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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