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 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 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

Ignis Enlightenment
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.
Level 1
Casting Value 14
Range 25 meters
Damage This spell lights up the metal item, creating an illuminating light around them.

If the object is a one-handed weapon, it sets the damage of the object's next successful attack to the number of levels the spellcaster has gained since unlocking this spell, up to a maximum of four.

If the object is a two-handed weapon, it causes a burning effect for 2 turns on the next successful attack.

Critical Failure The spell's effects work uncontrollably, so much so 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.
Critical Success The caster’s control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.
Red Lines The person in question has to be able to carry the object and it must be made of metal. The object will fall apart after being used three times for this spell (unless stated otherwise), due to the constant reheating and cooling of the metal. This spell can also be used on allies.
Blazing Tempo
The caster puts their feet on fire, gaining additional speed as they leave behind a trail of flaming footprints.
Level 1
Casting Value 8
Range Selfcast
Damage The caster channels power from Ignos to their feet to move at a fiery pace, gaining 5 additional movement for 3 turns.
Critical Failure The flames become too hot for the caster to deal with and they take D2 damage.
Critical Success Gain 5 meters of additional movement for 5 turns instead of 3 turns.
Red Lines The spell is ineffective if the caster is bound.
Flame Arrow
The caster calls forth embers through their tear and fires a bolt of flame towards a single target.
Level 1
Casting Value 8
Range 30 meters
Damage The Arrow deals D2 damage. If the target was hit at over 20 meters, the damage is doubled.
Critical Failure Nothing happens.
Critical Success The damage is doubled no matter the range.
Red Lines The damage can only be doubled once.
Flame Blade
The caster manipulates fire to take the form of a weapon composed of flame.
Level 1
Casting Value 12
Range Selfcast
Damage The caster summons a sword made of flame, which stays within their grasp as long as they are near their tear.

This weapon can be of any known and common design so long as it is one solid piece.

This weapon has 3 attacks. It deals 1 damage normally, if 3 of the 3 hits land, the target will set on fire and receive the burning effect.

Critical Failure The weapon fails to summon.
Critical Success The burning effect triggers if 2 of the 3 attacks hit.
Red Lines The summoned weapon can not be wielded together with normal weapons.
Breath of the Dragon
The Pyromancer stands behind their tear and blows forth a powerful blazing wind from the tear, burning everything in its path.
Level 2
Casting Value 12
Range 15 meters
Damage If successfully cast, the caster draws a 15-meter long and 3-meter 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.

Critical Failure The breath does not go forth, instead gets sucked back into the tear, the spell has no effect and the caster takes 1 damage.
Critical Success Roll a D4 to determine damage instead of a D2.
Red Lines The line cannot go through solid walls, but can pass through fences, bars and similar.
Fireball
Strings of fire erupt from the tear to the realm of Ignos. The caster's 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.
Level 2
Casting Value 9
Range 20 blocks
Damage This spell creates an unstable ball of fire, which does, on impact, 1D3 damage.

If the target is in its explosion area of 2x2x2 blocks but does not get directly hit by the spell, it will do half as much damage.

Critical Failure The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage as they would usually do, and halve that damage, rounding up. They take this amount of damage.
Critical Success The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2 damage instead.
Red Lines The spell can damage objects, but requires a loremaster's supervision to do so.
Rejuvenating flames
You call forth the power of Ignos to shroud yourself in flames. Whenever you are set aflame within this shroud, you heal instead of taking damage.
Level 2
Casting Value 14
Range Selfcast
Damage Whenever you take damage dealt by a fire mage, you instead heal from that damage.

This shroud lasts for D2 turns.

Critical Failure The next magic spell cast against you deal an additional 2 damage.
Critical Success The effect lasts for 1 additional turn.
Red Lines
Wall of Flame
You draw from the power of Ignos to create a flaming barrier.
Level 3
Casting Value 16
Range 20 blocks
Damage Create a 5 meters long, 1-meter-thick, 3 meters tall wall. For every turn a player is inside the wall, they will take D2 damage. Additionally, they will have the burning status effect when leaving.

