                           BJORN'S TOME OF THE BLAZE

                                      by

                         CaptBjorn <CaptBjorn@aol.com>


________________________________________________________________________________
TABLE OF CONTENTS

Introduction
Level 1   Bjorn's Lighter
          Bjorn's Flame Control
          Bjorn's Kindling Conjuration
Level 2   Bjorn's Firey Fist
Level 3   Bjorn's Snuff
Level 4   Bjorn's Furious blast
Level 5   Bjorn's Familiar
Level 6   Bjorn's Fire Skin
Level 7   Bjorn's Improved Fireball
          Bjorn's Boon of Kossuth
Level 8   Bjorn's Travel
          Bjorn's Judgement
          Bjorn's Indenciary Grenade
          Bjorn's Hideous Revenge
Level 9   Bjorn's Chaotic Indenciation
          Bjorn's Fire Elemental Summoning
          Bjorn's Avatar
Heart of Fire


________________________________________________________________________________
INTRODUCTION

Captain Bjorn was the greatest archmage of elemental fire there ever was.  He
lived for 666 years, and on his birthday of that year, he was called by his
master, Kossuth, to sit at his side and rule the kingdom of fire for the rest of
eternity.  He is at this moment a very weak god, but each time one of his spells
is cast by those who find his tome, he becomes a bit stronger.  With no priestly
followers, he relies totally on this to survive.  He does however, always have
at hand, his chosen wizard, who by Bjorns grace is given great power.  Bjorn
invests much of his power in to this follower, to the point at which he needs
this follower to call upon him to take avatar form.  This follower has
immortality from all normal causes of death, and can only be killed fully by
having a steak put through his heart, much like a Vampire. This unforseen
characteristic came about due to Bjorns one-time (ah hem) affliction that was
later cured.  This follower is expected to find more worshippers of fire to fall
in the footsteps of Bjorn. The current number of followers numbers at six, which
is the number of members of the Company of the Blaze.


________________________________________________________________________________
LEVEL 1 SPELLS


Bjorn's Lighter

School:             Elemental Fire
Range:              Caster's finger
Duration:           Concentration
Area of Effect:     Caster's finger
Components:         V
Casting Time:       1
Saving Throw:       Neg.

This spell Brings into being a small fire at the tip of the casters finger.
This flame is about the same size as that a candle might make.  The Fire can be
used to light things as a normal match would, but the fire can not go out due to
lack of oxygen.  The Damage done by this flame is the same as would be done by a
candle.  This spell was created by Bjorn during his first year as a mage, simply
a young pyromaniac at the time, he created it only to stare at, as he was
fascinated by all things firey, and magical.


Bjorn's Flame Control

School:             Elemental Fire
Range:              20 ft + 5 ft/lvl
Duration:           Concentration
Area of Effect:     Any flame within range
Components:         V,S
Casting Time:       2
Saving Throw:       Neg.

The Flame Control puts any flame within the range under the casters control.  He
can make the fire dance and form crude shapes, but it can not be moved away from
its source.  Bjorn formed this spell when he was hard up for money.  He used it
as a kind of puppet show in taverns, and the people would give him money for the
entertainment.


Bjorn's Kindling Conjuration

School:             Conjuration/Summoning
Range:              Neg.
Duration:           Permanent
Area of Effect:     Neg.
Components:         V,S
Casting Time:       9
Saving Throw:       Neg.

This spell conjures fire kindling, hence the name.  If the caster is unable to
look for it, or none can be found, this spell is ideal. Bjorn created this spell
after being in one too many situations in which he needed kindling, but couldn't
get it.  So he invested the time and money, and created this spell.


________________________________________________________________________________
LEVEL 2 SPELLS

Bjorn's Firey Fist

School:             Elemental Fire
Range:              Caster's hand
Duration:           5 rds + 1 rnd/2 lvl
Area of Effect:     Hand
Components:         V,M
Casting Time:       4
Saving Throw:       Spell

Upon utterance of the final words of the spell, the caster crushes the piece of
carbon in his hands and it bursts in to flame, which spreads to engulf his
entire arm.  When making a succesful attack roll, with a plus 5+1/level bonus,
the target creature taked 1d4 impact damage and 1d6+1 fire damage, plus must
make a succesful save vs. spell to avoid being caught on fire.  The fire does
1d3 damage per round if the target fails the save, and this damage continues
until the fire is put out.  This spell was created as Bjorn began to adventure
and he realized he needed more damaging spells.


