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Tome of Flames

History: Born in the year of Cold Flame, 894 DR, in the Mulhorandi city of Sultim, Yarnix Coldfire was a the child of a noble family. His father was a mage on no little repute in the employ of non other then the earthly incarnation of Thoth, Lord of Magic. Yarnix’s childhood was a happy one. But at the age of 20, while finishing work under his father’s tutelage in magic, Yarnix’s father was found guilty of treason against the god kings and punishment was swift. In an instant Yarnix’s world had collapsed. His family sold into slavery, his father slain by Thoth’s hand, all his families magic and wealth gone, Yarnix had no choice but to flee the god kings wrath. For years he traveled from local to local on the Mulhorandi country side, avoiding the cities and studying what magic he could in an endless effort to master magics to defeat the god kings and their agents. Finally in the Year of Winding Road, 917 DR, while exploring a ruin in the desert of Rurin, Yarnix came upon a small group of red robed wizards searching for much the same prize he was in search of, magic from the Imaskari empire powerful enough to challenge gods. It was the leader of this group of "Red Wizards" that truly caught Yarnix’s attention. A powerful spell caster by the name of Ythazz Buvaar. Ythazz Buvaar and Yarnix shared the same hatred of the god kings and their treatment of the lands non-priest spell casters. And so it was that Yarnix, although by now, much the superior of Ythazz in his mastery of magic, became second in command of the fast growing renegade band of spell casters who called themselves the "Red Wizards". Five years after this fateful meeting Yarnix participated in the summoning of the tanar’ri lord, Eltab, and the over taking of northern Mulhorand and sacking of Delhumide in the Year of Spouting Fish, 922 DR. It was also he who helped devised the great magics used to capture that same tanar’ri ally one year later and imprison him under what is now the city of Eltabbar in Thay.

Yarnix’s carrier continued for many years and it is suspected he was one of those who devised many of the unique fire magics of Thay said to have been put down in the year of Smoldering Spells, 1020 DR. Yarnix was last seen fighting his former ally, Buvaar while vying for the position of zulkir in the year 1030 DR, the Year of Warlords. The Tome of Flames was first found in the Year of Bane’s Brood, four years after Yarnix’s suspected demise. (His true fate was never determined as his remains were never found after his battle with Ythazz. Ythazz Buvaar, even after long years of magical divination and communing was never able to divine his foes final fate and it was suspected to this day that Yarnix might still survive as a powerful form of undead or other planer creature. It was this unknown fate that was the inspiration for the tale "The Lost Zulkir". A story still common in Thay, used to scare little children before they go to sleep.) It was taken from a Yarnix’s last apprentice when he was agonizingly slain by Buvaar in an effort to lay Yarnix’s legacy to dust. Buvaar would have loved to study the tome and gain the secrets within but he never got to as it was stolen from his tower soon after he found it and long before he could discover how to read it. It is unknown who stole the tome and to this day the demilich that is Ythazz Buvaar, first zulkir, sends agents from his home in the crypts of Bezantur to seek the tome in addition to any ongoing schemes to find a fresh host for his soul. The tome’s next appearance is over two centuries later in the year 1280 DR, Year of the Manticore. A red wizard of the school of Invocation/Evocation used the tome to teach his two apprentices several of the fire magics within which the three later put to use in a circle in the battle against Mulhorand that took place that same year. The entire circle was shattered by a powerful scrivener, one Thebes Tholaunt. Thebes removed the, remarkably unscathed, tome from the smoldering remains of the wizards body, who must not have divined the tome’s true value otherwise he would not have been slain so swiftly. Thebes then bore the tome to the great library at the Arcanum of Magic in Gheldaneth. Here he studied the tome in length.

It can be assumed that Thebes discovered the Yarnix’s mantle spell, as the legend of his passing tells of his standing in the face of a score of warriors with magical blades completely unscathed and hurling spells at no less then three red mages while he ignores their furious fiery attacks. Although all his foes perished, so did he, and when his chambers were emptied no trace of the tome was found. The tome was next rumored to have been seen in the possession of the Halruaan mage, Thaintar Wandstar who left that land to wonder the lands of the shining sands in the Year of the Wanderer, 1338 DR. How it came to be in his possession is unknown though it is suspected he bought it from a Mulhorand thief in a bid to gain access to the secret of the southern magic script. It is safe to assume that Thaintar was never able to pursue the tome as he most probably never gained access to the read southern magic spell. Thaintar was seen in Calimport for a short while but vanished soon after. Thaintar’s true fate and that of the tome are unknown. Nether have been seen since the Year of the Behir, 1342 DR.

