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E-Mod 1.8 Readme - [Spell] Element - Fire

Fire Spells

These are the hefty offensive spells. They could be as harmful to yourself as they are to the enemy so use wisely. (Updated for Build 5)

Resist Fire Spell

Casting Cost: Skill Level
Upkeep Cost: 1/10th of the level of fire resistance per/60sec
Target: Self
Subject Defenses: Can be Spell Tapped.

Description: This will add to your resistance to fire element. It will add 10 per skill level per cast. You can cast multiple times to rack it up, but each cast requires more upkeep. On a critical success the amount of increase doubles for that cast and on a critical failure you loose any fire resistance this spell gave you with a cost of 1/5th of it's level.

Flame Jet Spell

Casting Cost: 3 per Skill Level
Upkeep Cost: No Upkeep, Must Recast
Target: Area
Subject Defenses: Can be Spell Tapped.

Description: This will spew flame from you mouth. On a critical it will spew a larger spread and and hit multiple close by targets. On a critical failure this will cost double and you will take fire damage.

Flaming Missile Spell

Casting Cost: Skill Level * 10
Upkeep Cost: No Upkeep, Must Recast
Target: Area
Subject Defenses: Can be Spell Tapped.

Description: Fires a hot flaming missile towards the target location. On a critical success this will double the missile damage and if you're skill level is 3+ it will fire an explosive missile. On a critical failure this will cost double and you will take fire damage.

Fire Enchantment Spell

Casting Cost: 10 to attempt, 300 - (20 per Skill Level)
Upkeep Cost: No Upkeep, item is permanent
Target: Item
Subject Defenses: None

Description: This will permanently enchant an item with fire elemental. On a critical success the cost is halved. On a critical failure you will pay full enchantment cost, but loose the item.

Body of Flames Spell

Casting Cost: 5 per Skill Level
Upkeep Cost: 2 per Skill Level/30sec
Target: Self
Subject Defenses: Can be Spell Tapped

Description: This will turn your body into burning hot flames providing fire defense at the expense of cold vulnerability. Any one who attacks you will be met with a flame jet counter strike. A side effect of this spell makes you dangerous to all who are around you. Mainly because you'll spew hot flames from your body that may hit nearby allies or enemies. On a critical success you will gain further fire resistance, but more cold vulnerability. On a critical failure you will pay double cost and take fire damage.

Meteor Spell

Casting Cost: 100 per Skill Level
Upkeep Cost: No Upkeep, Must Recast
Target: Area
Subject Defenses: Can be Spell Tapped

Description: This makes fire one of the most dangerous elements in E-Mod and by far one of the most awesome. This will rain massive meteors upon the ground that will explode upon impact killing or heavily wounding those caught in the blasts. Take cover, but make sure you don't leave the level you cast this; the effect will end if you do. The duration of this is unpredictable (as are the falling meteors so be warned), but it is based on your skill level. On a critical success the meteor shower will last twice as long. On a critical failure you will pay double cost and take fire damage.

Summon Fire Golem Spell

Casting Cost: 250 - (20 per Skill Level)
Upkeep Cost: 150 - (10 per Skill Level) per/1min
Target: Spawned before you
Subject Defenses: None

Description: This will create a powerful fire elemental that will guard a location. It will not follow you, but will remain at the place you spawned it till its destruction or you dispel it through canceling the summoning icon effect. Be very careful for the elemental will explode when un-summoned. On a critical success this will halve the cost on both casting and upkeep. On a critical failure you will pay double cost and loose a fire elemental.

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