If the barrier is placed inside a player, they will have the opportunity to roll agility against the initial cast.

Critical Failure The wall is insatiable and falls down on the caster, dealing D3 damage.
Critical Success The wall is 7 instead of 5 meters long.
Red Lines This wall cannot be placed diagonally. It is a straight line without curves.
Spirit Phoenix
The caster summons a blazing Phoenix made of fire to control.
Level 3
Casting Value 15
Range Selfcast
Damage The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.

At any point, they may send the phoenix careening toward the ground to produce a powerful explosion that deals D4 damage in a 3-meter radius. The phoenix lasts for 3 turns or until it is used as an attack.

Critical Failure The phoenix spirit is offended by the caster and careens down on the caster instead. Dealing D2 damage in a 3-meter radius.
Critical Success The spell’s duration increases by 3 turns.
Red Lines The caster’s eyes must remain closed for the duration.
Fire tornado
Call forth the swirling winds of embers from deep within Eden and send out a flaming tornado into any target direction.
Level 4
Casting Value 18
Range 25 meters
Damage Send out a fire tornado into the target direction, which deals D3 damage. It stays for D5 rounds. Every round it moves 5 blocks in the target direction, dealing the damage to all targets it goes through.
Critical Failure The caster takes D3 damage and loses consciousness
Critical Success Goes 5 extra blocks further at the final round.
Red Lines
Flame Unleashed
The caster summons flame from theirtear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.
Level 5
Casting Value 20
Range Selfcast
Damage The caster creates a giant flaming beast to their own liking in how it looks. This flame spirit stays on the caster and will move where they move. The spirit has 2 attacks, which the caster can use on subsequent turns.

Flame Breath attack: The caster can make the beast breath forward a giant line of flame, which is 5 blocks wide and 20 blocks long which stays for 3 turns. Every creature within that area takes D2 damage.

Flame Claw attack: The caster allows the beast to swiftly attack 2 creatures within a 10-meter radius. The creature's hit will take D4 damage. A single creature cannot be targeted more than once with these attacks in a single turn.

This spell ends after D2+1 rounds, whereafter the giant beast falls to the ground and crumbles up into blocks of coal.

Critical Failure The caster creates a beast, which starts tearing the caster apart. The caster takes D6 damage, and may lose an eye or a limb by these giant claws.
Critical Success The creature stays for the maximum amount of time. Additionally, the Flame Claw attack can now be used on 3 creatures in a single turn.
Red Lines A loremaster must be present when trying to use this spell.

Petromancy Spells

Pillar of Stone
The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath, as the user pulls up the rocky floor around. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great heights is created, beautiful to say the least.
Level 1
Casting Value 10
Range 10 meters - 18 meters as projectile
Damage The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also decide to let the pillar levitate, turning it into a projectile. If used as such the mage needs to do a normal attack roll. If the attack hits it will deal D3 damage to the target.
Critical Failure The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.
Critical Success The maximum size, instead is doubled
Red Lines The pillar is created very slowly, so well, if someone is standing on it they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.
Petrifying Hands
The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.
Level 2
Casting Value 16
Range Grabbing distance, 1m
Damage The user touches something and turns it briefly into solid rock.

This spell works better on materials then on organic matter. On organic matter, a thin layer of stone covers the surface instead.

If the user grabs the weapon of the enemy, it becomes too heavy to use for the next D2 rounds. If the user grabs an enemy, they will have their movement halved.

Critical Failure The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won’t be able to use their hands for 1 round and their movement is halved.
Critical Success The spell lasts for the maximum duration.
Red Lines You can not cast spells after a critical failure. You cannot fully petrify other players.
Craftman’s Friends
Craftsman’s Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterwards on the ground, causing a 2-and-a-half meter tall, humanoid, puppet to emerge from the stone. Interestingly enough the mage can also use the same spell to be encased by the puppet, using it as a form of armour instead.
Level 2
Casting Value 18
Range Selfcast
Damage The caster needs to roll a D8 to determine how much damage the golem can tank until it will fall apart. While encased by the golem the mage will move at half their normal speed but will gain +1 on strength rolls while in this form.
Critical Failure The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.
Critical Success The caster needs to roll a D10 instead of a D8 to determine how many hits the golem can survive. Their movement speed stays the same as before, but they will gain +2 on strength rolls instead.
Red Lines The golem is made out of stone and dirt, as such it can be destroyed with enough force. While the mage is encased within the golem they aren’t immune to attacks which can penetrate or move through the golem’s defence.