Description: The Tome of Flames is a simple bronze bound tome, five handwidths high by three wide and three inches thick. The tome’s covers are of smooth tanar’ri hide and the sheets within are of papyrus. The tome is magically protected from damage by all natural and magical flames and from any attempts to scry its location. In addition the tomes magical construction lends it a +2 bonus to any other saving throws it might have to make. Platinum filigree on the tome’s cover identifies it as the Tome of Flames and a wizard mark in center of the tome’s cover of a flame encircled ankh identifies it as the work of the wizard Yarnix. The tome has no well known traps related to it. It has had many traps laid over it over the years by its former owners. The last defense laid on the tome was that of Thaintar’s, a Xult’s Magical Doom cupped with a Trap Spellbook spell that causes 5d6 points of damage to any unauthorized persons opening it (see spell descriptions for their effects). All 41 of the sheets within the tome are blank when first viewed except the first which reads only "By the flames we are made and by time undone, Yarnix.". Only when the sheets are applied to any sort of magical flame do the words upon them come into view.

The spells upon the tome’s sheets remain visible for 1 hour before magical flame must once again be applied to them to view them. The spells within the tome are written in the southern mage script used in Mulhorand and can only be read with the read southern magic spell or a limited wish or more powerful spell. The tome contains several rare fire related magics, believed to be Yarnix’s work or spells he found in his travels to the ruins of Netheril and the Imaskari Empire. Some of these spells can be found in other spellbooks in Thay as he shared many of then in the year 1020 DR but some are truly unique. The tome’s true value however lies not in the fire spells laid therein but in its deeper secret. Beneath the writing of the spells on the last three pages of the tome lies Yarnix’s version of a Mantle spell he himself developed off the copy of the spell he found in Raurin. This unique Mantle spell can only be seen if the blood of a true tanar’ri is smeared on the pages prior to applying magical flame to the pages and the caster has a detect invisibility active while he uses read southern magic to read the spell.

Contents: The Tome of Flames contains the following spells in the listed order: Trap Spellbook, Fireball, Great Balls of Fire, Flaming Sphere, Fire Wave, Fire Gate, Fire Sheet, Fire Wall, Fire Lance, Fire Chain, Teleport Fireball, Fire Mine, Fire Charm, Blood Fire and Delayed Blast Fireball. The unique spells found in the tome and the variations made to the mantle that can be found in the tome are described bellow.

Special Spells:
Fire Mine
Bloodfire
Flame Sheet
Fire Wave
Great Balls of Fire
Fire Chain
Yarnix's Mantle spell

Fire Mine
(Abjuration, Evocation)
Level: 3rd
Range: Special
Duration: Special
Components: V, S, M
Casting Time: 1 round
Area of Effect: 1 square foot/level
Saving Throw: ½

This spell causes a one foot square area (on the ground) per caster level to be trapped with a fire mine. When stepped upon, a fire mine explodes causing 2d8/+1 point of damage per casters level to whomever activated it, and keeps burning for 4 rounds causing an additional 1d8 points of damage a round to anybody standing on it. The mine is dormant until activated, at which time it explodes as described above and the area it was cast on becomes none magical again. The caster and any persons named during casting may pass over the mine safely. The area protected by the mine radiates a faint dweomer of abjuration/evocation magic if Detect Magic is cast on it. Otherwise it is almost completely undetectable, thieves have only a 5% chance of detecting a Fire Mine and Detect traps spells do not reveal a Fire Mine. Once detected a mine may be removed only by Dispel Magic or similar spell. The material component of this spell is the dust of any type of magmatic rock sprinkled on the surface to be enchanted in the form of the caster’s mage sigil. The caster can decide whether to leave the sigil visible or make it invisible when the spell is cast but he may not change his choice later.
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Bloodfire
(Alteration)
Level: 5th
Range: 10 yards/level
Duration: 5 rounds
Components: V, S
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

