Pyromancy: Difference between revisions
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===Spells - Solarmancy=== | ===Spells - Solarmancy=== | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 10 | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
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{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | {| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| 20 | | 20 Blocks | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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| When an incoming attack does 1 damage, the damage is simply deflected and no damage is done to the caster or the attacker. | | When an incoming attack does 1 damage, the damage is simply deflected and no damage is done to the caster or the attacker. | ||
This spell can be used to shield allies, but it can only target one player. | This spell can be used to shield allies, but it can only target one player. | ||
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{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | |||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Regulus Protection | |||
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| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The Regulus Protection-Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, their next strike after speaking the incantation will have an incredible knockback effect of five meters which automatically winds the target. This will be displayed by a thin layer of light around the user. | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 18 | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| Selfcast | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| The caster needs to roll a D20 to determine the defense of their summoned protection. The caster makes use of their protection to guard themselves from one attack of their choice during a combat encounter. If being hit by an attack while using this spell, the attacker will be knocked back D5 blocks. | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The spell malfunctions, knocking the caster D5 blocks away from their original position. | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The spell doesn't gain any additional bonuses. | |||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The protection can’t be used as a solid light source. It is too weak of a glow to do so. | |||
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Revision as of 17:22, 7 February 2022
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The mages of fire are mages of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be more so described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues making fire magic more widespread.
History
Fire has been there for as long as people can remember, to cook meat, warm yourself up and alot more useful facts. But around the year 200 there was someone that took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world, making the world a few degrees hotter. Once this primordial had brought their fire they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and to even color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos, and let someone, or something stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as tradition by teachers to teach their students.
Learning and Teaching
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions, for your own good of course. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear and other emotions fade away. Your mind starts to understand runes of old, created by the first mage of fire to teach. Only once ones mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student.
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves the students need to have another set of two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 4 Sessions | 60 Minutes |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 2 Sessions | 30 Minutes |
Lvl 3 to Lvl 4 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression - Pyromancy
Base Spell Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | [Spells] | +0 |
Lvl 2 - [Name] | [Spells] | +1 |
Lvl 3 - [Name] | [Spells] | +1 |
Lvl 4 - [Name] | [Spells] | +2 |
Lvl 5 - [Name] | [Spells] | +3 The caster can now choose a path. |
Progression - Solarmancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | [Spells] | +3 |
Lvl 2 - [Name] | [Spells] | +3 |
Lvl 3 - [Name] | [Spells] | +4 |
Lvl 4 - [Name] | [Spells] | +4 |
Lvl 5 - [Name] | [Spells] | +5 |
Progression - Magmamancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | [Spells] | +3 |
Lvl 2 - [Name] | [Spells] | +3 |
Lvl 3 - [Name] | [Spells] | +4 |
Lvl 4 - [Name] | [Spells] | +4 |
Lvl 5 - [Name] | [Spells] | +5 |
Limitations
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks and they will heal, though this damage does kill, while following all rules. This is just so that one's appearance doesn’t change without consent. If discussed with the recipient of the flames and they want to have the marks you can make an exception, but only then.
Spells
Base Spells
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Spells - Solarmancy
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Spells - Magmamancy
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Additional Effects
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |