newly awaken node mages touch my existence and I welcome them greedily.
Recently
something has happened, Morgan has left the confines of my protection and
I feel myself losing my mages one by one. Now I have felt the severing
ties of my chosen and feel the pull of sleep once again hoping that one
day my chosen return to me.
Years
have passed since I felt the presence of any Firehearts.
With their return to Scotland I have tried to wrap my tendrils
around them but have been unsuccessful, even with the new births of
Fireheart Mages I have no longer any control on their fates.
The land stands barren with the fall of the clan leader and as the
embraced one steps up into power, he is lost to me as well, and one by one
I feel them leaving me once more for the other node that lays slumbering
on the mystical island that has claimed the fiery hearts
How they act
The Firehearts are a noble Scottish clan;
they give respect to those that have proven themselves worthy of it. They
demand 100 percent loyalty from their family members and affiliations.
Blood is everything to them. Once an individual is accepted or married
into the clan they are considered blood and fall underneath the protection
of the clan. Like all mages their blood is tainted with the taste of the
old and can not be blood bond, and if fed from not only does it cause
Illness but can cause death in great amounts. They are passionate in everything they do and believe in,
once a Fireheart has given their word, it is set in stone as far as they
are concerned. All of the Firehearts have one common flaw, the Scottish
temperament, like I said before, they are a passionate breed of folk and
it comes out when the temper rises.
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Disciplines/Spells
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Fireheart
Spells
Teleportation:
Locate:
The caster is able to locate an item they have lost recently; for someone
else's item, the caster is able to get a generalized idea of location. To
locate a person the caster must have something that once belong to the
target, by using the target's signature (ownership) the caster is able to
get a generalized idea of location. (Roll of min 10 for item missing short
time, 15 for over a week old, 18 for a month, 20 this year, 24 this
decade, 28 this century)
Open
Portal/Teleport: The caster is able to open a portal of light blue fire or
teleport objects to locations they have been to in the past. The objects
will appear in a light blue flame of fire but no fire damage will occur to
persons or objects.
(Roll of 4 to home, roll 10 places on item, roll of 15 off Island
to a preset place.)
Nexus:
Enables the caster to teleport to anywhere she has been to previously but
is able to keep the portal of light blue fire behind her opened for a
quick return. (Short time open someone else would be able to jump in and
use it, then it closing as they do)
Summon: The mage can summon a member of
their family. The family member will appear in a large light blue pillar
of fire.
(Both parties would have to roll, and if the mage casting has
higher dice count than the target would feel the strong desire and urge to
appear before them.
No fire damage will occur to the target.)
Forces:
Telekinesis:
The mage caster has the ability to perform this spell by altering
directions of the motive forces on an object or person. This enables the
caster to send a person or object away from them by sending a large light
blue ball of fire at them but the flames does no fire damage.
Level
one: raising an object less then 20lbs item moves slow and cumbersome
(auto )(costs 1 hit points)
Level
two: raising an object less then 50lbs Item moves with good control.
Wouldn’t be able to hit a target unless not paying attention (roll of
12) (costs 2 hit points)
Level
three: raising an object less then 100lbs
Strong control, and can use speed (roll of 15 Out toll target to
strike, ) (costs
2 hit points)
Level
four: raising multiple objects under 200lbs total Good control of them
(roll of 18 then out roll target to strike) (costs
2 hit points)
Level
five: raising objects total wieght under 500lbs Expert control
(roll of 20, the out roll target(s) to strike) (costs
3 hit points)
Level
six: raising objects total wieght under 1000lbs (roll of 22 target has to
out roll you by 2 not to be hit) (costs 3 hit points)
Level
seven: raising objects total weight of under 2000 (roll of 25 target has
to out roll you by 4 not to be struck) (costs 4 hit points)
Level eight: raising objects total weight under 5000 (roll of 28 very
hard to control, may loose control would not be able to strike anyone
unless they rolled 10 under you.) (costs
4 hit points)
Fire Elemental
Enables the caster to control and manipulate the elemental of Fire
Ring Of Fire: Enables the caster to
summon the elemental of fire placing a ring of brilliant light blue flames
to shoot up front the ground and surround the caster or around a chosen
target the higher the dice roll the more control the caster has choosing
the diameter of the sphere. (If touched the ring will do damage to the
target and the fire will damage to clothing, armor etc.) (costs
1 hit points)
Fire Ball: Enables the caster to control
the elemental of fire causing a ball of light blue fire to appear in the
palm of their hand and can be projected at a chosen target in a five foot
radius. (Clothing will ignite, metal armor heats up, and leather armor
will heat and soften before hardening and cracking.) (Roll of 18 to create
and then out roll target to strike) (costs
2 hit points)
Solar Flare: This creates a stream of light blue fire
anywhere within range to come down upon the mage and spreading outward
away from her in a cone shape. Any materials that come in contact are
disintegrated and flesh takes damage. (22 to ignite and out roll target to
strike cause's 1.5 damage) (costs
2 hit points)
Fire Finger: This causes the mage's hands to be
wreathed in light blue flames, and direct a stream of fire at the target.