________________________________________________________________________________
LEVEL 3 SPELLS


Bjorn's Snuff

School:             Elemental Wind
Range:              50 ft + 10/lvl
Duration:           Instantaneous
Area of Effect:     Range
Components:         V,S
Casting Time:       3
Saving Throw:       Neg.

This spell was created as a spontaneous way of getting out of a situation in
which Bjorn was surrounded by fire and had only a fireball spell left.  By great
concentration, and calling upon the strength of his god, he was able to alter
the runes in his mind, and create a spell that had the opposite effect of a
fireball.  This spell created a huge ball of Wind that snuffed out all flames
surrounding him, by either blowing it right off of it's kindling, or pulling the
oxygen away from it.  The wind affects nothing but flame, and will affect both
magical and non magical flame.  Bjorn, since that occassion, never used the
spell again, for it is not in his nature to destroy the purifying flame.


________________________________________________________________________________
LEVEL 4 SPELLS


Bjorn's Furious Blast

School:             Elemental Fire
Range:              100 ft
Duration:           Instantaneous
Area of Effect:     100 ft up, 50 ft out
Components:         V,S
Casting Time:       8
Saving Throw:       None

When this spell is cast on a fire, as small as a candle, or as large as a
bonfire, the flame Blasts upward in a cone 100 ft. up and 50 ft. across.  Any
flying object caught in the blast are thrown upward from the superheated air,
and when the blast is gone, no oxygen is left, and they fall to the ground due
to the lack of lift.  The flying object will be grounded, taking full falling
damage, and will take an additional 1d8 points of damage per level of the
caster.  This spell was created by Bjorn when he knew of an impending Dragon
attack on a city, he created this spell, speeding up research time by having all
the other mages of the city help him.  All of the mages armed themselves with
this spell, and bonfires were lit surrounding the city, when the dragon was
grounded, the cities infantry came in a killed the stunned and prone dragon
before he could recover.


________________________________________________________________________________
LEVEL 5 SPELLS


Bjorn's Familiar

School:             Conjuration/Summoning
Range:              100 mi + 100/lvl
Duration:           Permanent
Area of Effect:     1 Firedrake
Components:         V,S,M
Casting Time:       1 Day
Saving Throw:       Neg.

This spell will automatically secure a Firedrake familar for the caster, if a
successful roll is made.  If the spell is cast when the wizard already has a
familiar, there is a 50% chance that the old familiar will desert him, and only
a 1% chance per level of caster that a firedrake will come, this must be made in
addition to the other roll needed to secure the familiar.  The roll made is a
constitution check, which is to signify the bonding that takes place.  For every
5 levels of the wizard, +1 bonus is added, and a -2 is assigned if the caster is
in a place that a firedrake would not be apt to go, for instance out at sea.
The material components of this spell are a fire gem (rare redish orange
sapphire) worth about 20,000 gp, and the hollowed out horn of a firedrake, which
is used as a calling trumpet at the end of the spell.  All normal rules of
familiars apply.


________________________________________________________________________________
LEVEL 6 SPELLS


Bjorn's Fire Skin

School:             Elemental Fire
Range:              Caster's body or touch
Duration:           Until countered
Area of Effect:     1 body
Components:         V,S,M
Casting Time:       4
Saving Throw:       vs. Spell if unwilling

This spell is identical to stoneskin except that when the caster is hit, the
attacker takes fire damage of 1/level to a maximum of 20.  The higher the level
of the wizard, the brighter the skin of the spell recipient gets, at 20+, the
skin is a searing white, and it is hard to look directly at the person.  Magical
attacks will of course affect the recipient normally except for fire-based ones,
non-magical fire will also not have any effect. The material component needed
for this spell is any source of flame and Fire gem dust sprinkled on skin of
recipient.


________________________________________________________________________________
LEVEL 7 SPELLS


Bjorn's Improved Fireball

School:             Elemental Fire
Range:              20 yds + 20/lvl
Duration:           Instantaneous
Area of Effect:     50 ft radius
Components:         V,S,M
Casting Time:       3
Saving Throw:       1/2

This is simply a beefed up fireball, having the size and range as outlined
above, and doing 1d8 damage per level with no maximum.  Bjorn first created this
spell to show off at a magefair during the fireball contest.  He knew weeks
ahead of time he had to win, so he created this spell, needless to say, he won.
Since he has found many other, slightly more practical applications.