When this spell is cast the blood of one creature within range begins to boil within its veins. Obviously only those creatures who have blood can be affected, this excludes undead and extra planer beings who are bloodless such as an elemental. On the first round the spell causes the creature 2d4 points of damage as his blood begins to boil this then grows to 3d4 on the second round, 4d4 on the next and then back down to 3d4 and so on. Each round the target creature makes a saving throw vs. spell at -3. Whenever the saving throw is successful the spell ends. Creatures who die from damage caused by this spell, or dead bodies on which this spell is cast, are consumed by flames as their blood burns them to ash. Creatures who posses any form of regeneration save vs. this spells effects without a penalty. Any creature under this spell’s effect cannot cast any spells and receives a cumulative -1 penalty to their attack rolls each round they are under the spells effects. This side effects last for one round after the spell is over.
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Flame Sheet
(Evocation)
Level: 5th
Range: 0
Duration: 2 rounds
Components: V, S, M
Casting Time: 5
Area of Effect: Special
Saving Throw: ½

This spell creates a thin, rolling sheet of flames, up to 10 feet long and 5 feet wide per caster level. This sheet glides forth from the casters outstretched hands up to 10 yards away per level at MV 12, igniting any flammable objects it comes in contact with unless they successfully save vs.magical fire. A saving throw must be made for each round an object is in contact with the sheet of flames. Any creatures caught in this flame sheet take 2d6 points of damage +1 point per caster level, undead take double damage from this spell (i.e. 4d6 + 2 points per caster level). A successful saving throw vs. spell will reduce damage to half. If a being fails his save all objects he is carrying must also save vs. magical fire or burst into flames. Once the sheet reaches the maximum range it stays there for 2 round and continues to do damage to any who are still in its area of effect. Creatures entering its area of effect before the spell is over will suffer regular damage. Creatures may freely leave the sheet’s area of effect if not restricted in some other way. Note that creatures who’s equipment is on fire when they leave the spell’s area of effect may, at the DM’s option, suffer damage until the flames are extinguished. The sheet cannot be moved even by wind of the most powerful nature including magical gusts of wind. The material component of this spell is a pinch of phosphorous.
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Fire Wave
(Evocation)
Level: 6th
Range: 5 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 6
Area of Effect: Special
Saving Throw: ½

This spell creates a crescent form wave of flames up to 5 feet wide and 10 feet long per caster level and 20 feet high. The wave comes into existence up to 5 yards away from the caster per level, it rises and falls in an instant, all creatures in the area of effect take 10d4 points of damage plus 1 point per caster level, save vs. spell for half damage. Undead take15d4 points of damage, plus 1 point per caster level. Any inanimate objects struck by the wave must save vs. magical fire at -2 or be destroyed. Items on creatures struck by the spell need only save is the creature failed its own saving throw. The material components of this spell are some phosphorous and a small crescent wave statue made of obsidian.
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Great Balls of Fire
(Evocation)
Level: 6th
Range: 10 yards/level
Duration: Instantaneous
Components: V, S, M
Casting Time: 6
Area of Effect: Special
Saving Throw: ½

When this spell is cast a fireball, as per the spell of the same name, erupts forth from the casters outstretched hands to a point within range stated during casting. When it reaches this point the fireball splits into two or more smaller balls of flame that fly up to 10 feet per caster level as directed by the caster to strike at several different targets. The number of targets and balls of flame to be shot must be chosen during casting and cannot be changed once the spell has gone off. Each ball of flame explodes in a 5-foot radius around its target. The spell causes 1d6+1 points of damage per caster level, to a maximum of 12d6+12 points at 12th level. These damage dice are split up evenly among the smaller flame balls. So a 12th level caster could create two balls of 6d6+6 points of damage each or four balls of 3d6+3 points of damage and so on. All creatures caught in the area of effect of an exploding fireball may save vs. spell for half damage. Objects struck by the balls of flame must make a saving throw vs. magical fire or be burnt to ash. Objects on a creature that saves successfully are considered to have made the saving throw. This saving throw may be improved by high dexterity or good cover. The balls of flame do not fly over or around objects to reach their targets, they fly in a straight line exploding the moment any solid object or creature is hit. The balls fly at MV fl 24 (A). The spell may be aimed at a single target but only has a 5-foot radius. The material components of this spell are some sulfur, bat guano and a smell red gem of any type, of 100gp value, per target of the spell.
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Fire Chain
(Evocation)
Level:8th
Range: 50 yards + 10 yards/level
Duration: Special
Components: V, S, M
Casting Time: 8
Area of Effect: One creature/3 levels
Saving Throw: ½

