Hellfire

The Path of Hellfire is a style of linear magic focusing on damaging a target with raw forces.

Overview
Of all the many sorcerous paths, this is one thought to be at least tainted by darkness, if not outright evil in origin. The Path of Hellfire draws its power from the deepest, most primal, and most destructive forces. Myth and legend may ascribe this power beginning in demonic pacts, bargains with destructive elemental spirits, or other worse beings. This is not always necessarily the case, though, as even some saints have called fire on their enemies. The Sorcerer who masters this path can demand respect and receive it. Along with that respect will come suspicion and fear. The practitioner may even demand those as well.

The acolyte of Hellfire learns to summon and control powerful elemental attacks such as lightning, fire balls, bolts of mystic energy, loads of poisonous gas or other mortal effects. A technosorcerer may utilize powerful energy weapons. Neither subtle nor indirect, they powers, in the hands of a Master and used properly, can destroy even the most deadly of enemies.

Students of this path should be well aware that they are quite literally playing with fire and that they are not immune to the powers they call forth. Caution should be used and preparation is advised before using this power in combat.

System
Rolls: Cost: 1 Willpower
 * 1) To conjure:
 * 2) Manipulation + Occult (Traditional Magic)
 * 3) Manipulation + Science (Technosorcery)
 * 4) To hit: These attacks are usually ranged. For non-ranged attacks use Melee or Brawl as appropriate
 * 5) Dexterity + Firearms or Athletics/Throwing (Traditional Magic)
 * 6) Dexterity + Energy Weapons or Firearms (Technosorcery)

Duration: Instant though things set alight may continue to burn

Aspects
2 dice of lethal damage per success spent. Though the default form of this attack is fire, the attack does not do aggravated damage unless the caster spends 2 extra successes and some attack forms may not do such damage at all. The total number of successes spent may not exceed the levels of Hellfire the caster has.
 * Damage
 * Range
 * Touch only. The caster must make a successful brawl attack to deliver the attack. The magical damage is added to the physical damage
 * Less than 10 feet
 * Less than 25 feet
 * 50 feet or so
 * Anything within 150 feet
 * Up to 200 yards away


 * Area
 * 1 target
 * 3 square feet or so
 * A couple square yards
 * 10 square feet (perhaps arranged as a wall or circle
 * 20 square feet
 * Up to 50 square feet

Special Effects
Special effects are optional and must be purchased as a separate Path or perhaps Ritual. Hellfire is only an example of the destructive powers possible.
 * 1 Success
 * Decay: While it does no damage to living targets, it does affect anything they are wearing or carrying. These items rust, decay, warp, and rapidly fall apart. 2 to 3 pounds of stuff is affected per success.
 * Dust Storm: Summons a stinging, blinding, cloud of dust into the area. Must spend at least 3 successes on Area. All beings in that area are blinded for the time it is active. No Aggravated Damage.
 * Sleet: Blasts of freezing ice are summoned. It inflicts damage, obscures vision, and may make the ground wet or icy. No Aggravated Damage.
 * Smoke: A thick, poisonous cloud of smoke goes forth from the caster. This effect must use Area 3 at least. Everyone caught in it takes 1 level of damage per turn unless they have breathing protection or do not need to breath (such as a vampire.) Vision is totally obscured. The damage can be Aggravated.


 * 2 Successes
 * Earthquake: The ground opens, swallows, and crushes the target. No Aggravated Damage
 * Lightning: Lightning strikes the target. If he or she is touching any conductive material such as metal or water then anyone else touching that same material takes the same damage. Damage can be Aggravated.
 * Tanglewood: Plants near the target attack, hurling splinters, thorns, etc. A target among the plants may be enveloped and must break free. No Aggravated Damage.


 * 4 Successes
 * Drowning Tide: This effect requires a body of water at least the size of an olympic swimming pool. A wave or undercurrent reaches up and pulls the target under, smashing him or her and causing drowning damage. The victim must brea free with a strength roll.

Rituals

 * "Fire's Weal" (Level 2) The caster may make a target resist natural flames and even provide some protection from magical ones as well.
 * "Hellblade" (Level 2) The sorcerer may attune a bladed weapon to the powers of the Path of Hellfire. The blade becomes wrapped in mystical fire and does Aggravated Damage as well as adding 2 dice of damage.

Price of Failure
A simple failure, as with most paths, means nothing happens. A botch means the attack backlashes on the caster.