The Black Flame





The Power

The Black Fire has but two concerns- what are your ambitions and what will you sacrifice to achieve them? The Fire demands no worship and seeks no followers, it looks instead to those who burn with purpose, no matter what it be. It offers assistance but at a price, and that which it is offered it consumes utterly.


The Limits

Drawing upon magic of the Black Fire requires the caster to make sacrifices to the Power. Ordained casters have slightly more leeway in what they can offer and where applicable this is noted in the descriptions below.
A sorcerer may only sacrifice that which is theirs to give- they must be in actual possession of physical items, or have an individual at their mercy in order to sacrifice them. Hence sacrificing a surrendered bandit with your sword at his throat is acceptable; attempting to sacrifice the same bandit while he was still attacking you would fail outright.




The Spells - First Level

Summon the Flame - The Black Fire manifests itself anywhere upon the caster's body. It casts no light and provides no heat. It flickers inertly until touched to a sacrifice, whereupon it surrounds the offering and consumes it in a matter of seconds. An IC announcement of "I (name) sacrifice this (item) to the Flame" could be made - not that spoken words are required, but it represents the time taken to consume the item and makes clear to people what has just disappeared from view in a lick of Black Flame. Much like Raising the Light or Wind, this is the spell that must be cast in order to cast other spells, although like the others, it may have situational uses of its own.

Coils of Flame - The caster sacrifices a weapon in their possession to the Flame. In response serpentlike coils of black flame wraps themselves around the sorcerer's body. When next the caster is struck, the Flames lash out, consuming the offending weapon. An attacking weapon will only be consumed if the sacrifice was the same or greater size. For a unarmed attack, the attacker takes a Single if a dagger-sized weapon was sacrificed, a Double for standard-sized weapons and a Triple for Great Weapons. If the caster is struck with a weapon smaller than that sacrificed, the Coils consume it and are expended totally; if with a larger, the Coils do not consume it, but nor are they expended.



Second Level

Stoke the Fire Within - With this spell the Caster can restore any dying individual to a (minimum) single hit to every location. This is even effective when the individual has been cut to ribbons, so long as the spell is cast within 60 seconds of their receiving the mortal wounds. In return the Fire demands that the caster sacrifice their own health- permanently losing a hit from a location of their choice. An Ordained caster can instead offer the life of another individual who is in their power as payment.

Flickering Vision of the Heart's Desire - By sacrificing an object connected to another, the caster may gain insights into the other's desires and ambitions. The more important the object was to the subject the greater the clarity of the vision.



Third Level

Spark of Insight - This spell calls upon the Flame to advise the caster on how to achieve some goal. In return the caster but sacrifice one of their memories. The more important the memory to the caster, the more useful the Flame's advise is likely to be. An Ordained caster may cast the memories of another into the Flame with their permission, but this is rarely as effective. The GM may, at their discretion, rule that the loss of particularly important memories will cause a temporary reduction of psyche hits.

Peace of the Fireside - Sometimes fighting accomplishes nothing. The Sorcerer sacrifices his ability to ever directly harm (call any type of damage to) a target. In exchange the Flame will shield the Caster from any damage that the target might inflict for the next minute. The protection of the Flame only goes so far however; non-damage effects like Commend to Ash, Refinement, or a slow poison are unaffected. Any harm that has been inflicted by either party prior to the casting remains.



Fourth Level

Scorch the Power's Hand - By use of this spell the caster is able to gain a single permanent level of magic immunity against a particular type of sorcery. To cast the spell the sorcerer must cast into the Fire an object of great significance to a Power. Ordained Sorcerers may also choose to sacrifice the lives of significant people. For example sacrificing a shard of the King In Fragments could grant Glass Immunity, as could the sacrifice of his High Priest. Repeated castings can gain further levels of magic immunity.

Reject the Shackles of Birth - With this spell the caster is able to overcome the limitations of their bodies. They may purchase additional ranks of the following skills even if it takes them beyond 5 ranks. (Strong Willed, Empowered, Tough, Quick, Strong). The price of using this spell is that the caster's humanity must be given to the Flame. Afterwards they are something more, or less, than human and this will be apparent to most spirits and beings of power. Moreover the caster immediately loses all ranks of Luck they possessed and cannot purchase any more. This spell can only be cast once (though in theory could be cast again, should the caster somehow regain their humanity), and may only be used on the caster. The caster may purchase ranks of Strong even if they are neither a Warrior nor Troll-Blooded, and may purchase ranks of Empowered without the usual special circumstances.


The loss of the caster's humanity shatters the natural bond between god and worshipper. As a result it almost always results in the loss of Ordination to any power save the Black Flame and frequently results in an angry deity unless they have specific reason to approve of the apotheosis.

Fifth Level

The Flame's Embrace - You sacrifice your body to the Black Flame, from the moment this spell is cast the caster has five minutes to live as the flame consumes them from the inside. In this time the caster is immune to damage of any kind, and can use all spells of level 4 and below without sacrificing to the flame. An Ordained Caster can use this spell upon another who is willing to sacrifice themselves for a brief blaze of glory. Other spells, such as Scorch the Power's Hand, do not need to specifically be cast - the caster can assume themselves immune to all magic while under the effects of the spell.

Consign to the Fire - The caster sacrifices themself, immediately being engulfed by a pillar of Black Flame. Fuelled by this sacrifice the Flame will lash out at the world, removing from existence a particular of the caster's choice.


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