Pyromancy: Difference between revisions

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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 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.  
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. The first level requires a bonding trial to empower the spellcaster. 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. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.  
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.  


{| class="wikitable"
{| class="wikitable"
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|-
|-
| rowspan="1" |Lvl 0 to Lvl 1
| rowspan="1" |Lvl 0 to Lvl 1
|1 Session
|2 Sessions
|Event
|Event at Hallowed Grounds
|-
|-
| rowspan="1" |Lvl 1 to Lvl 2
| rowspan="1" |Lvl 1 to Lvl 2
|4 Sessions
|4 Sessions
|60 Minutes
|60 Minutes. Proof in lore ticket.
|-
|-
| rowspan="1" |Lvl 2 to Lvl 3
| rowspan="1" |Lvl 2 to Lvl 3
|4 Sessions
|4 Sessions
|60 Minutes
|60 Minutes. Proof in lore ticket.
|-
|-
| rowspan="1" |Lvl 3 to Lvl 4
| rowspan="1" |Lvl 3 to Lvl 4
| colspan="2" | Self-study level up when Eden's Shine or Lilith's Veil arrives.
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.
|-
|-
| rowspan="1" |Lvl 4 to Lvl 5
| rowspan="1" |Lvl 4 to Lvl 5
| colspan="2" | Self-study level up when Eden's Shine or Lilith's Veil arrives.
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.
|-
|-
| rowspan="1" |Lvl 5 to Lvl 6
| rowspan="1" |Lvl 5 to Lvl 6
| colspan="2" |Self-study level up when Eden's Shine or Lilith's Veil arrives.
|1 Session
|Event at Hallowed Grounds
|-
|-
| rowspan="1" |Lvl 6 to Lvl 7
| rowspan="1" |Lvl 6 to Lvl 7
| colspan="2" |Self-study level up when Eden's Shine or Lilith's Veil arrives.
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.
|-
|-
| rowspan="1" |Lvl 7 to Lvl 8
| rowspan="1" |Lvl 7 to Lvl 8
| colspan="2" |Self-study level up when Eden's Shine or Lilith's Veil arrives.
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.
|-
|-
| rowspan="1" |Lvl 8 to Lvl 9
| rowspan="1" |Lvl 8 to Lvl 9
| colspan="2" |Self-study level up when Eden's Shine or Lilith's Veil arrives.
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.
|-
|-
| rowspan="1" |Lvl 9 to Lvl 10
| rowspan="1" |Lvl 9 to Lvl 10
| colspan="2" |Self-study level up when Eden's Shine or Lilith's Veil arrives.
|1 Session
|Event at Hallowed Grounds
|}
|}
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.
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 or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.
 
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.


Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.
== Progression - Pyromancy ==
== Progression - Pyromancy ==


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== Limitations ==
== 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.   
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.   
== Bodily Changes ==
=== Magmamancy ===
==== Mandatory ====
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.
==== Optional ====
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.
=== Solarmancy ===
==== Mandatory ====
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.
==== Optional ====
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals.  They also tend to be more determined and passionate.




