Pyromancy

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Pyromancy
PyromancyPNG.png
Classification Elemental Magic
Energy Source Ignos - The scorched lands
Casting Method Catalyst - Sphalerite gem

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, and 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 when Eden's Shine arrives.
Lvl 4 to Lvl 5 Self study level up when Eden's Shine arrives.

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self study. The caster is able to level up once every OOC year during their primal season which is Eden's Shine or Summer.

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 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 1 - Solar Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 2 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 3 - Solarmancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spell +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 5 - Solaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Magmamancy

Level Grimoire Slots Abilities/Bonuses
Lvl 1 - Magmic explorer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 2 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 3 - Magmamancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spell +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 5 - Magmaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 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 flammeable objects and can not cause large spreading fires such as forest fires.


Spells

Base Spells

Petromancy Spells

Magmamancy Spells

Additional Effects

Flaming Familiar
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 to either their casting roll or their success roll.


Brilliant Radiance (Solarmancers only)
The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension. After at least one round of charging, the spellcaster can use their action to release the tension from inside themselves, blinding everyone in a range of 10 meters for D4+1 rounds with a varying debuff.

The strength of blindness depends on how many turns the mage charged this ability:

  • One turn: A debuff of -1
  • Two turns: A debuff of -2
  • ...

Once a spellcaster reaches level 5 of Solarmancy, their intake of sunlight vastly increases which grants any of their blindness debuffs to be stronger by one point.


Running Hot!
When the spellcaster is in CRP they feel the thrill of battle and channel heat from deep within them, willing or not. This creates an aura of scorching heat in a radius of 2 meters around them for D3 + (Levels above Level 8)turns.

This meaning, the ability duration is as follows:

  • At level 8, D3
  • At level 9, D3+1
  • At level 10, D3+2

This heat is unbearable to anyone who gets too close while unprepared. Those who dare get close to the caster will take D1 damage per turn they are in range of the heat wave. Once the wave dies down it will not activate itself again until after a duration of 10 turns.



Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None