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| | Ignos - The scorched lands | | | Ignos - The scorched lands |
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| | style="text-align: center; background-color: #b670b4; text-align: center; width: 30%;" | Casting Methode | | | style="text-align: center; background-color: #b670b4; text-align: center; width: 30%;" | Casting Method |
| | Catalyst - Tungsten Runes | | | Catalyst - Tungsten Runes |
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Revision as of 20:51, 29 October 2021
Pyromancy
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Classification
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Elemental Magic
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Energy Source
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Ignos - The scorched lands
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Casting Method
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Catalyst - Tungsten Runes
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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. 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.
Level Increase
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Required Sessions
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Req .Session Length
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Lvl 0 to Lvl 1
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4 Sessions
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60 Minutes
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Lvl 1 to Lvl 2
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4 Sessions
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60 Minutes
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Lvl 2 to Lvl 3
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2 Sessions
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30 Minutes
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Lvl 3 to Lvl 4
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N/A
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N/A
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Lvl 5 to Lvl 5
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N/A
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N/A
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Progression
Level
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Unlocked Spells
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Abilities/Bonuses
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Lvl 1 - Student
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Ignis Enlightenment, Ashen Arrow
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No spellcasting bonuses.
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Lvl 2 - Spellweaver
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Ignis Enlightenment, Ashen Arrow, Fireball
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You have a +1 spellcasting bonus.
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Lvl 3 - Wizard
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Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply
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You have a +1 spellcasting bonus.
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Lvl 4 - Warlock
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Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply, Blazing Bolts, Gleaming Mirage
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You have a +2 spellcasting bonus.
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Lvl 5 - Ignis Artus
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Ignis Enlightenment, Ashen Arrow, Fireball, Scorching Panoply, Blazing Bolts, Gleaming Mirage, Ring of Fire, Eruption
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You have a +3 spellcasting bonus. You are capable of changing the color of the flame.
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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
Ignis Enlightenment
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The user creates a fiery circle around a metal object, magical or not. They start to transfer heat over to this item at a fast pace, letting the item glow bright, and letting all that get near scorch uncontrollably.
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Casting Value
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10
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Range
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Selfcast
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Damage / Effect
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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.
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Critical Failure
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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.
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Critical Success
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The caster’s control over where the heat resides makes the glow stronger at the edges. The item does 1 extra damage.
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Red Lines
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The object has to be small enough to fit in the caster’s hand, and must be made of metal.
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Ashen Arrow
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The Ashen Arrow-Spells allow the user to turn organic matter into ash. Upon grasping the newly-created ashes within their hands as you put them through the flaming tear you had made. Whereafter they take out an arrow forged from ash interdimensionally. The arrow disintegrates after hitting anything or after one minute of not being used.
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Casting Value
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8
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Range
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Selfcast
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Damage / Effect
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The user creates an arrow with their bare hands and can use it as is intended. It does 1 more damage than the regular arrow.
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Critical Failure
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The caster fails to forge an arrow and create a small arrowhead instead. The arrowhead is unusable.
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Critical Success
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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.
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Red Lines
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The caster can only cast this spell when they have no arrows left on them, and when they have a bow at hand.
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Fireball
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Strings of fire erupt from the tear to the realm of Ignos. The casters 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.
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Casting Value
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15
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Range
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15m / 15 Blocks
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Damage / Effect
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This spell creates an unstable ball of fire, which does, on impact, D4+1 damage. If the caster is in it’s explosion radius, but does not get directly hit, it will do half as much damage. The opponent makes an athletics roll to see if they get directly hit. The radius is calculated by a D5 roll.
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Critical Failure
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The ball of fire becomes too unstable while wielding it, as it explodes within the casters grasp. They roll for damage as they would usually do, and halve that damage, rounding up. They take this amount of damage.
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Critical Success
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The ball of flame has more power than usual, and it appears it explodes more heavily this way. The ball of flame’s explosion radius gets a +2, and the damage becomes a D4+3.
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Red Lines
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The spell can damage objects, but requires a loremasters supervision to do so.
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Scorching Panoply
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Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.
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Casting Value
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16
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Range
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Selfcast
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Damage / Effect
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The casters entire body is surrounded in a shielding flame, that will halve the next two attack's damage.
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Critical Failure
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The casters suit of armor made of inferno. The armor only works for one turn instead of two.
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Critical Success
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The cover the user created for themself is practically perfect. It deflects all damage, but only on a roll of a total of 20 or more.
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Red Lines
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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.
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Blazing Bolts
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A blazing fire emanates from the tear into Ignos, as 3 bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All 3 bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.
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Casting Value
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12
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Range
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15m / 15 Blocks
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Damage / Effect
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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.
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Critical Failure
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The tear becomes unstable whilst casting this spell, and only 1 of the 3 bolts is to be created. No D3 is rolled with a critical failure.
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Critical Success
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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.
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Red Lines
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A maximum of 5 consecutive shots can do extra damage. When it hits 5 consecutive hits the streak restarts.
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Gleaming Mirage
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Heat fires off the casters body as the air around them heats up. They create an illusionary mirage of hot air hiding their true position.
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Casting Value
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19
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Range
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20m / 20 Blocks
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Damage / Effect
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The caster's true position gets disturbed, all enemies within range have a -3 to any attack rolls, and all enemies outside have a -2 on attack rolls. This stays up for as long as the tear stays up or when the caster leaves the area.
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Critical Failure
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The caster’s furious heat isn’t as much as needed to create a true illusion, while it drains a lot of energy. All enemies get a +1 to attack due to the casters exhaustion.
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Critical Success
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The caster seems to not exist entirely, as all attack rolls against the mage have a -5, inside and out of range.
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Red Lines
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This spell doesn’t work on people that have either no vision or are casting a Aquamancy.
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Ring of Fire
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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.
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Casting Value
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17
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Range
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15m / 15 Blocks
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Damage / Effect
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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 D4 damage every turn they touch the ring. The ring of fire lasts for 10 rounds, but can be stopped earlier if the caster is incapacitated, or if 5 buckets worth of water are put onto the ring.
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Critical Failure
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The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.
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Critical Success
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The ring of fire expands in power, as the radius it has grows by 1 block every turn. The ring does +1 more damage.
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Red Lines
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While in the circle, to shoot out a projectile which is not magic, the caster has to create an opening which makes the opponent able to opportunity attack.
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Eruption
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The caster stabs their item into the ground, as eternal flames burst through the ground in front of them. A big ravine forms in a line, as molten rock slowly erupts from it. This expands until the user has used up the entirety of the item as fuel, leaving behind a crater, stretching for as long as a city, and being wider than 5 blocks.
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Casting Value
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18
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Range
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100 Blocks long / 5 Blocks wide
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Damage / Effect
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The caster rips open a plot of ground, using their items infused magic, and their own strength. The caster creates a ravine filled with molten rock, which slowly goes across the ground until it reaches its max potential. It is around 10 blocks deep.
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Critical Failure
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The spell fails, and instead retaliates against the caster. The user starts to feel their arms melt, as small streaks of skin burn, from their hands all the way to their shoulders and sometimes their chest or head. The caster takes D6 damage, and is unable to wield any weapons. If tried, the caster takes 1 damage per round of combat for wielding a weapon. This effect will heal after 1 day, but will leave scars.
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Critical Success
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The eruptive forces are of great strength, making the ravine widen. It is now 2 times as wide as it would be normally. This only works if the caster rolled a 20.
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Red Lines
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The spell, when used, consumes the magical object used in the casting of the spell. To cast this spell, the user has to contact loremasters beforehand.
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