Pyromancy: Difference between revisions

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m (minor nerf to Firey Cyclone.)
Line 301: Line 301:
|Casting = 18
|Casting = 18
|Range = 6 meters
|Range = 6 meters
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that the cyclone touches take D2 damage and receive Burning. The cyclone can then move again at the start of each round after it is cast.
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage, and targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.
|Succ = The cyclone's movement becomes 8 meters.
|Succ = The cyclone's movement becomes 8 meters.

Revision as of 14:15, 4 April 2023

Pyromancy
PyromancyPNG.png
Classification Elemental Magic
Energy Source Ignos, the realm of Fire
Casting Method Catalyst - Sphalerite Gem
Additional Paths Solarmancy · Magmamancy

The mages of fire are 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 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 themselves up, and other useful facts. But around the year 200, someone 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 and making it 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 even to 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 a 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 good. 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 the runes of old, created by the first mage of fire to teach. Only once one's 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. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must 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 four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Pyromancy, this is Eden's Shine. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 1 Session Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes
Lvl 2 to Lvl 3 4 Sessions 60 Minutes
Lvl 3 to Lvl 4 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 4 to Lvl 5 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 5 to Lvl 6 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 6 to Lvl 7 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 7 to Lvl 8 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 8 to Lvl 9 Self-study level up when Eden's Shine or Lilith's Veil arrives.
Lvl 9 to Lvl 10 Self-study level up when Eden's Shine or Lilith's Veil arrives.

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year during their primal season, Eden's Shine, or the one opposing that.

Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.

Progression - Pyromancy

Base Spell Progression

Level Grimoire Slots Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus.
Lvl 3 - Sorcerer 4 lvl 1 spells, 2 lvl 2 spells. +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus.
Lvl 5 - Ignos Seer 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.

Progression - Solarmancy

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Solar Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Solarmancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Solaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Magmamancy

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Magmic explorer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Magmamancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Magmaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

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. Fire from Ignos does NOT spread to flammable objects and can not cause large spreading fires such as forest fires.


Spells

Base Spells

Solarmancy Spells

Magmamancy Spells

Additional Abilities

Flaming Familiar
The mage can create a small, flame-like spirit that follows them around.
Range Selfcast
Effect The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.
Red Lines


Brilliant Radiance (Solarmancy only)
The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.
Range 10 meters
Effect The spellcaster can use their action to release tension from inside themselves, blinding everyone in range for D4+1 rounds with varying debuff. The strength of blindness depends on how many rounds the mage charged this ability:
  • One round: A debuff of -1
  • Two rounds: A debuff of -2
  • ...

Once a spellcaster reaches level 5 of Solarmancy, their sunlight intake vastly increases, which grants any of their blindness debuffs to be stronger by one point.

Red Lines Takes one round to charge.


Running Hot (Magmamancy only)
When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.
Range 2 meters
Effect This creates a scorching heat in a radius of 2 meters around them for D3 + (Levels above Level 8) rounds.

This means the ability duration is as follows:

  • At level 8, D3
  • At level 9, D3+1
  • At level 10, D3+2

This heat is unbearable to anyone who gets too close while unprepared. Those who dare get close to the caster will take D1 damage per round if they are in the range of the heat wave.

Red Lines Once the wave dies down, it will not activate until after 10 rounds.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None