Pyromancy: Difference between revisions
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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 | ||
| The object has to be small enough to fit in the caster’s hand, and must be made of metal. | | The object has to be small enough to fit in the caster’s hand, and must be made of metal. The object will fall apart after being used three times for this spell, due to the constant reheating and cooling of the metal. | ||
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! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Ashen Arrow | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Ashen Arrow | ||
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| 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 | | 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. | ||
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| 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 | ||
| | | 20m / 20 Blocks | ||
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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 | ||
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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 | ||
| The user creates | | 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. | ||
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| 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%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| The | | 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%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| This spell creates an unstable ball of fire, which does, on impact, | | This spell creates an unstable ball of fire, which does, on impact, D3 damage. If the target is in it’s explosion radius of 2x2x2 blocks, but does not get directly hit by the spell, it will do half as much damage. | ||
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| 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 ball of flame has more power than usual, and it appears it explodes more heavily this way. The | | The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause D4 damage instead. | ||
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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 | ||
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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 | ||
| The casters entire body is surrounded in a shielding flame | | The casters' entire body is surrounded in a shielding flame that grants them +3 defense for one turn. | ||
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| 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 casters suit of armor made of inferno. The armor | | The casters suit of armor made of inferno, is really not that great. The armor explodes, dealing D2 damage to the caster. | ||
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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 cover the user created for themself is practically perfect. It | | The cover the user created for themself is practically perfect. It grants the caster +5 defense for two rounds. | ||
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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. | | 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. | ||
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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 | ||
| 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="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 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 | | 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. | ||
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| 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 ring of fire | | The ring of fire is strengthened, lasting seven rounds instead of five rounds. | ||
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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 | ||
| | | 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 | ||
| | | 30 m / 30 Block Radius | ||
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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 | ||
| 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. | | 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 and lava, which slowly goes across the ground until it reaches its max potential. It is around 10 blocks deep. If an enemy is hit by this attack they will receive D3 damage. | ||
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| 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 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 | | 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 will receive D5 damage. | ||
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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 | | The eruptive forces are of great strength, making the ravine wider. It is now 40 blocks wide. | ||
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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 | ||
| The | | This spell can destroy buildings. As such the caster needs to request a LM to inspect the rolls. | ||
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== Additional Effects == | |||
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{| 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;" | Flaming Familiar | |||
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| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The mage is capable of creating a small, flame-like spirit, which follows them around. While being near their creator the spirit will grant them +1 in one of their attributes. However, the familiar can’t be used in combat or to ignite anything. | |||
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Revision as of 16:25, 9 November 2021
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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 | 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
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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 |