The Fire Primordial Ishum
Keywords:
ZUMFIR, ISHUM, CINDERGLASS-FLAME-WALL, SIMURGHS-CAPE, SIMURGH
Ishum - a benevolent fire primordial, a guardian of fire and flame. one who seeks to travel, but it is also known as the brother of the sun.
SKILLS/SPELLS
Fire Creation and Control: Zumfir can, at the expense of his personal mana, create primordial fire. This fire can be used to purify curses and disease and is considered the purest form of fire. He cannot make much more than a square foot or two at a time and it saps his magical abilities when he does this. He can also concentrate to make fire move with a WISDOM roll versus DC12 to control fire for WISDOM rounds.
Simurgh Form: Zumfir can take on the form of a Simurgh. This is a large bird with feathers like fire. It has a long neck and flaming tail feathers. This form can fly and is immune to fire, takes half physical damage and has natural advantage on all rolls. After returning to his vesrine form, he must recover for 5 IC days afterwards without being able to move during the time. This form lasts only while the sun is visible in the sky.
Cinderglass Flame Wall
The Primordial Fire is one of Protection and Guardianship and can create a wall of protective flames. This wall can be formed into any shape. The Fire Wall is very hot and prevents fire spells from passing through and reduces the damage of other projectiles by a half. It also keeps enemies at bay. The User may only call this once per day and it lasts for INT rounds.
Skill Type: Defensive AOE
tack Syntax:d20 [No Fail]
Damage: n/a
Damage Type: fire
Duration: INT rounds
Remarks: Acts as a protective barrier with high durability; enemies trying to breach it must overcome significant heat and flame. They must first pass a DC20 Willpower save to enter the protective fire barrier and another to leave. If they pass the save to pass through the wall of fire, they take 10d6 fire damage entering, then the same damage every round they fail to be able to leave the protective barrier. Allies protected by the wall are protected from completely from fire magic. They also take half damage from projectile attacks.
Simurgh's Cape
This ability covers the user in a aura of fire to aid them in protecting others. As they move, they are enveloped in what looks like a cloak of flaming feathers. While they are covered with the feathery cloak their strength, vitality and resilience. It also grants them a the ability to grant luck to others. This can only be called on once per Global.
Skill Type: Defensive Buff, Self Only
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: n/a
Duration: CHA Rounds
Remarks: While this is in effect, the user has the following effects on themselves:
1. Every time they take damage, the user may roll a d6 and heal that amount of damage back after the RP Damage is applied.
2. The User Gains +2 STRENGTH and DAMROLL.
3. The User gains a +2 on rolls against stun, stagger and other affect condition.
4. Each round, they may choose an ally and grant them a +2 OR advantage on a roll. This must be declared before the roll.
SKILLS/SPELLS
Fire Creation and Control: Zumfir can, at the expense of his personal mana, create primordial fire. This fire can be used to purify curses and disease and is considered the purest form of fire. He cannot make much more than a square foot or two at a time and it saps his magical abilities when he does this. He can also concentrate to make fire move with a WISDOM roll versus DC12 to control fire for WISDOM rounds.
Simurgh Form: Zumfir can take on the form of a Simurgh. This is a large bird with feathers like fire. It has a long neck and flaming tail feathers. This form can fly and is immune to fire, takes half physical damage and has natural advantage on all rolls. After returning to his vesrine form, he must recover for 5 IC days afterwards without being able to move during the time. This form lasts only while the sun is visible in the sky.
Cinderglass Flame Wall
The Primordial Fire is one of Protection and Guardianship and can create a wall of protective flames. This wall can be formed into any shape. The Fire Wall is very hot and prevents fire spells from passing through and reduces the damage of other projectiles by a half. It also keeps enemies at bay. The User may only call this once per day and it lasts for INT rounds.
Skill Type: Defensive AOE
tack Syntax:d20 [No Fail]
Damage: n/a
Damage Type: fire
Duration: INT rounds
Remarks: Acts as a protective barrier with high durability; enemies trying to breach it must overcome significant heat and flame. They must first pass a DC20 Willpower save to enter the protective fire barrier and another to leave. If they pass the save to pass through the wall of fire, they take 10d6 fire damage entering, then the same damage every round they fail to be able to leave the protective barrier. Allies protected by the wall are protected from completely from fire magic. They also take half damage from projectile attacks.
Simurgh's Cape
This ability covers the user in a aura of fire to aid them in protecting others. As they move, they are enveloped in what looks like a cloak of flaming feathers. While they are covered with the feathery cloak their strength, vitality and resilience. It also grants them a the ability to grant luck to others. This can only be called on once per Global.
Skill Type: Defensive Buff, Self Only
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: n/a
Duration: CHA Rounds
Remarks: While this is in effect, the user has the following effects on themselves:
1. Every time they take damage, the user may roll a d6 and heal that amount of damage back after the RP Damage is applied.
2. The User Gains +2 STRENGTH and DAMROLL.
3. The User gains a +2 on rolls against stun, stagger and other affect condition.
4. Each round, they may choose an ally and grant them a +2 OR advantage on a roll. This must be declared before the roll.