Pyromancy: Difference between revisions
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===Base Spells=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | {| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | ||
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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 | ||
| This spell lights up the casters metal item, creating an illuminating light around them. It also will deal the user’s spellcaster level more extra damage no matter what they roll when they next attack with that item, be it a spell or a melee attack. | | This spell lights up the casters metal item, creating an illuminating light around them. It also will deal the user’s spellcaster level more extra damage no matter what they roll when they next attack with that item, be it a spell or a melee attack. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The spell's effects work uncontrollably, so much that the item becomes too hot to hold. The caster is unable to use their magical item for 1 turn as it cools off on the ground. | | The spell's effects work uncontrollably, so much that the item becomes too hot to hold. The caster is unable to use their magical item for 1 turn as it cools off on the ground. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
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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;" | ||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Ring of Fire | ||
|- | |- | ||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The | | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The caster creates a ring of fire around themself or another person within 15 blocks. As this ring is created, nobody can get through without getting their skin turned to ash, except for 4th level or higher fire mages. | ||
|- | |- | ||
| 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 | ||
| | | 17 | ||
|- | |- | ||
| 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 | ||
| | | 15 Meters | ||
|- | |- | ||
| 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 | ||
| The | | The caster creates a ring of fire, a circle with a diameter of 5 blocks, impenetrable by any projectile thrown or shot. This ring of fire does damage when touched. The damage it gives is D3 damage every turn they touch the ring. The ring of fire lasts for five rounds, but can be stopped earlier if the caster is incapacitated, or if the fire was stopped by an aquamancy spell or enough buckets filled with water. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The | | The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The | | The ring of fire is strengthened, lasting seven rounds instead of five rounds. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| The | | The ring of fire can be removed by using water or aquamancy. The ring will vanish as soon as the mage leaves the area. | ||
|} | |} | ||
|} | |} | ||
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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 | ||
| | | 15 Meters | ||
|- | |- | ||
| 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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|} | |} | ||
<br> | <br> | ||
===Solarmancy=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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 | |||
|- | |||
| 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. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 10 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| Selfcast | |||
|- | |||
| 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. | |||
|- | |||
| 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. | |||
|- | |||
| 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. | |||
|- | |||
| 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. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Inner Brilliance | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | Inner Brilliance allows the user to invoke an incantation and call upon the powers of the sun. As long as the user remains in sunlight, they will become empowered with a great force. Bare flesh that touches them shall be seared horribly, and they become incredibly difficult to look at. Every strike, whether it’s with a weapon or their fists, shall imbue a burning effect on the target that causes additional pain. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 14 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| Selfcast | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| Upon casting this spell the mage will need to roll a D5 to determine the duration of the spell (In Emote Turns). If striking an enemy, while the spell is active, they can add +1 strength to their attack. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The spell fails, causing the mage to receive some light burning on their hands, dealing 1 damage to themselves. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The duration of the spell is lengthened by 2 emotes. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The spell can’t ignite any materials. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Smite | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | Smite allows the caster to invoke an incantation when outdoors, and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed from the sun's rays. If the target is within shade then the spell cannot be utilised. Upon connection with the target, they will be immediately knocked prone and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off their skin and flesh starts to be shredded, as if someone would use sandpaper on their skin. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 14 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| 20 Meters | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| If hit by the attack (The spell hits a 3x3 area) the enemy will receive D3 damage. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| Failing to cast the spell correctly will cause the attack to miss and to fumble, falling apart afterwards. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The spell is empowered and deals D5 damage instead. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The enemy needs to be in the open for the attack to hit them. The attack can’t ignite any material, besides the worn materials of the enemy. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
===Magmamancy=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | {| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | ||
| | | | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield, and cannot damage anything on itself. The spell can be cancelled out with natural water or summoned water. | | This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield, and cannot damage anything on itself. The spell can be cancelled out with natural water or summoned water. | ||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Ashen Arrow | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The Ashen Arrow-Spells allow the user to turn organic matter into ash. Upon grasping the newly-created ashes within their hands the caster is capable of creating a bow of fire and ash within their grasp. They are capable of firing an arrow from said bow, before the bow disintegrates. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 8 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| 20 Meters | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| The user creates a bow and arrow with their bare hands and can use it as is intended. he attack will deal +2 more damage than a regular arrow. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The caster fails to forge an arrow and create a small arrowhead instead. The arrowhead is unusable. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The caster creates an arrow with a chain attached to the back, as they pull their target towards them, or attach their target to something. The chain is 20 blocks in length. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The bow can be destroyed by a normal attack. | |||
|} | |} | ||
|} | |} | ||
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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 | ||
| | | 15 Meters | ||
|- | |- | ||
| 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 | ||
| When firing this spell, and it is a successful roll, the caster rolls a D3 to see how many shots hit. For each shot that hits, the bolt deals +1 more damage than the previous shot, starting at a value of 1 damage. | | When firing this spell, and it is a successful roll, the caster rolls a D3 to see how many shots hit. For each shot that hits, the bolt deals +1 more damage than the previous shot, starting at a value of 1 damage. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The caster fires 4 bolts instead of | | The caster fires 4 bolts instead of 3, as their control reaches its highest level over this spell. They roll a D4 instead of a D3. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| A maximum of 5 consecutive shots can do extra damage. When it hits 5 consecutive hits the streak restarts. | | A maximum of 5 consecutive shots can do extra damage. When it hits 5 consecutive hits the streak restarts. | ||
|} | |} | ||
|} | |} | ||
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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;" | ||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | [Spell Name] | ||
|- | |- | ||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | | | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | ||
|- | |- | ||
| 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 | ||
| | | [Casting Value] | ||
|- | |- | ||
| 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 | ||
| | | [Range] | ||
|- | |- | ||
| 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 | ||
| | | [Effect] | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| | | [Event in case of Critical Failure] | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| | | [Event in case of Critical Success] | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| | | [Red Lines] | ||
|} | |} | ||
|} | |} | ||
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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 | ||
| 30 | | 30 Meters | ||
|- | |- | ||
| 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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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The eruptive forces are of great strength, making the ravine wider. It is now 40 blocks wide. | | The eruptive forces are of great strength, making the ravine wider. It is now 40 blocks wide. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This spell can destroy buildings. As such the caster needs to request a | | This spell can destroy buildings. As such the caster needs to request a Loremaster to inspect the rolls. | ||
Attempting to cast this spell can only be done once per OOC week. | Attempting to cast this spell can only be done once per OOC week. | ||
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== Additional Effects == | == Additional Effects == |
Revision as of 12:41, 5 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
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Student | Ignis Enlightenment, Ashen Arrow | No spellcasting bonuses. |
Lvl 2 - Spellweaver | Ignis Enlightenment, Ashen Arrow, Fireball | The mage has a +1 spellcasting bonus. |
Lvl 3 - Wizard | Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply | The mage has a +1 spellcasting bonus. |
Lvl 4 - Warlock | Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply, Blazing Bolts | The mage has a +2 spellcasting bonus. |
Lvl 5 - Ignis Artus | Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply, Blazing Bolts, Ring of Fire, Eruption | The mage has a +3 spellcasting bonus. They are capable of changing the color of the flame. The mage unlocks the Flaming Familiar-Ability. |
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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Solarmancy
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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 |