Pyromancy: Difference between revisions
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(Rebalancing of Pyromancy Spells) |
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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 | ||
| If successfully cast, the caster draws a 15 block long and 3 blocks wide line from the point they stand in any direction. Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a | | If successfully cast, the caster draws a 15 block long and 3 blocks wide line from the point they stand in any direction. Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the amount of damage the target takes. Additionally, the spell inflicts burning. | ||
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks situated within or touching the drawn path. | |||
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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 | ||
| Roll a | | Roll a D4 to determine damage instead of a D2. | ||
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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 line cannot go through solid walls, but can pass through fences and | | The line cannot go through solid walls, but can pass through fences, bars and similar. | ||
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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 | ||
| | | 16 | ||
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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 | ||
| | | This spell lights up the metal item, creating an illuminating light around them. | ||
This spell lights up the metal item, creating an illuminating light around them. When hitting a target with that item, it | When hitting a target with that item, it sets the damage of the object's next successful attack to the amount of levels the spellcaster has gained since unlocking this spell, up to a maximum of four. | ||
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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's effects work uncontrollably, so much that the item becomes too hot to hold. The user is unable to use their magical item for | | The spell's effects work uncontrollably, so much that the item becomes too hot to hold. The user is unable to use their magical item for D3 turns as it cools off on the ground. | ||
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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’s control over where the heat resides makes the glow stronger at the edges. The | | The caster’s control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls. | ||
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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%;" | Critical Success | | 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 | | The duration of the spell is lengthened by D2 turns. | ||
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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%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 16 | ||
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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 | ||
| If hit by the attack (The spell hits a 3x3 area) the enemy will receive D3 damage. | | If hit by the attack (The spell hits a 3x3 area) the enemy will receive D3 damage. If the target continues to wear superheated armor or similar, they will experience burning. | ||
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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 | ||
| | | When a critical failure occurs, the mage fails to direct their magical power into an incantation and instead heats all metal in a 1 block radius around them to become superheated. These metal pieces will, when touching to a character's body, inflict burning. | ||
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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 | ||
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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 enemy needs to be | | The enemy needs to be under open sky for the attack to hit them. The attack can’t ignite any material, besides the worn materials of the enemy. | ||
This spell can only be cast during daytime. | |||
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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 | ||
| After the spells is successfully cast, the caster rolls a D3 to determine how many turns the spell remains active. | | After the spells is successfully cast, the caster rolls a D3 to determine how many turns the spell remains active. | ||
They then need to determine a 4x1x3 area of where the mirror appears. | |||
Whenever an attack targets the caster, they roll a D6, on an even number the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one. On an odd number, the damage goes through to the caster but the damage is halved to a minimum of 1. | Whenever an attack targets the caster, they roll a D6, on an even number the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one. On an odd number, the damage goes through to the caster but the damage is halved to a minimum of 1. | ||
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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 spell lasts 1 extra turn. | | The spell lasts 1 extra turn and any attack deflected by the mirror will inflict burning. | ||
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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 caster needs to roll a D8 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 | | The caster needs to roll a D8 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 D10+10 blocks. | ||
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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%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| After the spell is succesfully cast, the spellcaster must lay out a path of 40 blocks long and 5 blocks wide, every building in that | | After the spell is succesfully cast, the spellcaster must lay out a path of 40 blocks long and 5 blocks wide, every building in that path gets damaged and all players that get hit by the ray receive D8 damage and will burn. | ||
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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 range of the spell has been increased to | | The range of the spell has been increased to 70, and the ray is strong enough to burn through 8 meters of stone. | ||
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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 can only be used when supervised by a loremaster/event team member. | | This spell can only be used when supervised by a loremaster/event team member. Additionally the help of a builder is required. | ||
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. | ||
While all flammable blocks are nearly immediately destroyed, stone materials are scorched, yet not affected nearly as much. The spell only manages to burn through 4 meters of stone. | |||
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Revision as of 18:52, 6 August 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 two 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 | Self study level up after 2 weeks. | |
Lvl 4 to Lvl 5 | Self study level up after 2 weeks. |
After choosing a path, the spellcaster will automatically increase in level every two weeks.
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self studying.
Progression - Pyromancy
Base Spell Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Novice | Fireball | No spellcasting bonuses. |
Lvl 2 - Spellweaver | Fireball | +1 spellcasting bonus. |
Lvl 3 - Sorcerer | Fireball, Breath of the Dragon | +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability. |
Lvl 4 - Magus | Fireball, Breath of the Dragon, Ignis Enlightenment | +1 spellcasting bonus. |
Lvl 5 - Ignos Seer | Fireball, Breath of the Dragon, Ignis Enlightenment | +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer. |
Progression - Solarmancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Solar Student | Inner Brilliance | +2 spellcasting bonus. |
Lvl 2 - Spellweaver | Inner Brilliance, Smite | +2 spellcasting bonus. |
Lvl 3 - Solarmancer | Inner Brilliance, Smite, Fiery Mirror | +3 spellcasting bonus. The spellcaster unlocks the ... ability. |
Lvl 4 - Magus | Inner Brilliance, Smite, Fiery Mirror, Regulus Protection | +3 spellcasting bonus. |
Lvl 5 - Solaris | Inner Brilliance, Smite, Fiery Mirror, Regulus Protection, Wrath of the Sun | +4 spellcasting bonus. |
Progression - Magmamancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Magmic explorer | Scorching Panoply | +2 spellcasting bonus. |
Lvl 2 - Spellweaver | Scorching Panoply, Molten Soil | +2 spellcasting bonus. |
Lvl 3 - Magmamancer | Scorching Panoply, Molten Soil, Blazing Bolts | +3 spellcasting bonus. The spellcaster unlocks the ... ability. |
Lvl 4 - Magus | Scorching Panoply, Molten Soil, Blazing Bolts, Ring of Fire | +3 spellcasting bonus. |
Lvl 5 - Magmaris | Scorching Panoply, Molten Soil, Blazing Bolts, Ring of Fire, Eruption | +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.
Spells
Base Spells
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Spells - Solarmancy
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Spells - 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 |