(roll of 24 to ignite and out roll target to strike causes 1.75 damage) (costs
4 hit points)
Living Flame: Enables the caster to summon and control the elemental of
fire causing the caster themselves to take on the form of fire. Their body
appears to have light blue flames dancing off her skin. (If a target comes
within contact with the caster while in this form the flame will cause
damage to the target who touches it. this is a draining spell so the higher
the dice roll the higher the drain is on the caster once the battle is
over, not advised for low level casters.) (Roll of 18 to start, looses one
hit point per round is in state) (costs
4 hit points)
Heal:
Sense
Sickness: The mages hand is engulfed in a light blue flame; they run the
hand down over the targets body pinpointed the area and nature of
sickness. (Roll
of 5 on minor illness, willing target, (costs
4 hit points))
Heal
Minor Wounds: The mages hand is engulfed in a light blue flame once again;
the mage places the blue flame over the area of damage and pushes the
magick into the targets body.
(Roll of 12 caster takes the 50 percent of damage)
Heal
Major Wounds: Same as dynamics as Heal Minor Wounds but heals extensive
damage. (Roll of 18) (**When a mage heals wounds they take part of the
wound or pain into themselves.50 percent of damage)
Shields:
Mind
Shield: Enables the caster to weave a shield around her mind to block
others from mentally mind linking with her.
It also shields her mind from mind control spells such as charm,
command mind; sleep, thought alterations, etc. (Out roll attacker) (costs
1 hit points)
Lesser
Fire Shield: The caster becomes engulfed in light blue flames protecting
the mage against spells, weapons, etc. Only protects for 1 round. (Target
less 1) (costs
1 hit points)
Greater
Fire Shield: The caster becomes engulfed in light blue flames protecting
the mage for 3 rounds plus one to defense. Use once during battle. (Out
roll target by 3, if attack is made by caster then it fails) (costs
2 hit points)
Shield
Spread: Enables the caster to protect 3-4 people in the fighting group
(Out roll target lasts one roll) (costs
1 hit point per person)
Fire Skin: The caster is completely
engulfed in a large light blue flame; the caster is unrecognizable by
others around her.
The caster only gets five strikes against her before the spell is
dispelled and her skin returns to normal.
Use once on herself or once on another person but cannot use twice
on herself in same battle. No fire damage to the caster or the target the
spell was placed upon.
(Roll of 18 to activate takes 4 hit points to perform)
Node's
ability
Ward: The node casts a permanent ward surrounding the castle's estate
disallowing any magical entries. For example portal, nexus, umbra, etc.
(The ward is attackable if high enough dice are used) its node mages are
not affected by this ward and only they and GEV may enter the basement where the node is.
Only Fireheart mages and GEV may be around the node
Mind Speech: Because of the link the
node mages have with the node it allows the mages to speak telepathically
with each other with out penalty of spell casting as long as the family
member remains on the island. If
the family member leaves to the mainland, the Fireheart must perform the
Mind Speech spell to communicate. (auto)
Locate Fireheart:
Allows a Fireheart to locate another family member with a mere
thought with out penalty of spell casting. Cannot locate a Fireheart
off the island, example if the family member is on the mainland the
Fireheart must perform the Locate spell to find them. (this could be
blocked by certain wards or spells) (auto)
Mediation:
In order to replenish their magick, the mages must spend at least
two hours in undisturbed mediation near the node in order to replenish
their reserves back to full after major spell casting.
As they sit in mediation, their body is engulfed in a pillar of
light blue flames and will remain until the mediation session is complete.
(this doesn't regain life force, only time from spells used 15 per 2
hours)
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