HEROES    CALLINGS    MESSENGER

Way of Flame

Messenger    Way of Storm

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:

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.  
Damage: Inflicts life damage up to your Will +1, and -1 Guard. Burn: On a hit or block, the fire threatens to ignite 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. As long as you have at least 1 wind, the flame ribbon persists and you can continue attacking with it.

Flame Lore

You may have found this Way through one of these lore types:
  • 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. 

Abilities to Learn 

.5xp new ability  |  10xp with attribute increase

You must know Call Flame before learning the abilities in this section.

Imbue Flame 

✦✦ Will  This ability grants two spells: Blossom and Eternal 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

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.  
On subsequent turns, you can take -1 stamina to maintain the pillar, and an additional -1 stamina (-2 altogether) to move the pillar to an adjacent span. Maintaining the pillar counts as your action for the turn. If you don’t maintain the pillar, it dissipates instantly. At the Guide's discretion, the firestorm may create a choking smoke cloud that engulfs the wider area, outlasting the pillar.  You can't cast this spell if it's raining.

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