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|Fail = The weapon fails to summon.
|Fail = The weapon fails to summon.
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.
|RedLines = N/A
}}
}}
{{Spell
{{Spell
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|Succ = Roll a D3 to determine damage instead of a D2.
|Succ = Roll a D3 to determine damage instead of a D2.
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.
}}
{{Spell
|Name = Scorched Blade
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.
|Level = 2
|Casting = 13
|Range = 8 meters
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.
|Fail = The weapon implodes, dealing 2 dmg to the caster.
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.
}}
}}
{{Spell
{{Spell
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|Fail = 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.
|Fail = 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.
|Succ = 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.
|Succ = 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.
|RedLines = The spell can damage objects but requires a loremaster's supervision.
|RedLines = The spell can damage objects but requires a Gamemaster's supervision.
Always round off the damage if the number is uneven.
Always round off the damage if the number is uneven.
}}
}}
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|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.   
|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.  
|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
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|Succ = The spell's duration increases by 2 rounds.
|Succ = The spell's duration increases by 2 rounds.
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.
}}
{{Spell
|Name = Coiling Inferno
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.
|Level = 3
|Casting = 14
|Range = 15m
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.
|Fail = The flames coil fully around the caster dealing D3 damage.
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.
}}
}}
{{Spell
{{Spell
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|Fail = 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.
|Fail = 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.
|Succ = 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.
|Succ = 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.
|RedLines = A loremaster must be present when trying to use this spell.
|RedLines = A Gamemaster must be present when trying to use this spell.
}}
}}
}}
}}
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|Casting = 14
|Casting = 14
|Range = Selfcast
|Range = Selfcast
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, the caster takes only half damage from magic attacks and spells, rounded down. The other half gets absorbed into the dome and begins to charge it. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.
|Succ = The dome will last for 2 rounds.
|Succ = The dome will last for 2 rounds.
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.
Shooting the beam does not require an additional action.
}}
{{Spell
|Name = Solar Blessing
|Desc = The caster blesses someone with the power of a sun from Ignos, enveloping them in light. This restores some of the targets' minor wounds and aids with their sight.
|Level = 2
|Casting = 13
|Range = 12 meters
|Damage = The caster envelops someone with light restoring D2 HP to them, removing the blindness effect and making them immune to magical darkness for 3 rounds.
|Fail = The light shines in the casters' eyes instead blinding them for 1 round.
|Succ = The light restores the maximum amount of HP and can be used on two targets but only heals 1 HP if you decide to target two people.
|RedLines = The caster can target themselves with this spell.
}}
}}
{{Spell
{{Spell
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|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.
}}
{{Spell
|Name = Ecliptic Blast
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.
|Level = 3
|Casting = 13
|Range = 12 meters
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.
The spell will cause 2D2+1 damage instead.
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.
After using this spell the caster cannot attempt to cast it again for 3 rounds.
}}
}}
{{Spell
{{Spell
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|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.
|Level = 3
|Level = 3
|Casting = 18
|Casting = 12
|Range = Selfcast
|Range = Selfcast
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.
|Damage = If they are hit by a melee attack while protected, the attacker will be knocked back 5 meters and become Blinded for d2 rounds.


The spell lasts until its HP is gone or after 3 rounds.
The spell lasts for 3 rounds.
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.
|Fail = The spell malfunctions, hitting the caster with blinding light. They receive 2 damage and Blindness for 1 turn.
|Succ = The caster can roll D10 for the spell's HP value.
|Succ = The target is pushed back D5+5 blocks away instead of 5 blocks.
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.
}}
}}
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|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.
|RedLines = Only one spear may be created by the caster at any time.
|RedLines = Only one spear may be created by the caster at any time.
}}
{{Spell
|Name = Shining Valkyrie
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.
|Level = 4
|Casting = 16
|Range = Self
|Damage = A shining armor is formed around the caster for D3+2 rounds.
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.
}}
}}
{{Spell
{{Spell
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|RedLines = This spell decays structures within 30 meters as if they were molten.
|RedLines = This spell decays structures within 30 meters as if they were molten.


A loremaster must be present for the casting of this spell.
A Gamemaster must be present for the casting of this spell.


This spell can only be cast once a week.
This spell can only be cast once a week.
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|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.
}}
{{Spell
|Name = Molten Construct
|Desc = The caster melts an area around them and bends it to their will, forming it into what their mind imagines.
|Level = 4
|Casting = 12
|Range = 10 meters
|Damage = The caster melts the area and forms the molten area into a protective tool.  This shield has D3+2 rounds of duration. During this duration the caster can't take damage, but if the caster receives  a total of 4 damage the shield breaks. Any attack that deals more damage than the shield's remaining HP will be absorbed by the it. Breaking the shield in the process.
Out of combat this spell can be used to create mundane weapons and tools, like axes and swords. The spell can also be used to help the creation of more complicated tools such as small mechanical parts or more complicated weapons.
|Fail = The molten material becomes unstable, exploding in a 2x2 area around the caster, dealing d3 damage to all in it.
|Succ = The molten material is easily controlled and is more refined, adding an additional 2HP to the shield.
|RedLines = The caster can't use this spell to create destruction by melting areas.
The caster can't create weapons with special traits or stats during CRP, but they are allowed to use it during forging.
This spell can't create Lockpicks
}}
}}
{{Spell
{{Spell
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These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.


A loremaster must be present for the casting of this spell.
A Gamemaster must be present for the casting of this spell.


This spell can only be cast once a week.
This spell can only be cast once a week.
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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.
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.
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.
|RedLines = If a level 10 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.
}}
}}



Latest revision as of 11:50, 21 November 2024

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. The first level requires a bonding trial to empower the spellcaster. 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. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event at Hallowed Grounds
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event at Hallowed Grounds
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event at Hallowed Grounds

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 or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

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.

Bodily Changes

Magmamancy

Mandatory

Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.

Optional

The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.


While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.

Solarmancy

Mandatory

Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.

Optional

The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.


Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate.



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 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 10 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