This spell causes balls of flame to go off, one per round, in a chain reaction. When the spell is cast, up to 1 person per 3 levels of the caster, who are within a range of 50 yards plus 10 yards per level of the caster, can be chosen to be part of the chain. The caster also decides in what order the targets will be affected. Once the spell is completed one ball of flame explodes each round, in the preset order affecting one target. Each explosion causes 10d4 points of damage to the target. A saving throw vs. spell is allowed for half damage but because the balls of flame appear out of thin air no dexterity bonuses are added to the roll. Once the spell is cast the targets can move any distance from the caster and the spell will still take affect. Any magical movement, by spell or item, will cut the chain at the person attempting the movement though that person will still be affected. Other then magical movement nothing short of a Wish spell will stop the chain. So a person in the chain who came under the affects of an Anti-Magic Shell would not be affected but this would not stop the chain from affecting the next person etc. The material components of this spell are sulfur, bat guano and a brass chain with one small red gem of any type for every person to be affected, the chain must have a total value of at least 1000gp for the spell to work.
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Yarnix's Mantle Spell
The Mantle spell found within the Tome of Flames is a 6th level spell that works exactly like the spell of the same name found in the SotM accessory but with the following adjustments: The base mantle grants an additional +1 bonus to saving throws vs. spells from the schools of Invocation/Evocation and Elemental Fire instead of Illusion/Phantasm and Enchantment/Charm and instead of enabling the caster to withstand repulsion effects it grants immunity to all normal weapons. It does not act as a Protection from Normal Missiles spell but does grant the caster immunity to non magical flames (not lava or some such but rather actual flames). At 14th level the mantle cannot be made to glow with faerie fire of any color other then a dull flame red but does grant the powers of a ring of fire resistance. At 15th level the caster does not gain an additional +1 to saving throws vs. spells but is made immune to attacks by weapons of +1 or lesser enchantment. At 17th level the mantle does not grant a Dimension Door power but does grant immunity to weapons of +2 or lesser enchantment. At 18th level the mantle does not grant the ability to expand to others but does grant the caster all the powers of an Elemental Aura: Fire (see ToM) spell. At 19th level the mantle grants protection from weapons of +3 or lesser enchantment. At 20th level the mantle cannot expand again but does grant all the powers of an Elemental Aura: Earth spell. At 21st level the mantle cannot be transferred but does grant protection from weapons of +4 or lesser enchantment (this is the most protection any mantle can grant). At 23rd level the caster cannot cast a Wraithform but he is protected by an Elemental Aura: Air spell. At 24th level the mantle only reflects spells from the school of Invocation/Evocation and the elemental fire sphere of priest spells. At 28th level the caster is not immune to Reverse Gravity but he gains the ongoing protection of a Mind Blank spell. At 29th level the caster is not made immune to imprisonment but he has the ongoing protection of a Serten’s Spell Immunity spell. At 30th level the caster is not made immune to Weird spells but has all the ongoing effects of a ring of regeneration. At 31st level the mantle wearer can boost another spell and gains immunity to another spell in addition he can hang another spell of 6th level or less in the mantle and gains the power to unleash to 'hung' spells in the same round at the cost of any other action that round. At 32nd level the mantle boosts another spell, grants immunity to another spell, enables the hanging of another 7th level spell and grants the ability to drain any charged magical item upon the casters body to boost cast spells at the rate of one charge equals one extra die of damage. The caster can drain as many charges as he has levels in one round and need not drain the same item. At 33rd level the mantle boosts another spell and grants immunity to yet another magic and also grants immunity to disjunction. At 34th level the mantle grants immunity to yet another spell and boosts one more spell and also grants immunity to the effects of spellfire blasts. Powers beyond 34th level of this mantle are not listed in the tome though they may exist.
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