Bjorn's Boon of Kossuth

School:             Invocation/Evocation
Range:              Neg.
Duration:           1 turn + 1 turn/3 lvl
Area of Effect:     Fire spells
Components:         V,S
Casting Time:       4
Saving Throw:       Neg.

This spell functions as an augmentation of all fire based spells cast within the
duration of the spell.  It doubles the effectiveness of all of these spells.
This includes Range, Duration, Area of Effect, and Damage.


________________________________________________________________________________
LEVEL 8 SPELLS


Bjorn's Travel

School:             Alteration
Range:              Caster
Duration:           1 hr/lvl
Area of Effect:     Caster
Components:         V,S,M
Casting Time:       1 turn
Saving Throw:       Neg.

This spell transports the caster to the elemental plane of fire, while giving
him ability to live and function there normally.  The caster can still be harmed
by residents of the plane, and any immunity to fire based attacks is negated.
Bjorn used this spell as an entirely diplomatic way of creating allies in this
plane.  He was once attacked by a large elemental of fire, but Bjorn simply
casted a prismatic sphere and talked the elemental down, this elemental,
Kethilan, is now Bjorns right-hand man in the plane of fire.


Bjorn's Judgement

School:             Elemental Fire
Range:              Sight
Duration:           Instantaneous
Area of Effect:     1 wizard
Components:         V,S,M
Casting Time:       5
Saving Throw:       1hp left

This spell was created by Bjorn when he was the court wizard in Suzail, which is
also where he attained the prefix "Captain".  The spell is a compilation of many
others, like know alignment, death spell, and Bjorn's Furious Blast.  Evil
wizards planning to take over Suzail were many a long time ago, and this spell
automatically terminates any evil wizard within sight of the caster.  The wizard
must be evil, and of lower level than the caster. A saving throw vs. death magic
is only allowed if the wizard has some sort of immunity or resistance to fire,
and if the save is made, only 1 hit point will remain.  Bjorn only used this
spell when he was ordered to by the king of Cormyr.  After the Wizard scare was
over, he ripped the spell out of his book, but was not able to destroy it.  It
was set in a safe place on the plane of fire, and is now once again in his
possession for safe keeping.


Bjorn's Indenciary Grenade

School:             Elemental Fire
Range:              2 yds/str point of caster
Duration:           Instantaneous
Area of Effect:     30 ft radius
Casting Time:       3
Components:         V,M
Saving Throw:       None

When this spell is cast, the wizard throws a large ball of sulfur at whatever he
wants decimated, and anything caught within the blast takes 1d10 damage per
level of the caster, due to the magical nature of the flame, anything caught
within the blaze will also continue to burn until it is put out, spreading as a
normal fire does.  Objects withing the blaze do not need to be flammable to
burn, they will burn as if they were wood no matter what the material, but
normally non flammable objects will not be consumed, they will simply continue
to burn.  After the initial blast, the flames will do 1d10 damage per round.


Bjorn's Hideous Revenge

School:             Elemental Fire
Range:              Sight
Duration:           Varies
Area of Effect:     1 creature
Casting Time:       2
Components:         V,S
Saving Throw:       None

This spell was created when a red wizard of thay kidnapped and later murdered
Bjorn's son.  Bjorn wanted to get back at the wizard in the most painful and
hideous way possible.  The spell will set the recipients skin ablaze, scarring
the entire body and melting the skin, making the effective charisma 1.  The fire
only does 1 point of pain damage every turn, slowly torturing the person to
death, but does no real damage except for that of the marring of facial
features.  The pain is so horrible, but the actual damage so small, that the
person can be lowered to -50 hp before actually dying, upon reaching -50, the
creature must make a system shock roll or die instantly.  If the roll is
successful, the fire will go away, but once the person is healed back up to 0hp
(pain damage is healed at the rate of 1 per minute, it will return and again
lower the person to -50, requiring another sys. shock roll. This will continue
until the person dies, or the spell is negated by a wish.


