
Cerberus
The Hunter Faction of the Hounds of Hell MC
Hellfire
This Praxis deals with summoning destructive energies, either in direct elemental form or manifested through the environment. The sorcerer who controls these powers often commands a great deal of respect, suspicion and fear. There’s a good chance that people will suspect her of trucking with the infernal if she throws around such power. Because Hellfire is extremely showy and not particularly subtle, the sorcerer tends to get a lot of unpleasant attention. At best, she may suspected of arson by the police. At worst, she’ll make a lot of supernatural enemies; vampires and the Inquisition in particular make a habit of tracking those mortals who exhibit such a power.
Unless otherwise stated, the flames created through this Praxis are mystical in origin but behave as normal flame unless otherwise specified. They may be extinguished through normal means (water, fire extinguishers); someone wishing to stop-drop-and-roll to put out flaming clothing must win a Simple Test to see if his efforts have put out the fire. Vampires may need to test for frenzy. Hellfire flame causes aggravated damage. It’s also worth noting that Hellfire, especially the ritual forms, requires the same preparation as any other path. If you intend to use this Praxis in combat, better plan ahead.
Basic:
Spark
Unlike the more powerful applications of this Praxis, this simplespell calls forth natural flame, which may be used to ignite flammable objects. This could be as controlled as lighting a candle or as random as setting fire to a trash heap. Objects less obviously flammable may require a Static Mental Test.
Flamebolt
More direct uses of this path allow you to hurl bolts of fire from your fingertips. By defeating your opponent in a Mental Challenge (against his Physical Traits), you may inflict one Health Level of aggravated damage. These flames are mystical in origin but behave like normal fire.
Intermediate:
Engulf
Summoning greater energy, you can now surround a target in flames. If you win a Mental Challenge against your target’s Physical Traits, you may inflict two aggravated wounds.
Firewall
This defensive spell creates a barrier of mystical fire. Anyone attempting to pass through this curtain automatically suffers one aggravated wound. In addition, the character must win a Physical Challenge (difficulty equal to half your current Mental Traits) or suffer a second such wound during the crossing. You have the option to form this barrier into either a dome (IOfoot radius) or a flat wall (up to five feet in length for each Mental Trait you possess). Either application lasts for a single scene or until you leave the area.
Advanced:
Firestorm
This potent spell allows you to affect multiple opponents. You may expend two Mental Traits to blanket an area with flame, inflicting one aggravated wound on each person within a IO-foot radius around a target point. The targets may attempt to dodge the effect - if they see it coming. Unfortunately, such power is indiscriminate; unless your allies are standing beside you (and that means close enough to embrace), they’ll be toasted too, unless they have some means of mystical protection from flame.
Master:
Inferno
By (figuratively) opening the gates of Hell, you are able to call down a huge conflagration of mystical fire. This blaze fills a region up to 10 feet in radius for each Mental Trait you have, causing two aggravated wounds to everyone within the blast area. The caster is immune to this effect. In addition, you may shield one other person for each Mental Trait you spend. These allies must be within line-of-sight to receive this benefit and all must be declared when the spell is cast.