Pyromancy: Difference between revisions

From Fables and Fantasy Wiki
Jump to navigation Jump to search
Line 285: Line 285:
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.
}}
}}
{{Spell
|Name = Ember Trap
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.
|Level = 2
|Casting = 14
|Range = 15 meters
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. 
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds.
{{Spell
{{Spell
|Name = Wall of Flame
|Name = Wall of Flame

Revision as of 15:03, 30 May 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

{{MagicPathSpellOverview |Path = Base |Spells =

Ignis Enlightenment
The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.
Level 1
Casting Value 14
Range 3 meters
Damage This spell lights up the metal or flame item, illuminating the surrounding area.

If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.

In addition, a successful strike with this object inflicts the burning effect for D2 rounds.

Critical Failure The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.
Critical Success The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.
Red Lines The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.
Blazing Tempo
The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.
Level 1
Casting Value 8
Range Selfcast
Damage The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.
Critical Failure The flames become too hot for the caster to deal with, and they take D2 damage.
Critical Success The spell's duration lasts for D3+2 rounds.
Red Lines The spell is ineffective if the caster is bound.
Flame Arrow
The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.
Level 1
Casting Value 8
Range 10 meters or Bow range if used.
Damage If the arrow is shot on its own, it deals 2 damage.

If the arrow is shot with a bow, it deals D3 damage. If the arrow is shot with a crossbow, it applies Burning.

Critical Failure The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.
Critical Success Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.
Red Lines Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.
Pyrotic Pulse
The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.
Level 1
Casting Value 12
Range Touch
Damage The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.
Critical Failure The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.
Critical Success The combustion is more powerful than expected and deals D5+7 meters of knockback.
Red Lines This spell does not work on large constructs and cannot blow up the terrain.
Blazing Arsenal
The caster manipulates fire to take the form of a weapon composed of flame.
Level 1
Casting Value 12
Range Selfcast
Damage The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.

This weapon can be of any known and common design so long as it is one solid piece.

This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.

Critical Failure The weapon fails to summon.
Critical Success If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.
Red Lines The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.
Breath of the Dragon
The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.
Level 2
Casting Value 12
Range 15 meters
Damage If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.

Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning.

The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.

Critical Failure The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.
Critical Success Roll a D3 to determine damage instead of a D2.
Red Lines The line cannot go through solid walls but can pass through fences, bars, and similar.
Fireball
Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.
Level 2
Casting Value 10
Range 15 meters
Damage This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.

If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.

Critical Failure The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.
Critical Success The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.
Red Lines The spell can damage objects but requires a loremaster's supervision.

Always round off the damage if the number is uneven.

Rejuvenating flames
You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.
Level 2
Casting Value 14
Range 6 meters
Damage Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.

This shroud lasts for D2 rounds.

Critical Failure The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.
Critical Success The effect lasts for 1 additional round.
Red Lines
Aspect of Flame
The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close.
Level 2
Casting Value 14
Range Selfcast. 1 meter when used for combat.
Damage An extension of the caster's choosing is created which stays for 3 rounds.

The caster can choose to use the extension for two purposes:

The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect.

The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early.

Critical Failure The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.
Critical Success The fire control is extremely potent and the spell lasts for 5 rounds instead.
Red Lines The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.
Ember Trap
The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.
Level 2
Casting Value 14
Range 15 meters
Damage The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.
Critical Failure The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.
Critical Success The trap is cast exquisitely and lasts for D2+1 rounds.
Red Lines The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds.
Wall of Flame
You draw from the power of Ignos to create a flaming barrier.
Level 3
Casting Value 16
Range 20 meters
Damage Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds.

If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.

Critical Failure The wall is insatiable and falls on the caster, dealing D3 damage.
Critical Success The wall flares up, dealing D2+1 and burning.
Red Lines This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early.
Spirit Phoenix
The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.
Level 3
Casting Value 15
Range Selfcast
Damage The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.

During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.

Critical Failure The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.
Critical Success The spell's duration increases by 2 rounds.
Red Lines While the caster controls the phoenix, they cannot defend against incoming attacks.
Fiery Cyclone
Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.
Level 4
Casting Value 18
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 start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.
Critical Failure The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.
Critical Success The cyclone's movement becomes 8 meters.
Red Lines
Flaming Behemoth
The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.
Level 5
Casting Value 20
Range Selfcast
Damage The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.

HP: 10

Str: +6, Def: +2, Agi: None, Int: +6

The spirit has 3 attacks, which the caster can use at the end of their turn.

Flame Breath: The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.

Flame Claws: The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.

Burning Blight: The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.

This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.

Critical Failure The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.
Critical Success The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.
Red Lines A loremaster must be present when trying to use this spell.

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 If the familiar is slain, this ability goes on cooldown for 2 rounds.


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 After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.

Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.

Red Lines If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.


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 Selfcast
Effect This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.
Red Lines Once used, this ability has a cooldown of 3 rounds.




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