________________________________________________________________________________
LEVEL 9 SPELLS


Bjorn's Chaotic Indenciation

School:             Elemental Fire
Range:              Touch
Duration:           Until countered
Area of Effect:     Spreads
Components:         V,S,M
Casting Time:       6
Saving Throw:       None

This spell will create a small flame at the end of a torch, this torch can light
any material, but will not consume the torch, the torch can never burn out and
can only be put out by a wish.  Otherwise, the flame acts exactly like that of
Bjorn's Indenciary Grenade, it can burn any material, the only difference is, it
will also consume non flammable materials.  The fire spreads at an alarming
rate, and burns all objects like paper, magical objects will also be consumed,
but only at the rate of wood.  The fire does 1d12 damage per round to any
creatures caught within the blaze.  The fire can be put out by backdrafts, but
the fast spreading of the flame makes it very hard to do so. Water will not
work, because water will burn like any other object. The only practical, known
way of putting out hte chaotic indenciation, is by 1 wizard for every acre of
the blaze simultaneously casting a wish.  Smaller numbers will put out portions
of the blaze, but they will quickly be flamed bak up again.  This spell was used
by Bjorn to raze an evil city, now not found in any history books, thanks to
Bjorn's wiping it from the face of the realms.  He had many friendly wizards
help him put out the blaze when it was done, making sure it didn't spread and
consume the entire world.


Bjorn's Fire Elemental Summoning

School:             Elemental Fire
Range:              Neg.
Duration:           1 turn + 1 turn/3 lvl
Area of Effect:     Neg.
Components:         V,S,M
Casting Time:       2 rounds
Saving Throw:       Neg.

This spell will summon a fire elemental of a number of hit dice equal to the
level of the caster.  It will be totally under the casters control and will
dissappear when the duration expires.  See the Monsterous Manual for stats on
Elementals, and alter them as needed to create elementals of hit dice in between
or greater than those listed.


Bjorn's Avatar

School:             Elemental Fire
Range:              Neg.
Duration:           Until destroyed
Area of Effect:     Neg.
Components:         V,S,M
Casting Time:       1 week
Saving Throw:       Neg.

This is the spell used by Bjorn's chosen one to bring him into the realms.  A
very long ceremony costing about 50000 gp is needed, and the Heart of Fire must
be present.


________________________________________________________________________________
BJORN'S AVATAR'S STATS

(20 HD fire elemental, Mage 40)
AC -3; MV 82, fl 82 (a); HP 245; THAC0 -7; #AT 2; Dmg 5d12
MR 70%; SZ G (50 ft.)
Str 17, Dex 19, Con 23, Int 25, Wis 21, Cha 16
Spells W: 9/9/9/9/9/9/9/8/8
Saves PPDM 2, RSW 3, PP 4, BW 4, SP 4

Bjorn carries the Firestaff, a huge oaken staff that burns eternally, it can
instantly cast any fire-based spell and never runs out of charges, Bjorn's
Avatar fights with this staff, and it does 2d12 normal damage, plus 3d12 fire
damage.  Bjorn can cast normal spells, use the staff, and attack normally all in
the same round due to his blinding speed.  Instead of using all of these
attacks, he may use the breath of the dragon, doing the damage of a great wyrm
red dragon. If this is done, no other actions may be taken.  He gets a permanent
-3 to all initiative rolls.  Bjorn is immune to all forms of fire.


________________________________________________________________________________
THE HEART OF FIRE

This magical item was created by Bjorn when he was mortal, and is now always
carried by his chosen.  It is a huge fire gem, cut into heart shape, and has the
soul of a Great Wyrm red dragon inside of it.  He tricked the wyrm into touching
the gem with its name on it, thereby imprisoning it forever.  The gem has many
powers.  It gives a permanent +1 to intelligence, acts as a ring of
regeneration, gives the wearer the AC of a great wyrm red (-11) and gives total
immunity to fire of any kind.  Its greater powers are the fire shield, and fire
strike.  The fire shield creates a shimmering globe of fire around the wielder,
and can not be breached in any way, even a wish.  The wielder can not move while
keeping it up, it requires total concentration.  The fire strike can be used
three times per day, it allows the wielder to have the breath of a Great wyrm
red dragon, (24d10+12).  All powers of the heart of fire cease to function if
worn by any other than Bjorn's chosen.  The gem will shatter, releasing the
Great Wyrm, most likely spelling the doom of the thief.
