Story Seed
Eternal Spirit of Flame (cont'd)
Quests
Awaken the Sleeper: The spirit of the volcano is lonely, but he has a brother who lies dormant beneath the earth. The character must awaken the brother (cause him to erupt), creating a new volcanic crater.
Blood to Flame: The character must invent, and cast on himself, a ritual that permanently changes his blood to lava.
Cleanse the Slopes: The slopes of the volcano have been colonized by a monastery that rings a bell to the glory of God. Each peal of the bell strengthens the Divine and weakens the magic aura that the volcano spirit feeds upon. The character must silence the monastery bell.
Gather the Embers: The spirit of the volcano has a number of children (fire elementals) that over the centuries have dispersed throughout Mythic Europe. One of his children is trapped in the catacombs beneath a mundane king's castle (the fire elemental is used as a source of central heating for the castle). The character must travel to the castle and rescue the fire elemental from its servitude.
Stoke the Fire: The volcano has been weakened by long centuries of activity. The character must recharge the heart of the volcano by casting a rook of Creo vis into the crater heart.
Sacrifices
Blatant Gift, Major Hermetic Flaw (ArM5, page 51): The character sweats, puffs, fumes, and rumbles like a volcano on the brink of eruption; other characters find him very unusual.
Chaotic Magic, Major Hermetic Flaw (ArM5, page 52): The character's magic becomes like an erupting volcano and difficult to control.
Difficult Spontaneous Magic, Minor Hermetic Flaw (ArM5, page 53): Like a dormant volcano, the character's spontaneous magic becomes difficult to rouse.
Incomprehensible, Minor General (ArM5, page 55): The character's understanding of magic changes and becomes full of allusions to bubbling lava and drifting ash that other magi cannot readily comprehend.
Missing Hand, Minor General (ArM5, page 56): The character cuts his hand off and casts it into the volcanic crater, linking him with the volcano's spirit.
Unpredictable Magic, Minor Hermetic (ArM5, page 60): The character's magic can erupt unexpectedly.

Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).
Sublimation of Flame
MuIg(Au) 30
R: Voice, D: Diameter, T: Individual
This spell changes a fire elemental (or another creature made of fire) into air for a short period of time. This renders the fire elemental incapable of using many of its powers for the duration of the spell.
If the target is in a well-ventilated area (such as outside), then the air that forms its body disperses. This inflicts an Incapacitating Wound on the fire elemental, and when its body returns to fire, numerous small fires erupt throughout the volume it has filled (about 50 paces across). These small fires cause +3 damage to anyone in the volume, and ignite flammable materials.
If the target is in an enclosed area (such as inside a room), then the air is closely contained, and the creature suffers no damage. When the fire elemental's body returns to flame anyone else remaining within the room immediately takes either +10 or +Might damage (whichever is greater) as the elemental's incandescent body of flame coalesces.
This spell must Penetrate the Magic Resistance of the fire elemental. This spell is able to affect creatures of up to Size +6 (this includes fire elementals of up to Might 25)
(Base 5, +2 Voice, +1 Diameter, +2 size) Required Lab Total to invent spell: One Season (60), Two Seasons (45), Three Seasons (40), Four Seasons (38).
The Entrapped Flame
ReIg 45
Pen: +22, constant effect
R: Touch, D: Constant, T: Room
This effect is enchanted into a cage made from basalt stone (see Basalt Cage) which is large enough to hold ten man-sized creatures. Creatures with Ignem Magic Might up to 20 cannot escape from the cage.
The cage has a gate, that can be opened and shut by characters who are not affected by the cage. Shutting the gate activates the effect.
(Base Effect at level 20, using Sun Duration, +2 Room; +11 penetration bonus of 22, +4 constant effect)
This item could be invented as a lesser enchanted item. Required Lab Total to invent lesser enchanted item: 90
Alternatively, the item could be invented as an invested item. It takes 20 pawns of vis (huge, stone), one season and a Magic Theory Score of 10 to open the basalt cage for enchantment. Then, invest the effect. Required Lab Total to invest effect: One Season (90), Two Seasons (68), Three Seasons (60), Four Seasons (57).