Moreover, the caster is unable to cast any spells while in this golem.

Circle of Stone
The caster pushes forth a circle of stone, that rises from the ground, trapping anything within its bounds.
Level 3
Casting Value 15
Range 20 blocks
Damage The caster creates a circle of stone around a single block which has to be within range. The circle has a range of 3 blocks. The stones collectively have 20 HP, and when this is reduced to 0 the spell ends early. This spell lasts for 3 turns.
Critical Failure A rock shoots up, shooting the caster into the air and letting them fall.

They make an agility roll where they need to roll higher than 10, or else they take D3 damage.

Critical Success The circle of stones stays up for 5 rounds instead of 3.
Red Lines
Geotic Grasp
The caster sees the earth’s tear, guiding them through its persistent nature, as the user starts to encapsulate the opponents footing. They do this with whatever is closest to the ground, and eliminate the opponents movement completely. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.
Level 3
Casting Value 12
Range 15 meters
Damage The spellcasters level amount of people have their movement completely taken away. They cannot move for D3 turns
Critical Failure The spell fails and nothing happens.
Critical Success The regular effects of the spell activates, but the effects are strengthened. The target cannot move for D4 turns.
Red Lines This spell only works if there is a rocky or earthy ground beneath the enemy.

The targets can still move everything but their legs.

Stones of Anguish
The caster summons forth a few boulders, that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.
Level 4
Casting Value 16
Range 10 blocks
Damage The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. If the effectiveness roll was a Crit, the boulder shatters upon impact, dealing D2 to all targets within 3 blocks of the target. The caster can also use one of these boulders to get a +2 to save against any attack roll. This can only be done once every round. The boulders stay for D3 turns.
Critical Failure Instead the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every turn to get free.
Critical Success the boulders stay for an additional 2 rounds.
Red Lines
Voice of the Mountain
The caster commutes with the spirits of Kor, their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.
Level 4
Casting Value 16
Range 15 meters
Damage The enemy who fails to defend against this spell are filled with fear and don't dare to advance on the caster.

Add -2 to all attack rolls for enemy players within range for D2+1 rounds. On top of that, their movement is halved for the duration of the spell. Any mages caught by this spell have a -3 to all their casting rolls for the duration of this spell.

Critical Failure The caster directs the sound at their allies as well as their enemies. Everyone within range is hit with the effect.
Critical Success The duration of the spell is D2+2 rounds instead.
Red Lines Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining duration of the spell.
Eden’s Wrath
The caster rips open the earth with their mastery over the soil and create a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground hitting those caught within the area of effect.
Level 5
Casting Value 20
Range 50 meters
Damage By opening the tear far enough the caster is capable of creating an earthquake, followed by the eruption of spikes from the ground. To determine if a target is being hit by the spikes they will need to roll a D20. If they roll an even number they will be hit by the attack. If an enemy is being hit by this spell it will deal D4 damage to the target and stop their movement emotes for D3 turns.
Critical Failure The spell will fail, causing the caster to be wounded instead. Most often the caster will lose a limb, due to the strong drawback of the spell.
Critical Success Additionally to the normal effect magma will start to spill forth from the summoned spikes. If hit by this spell it will cause D5 damage instead.
Red Lines This spell can only be used when supervised by a loremaster/event team member.

Casting this spell can only be done once per OOC week.

Magmamancy Spells

Shield Aflame
Create a shield of flame in your hand.
Level 1
Casting Value 12
Range Selfcast
Damage Create a shield of fire that acts like a normal shield.

Using the attack option of this shield will leave a burning effect if all 3 attacks land.

Critical Failure Nothing happens.
Critical Success Blocked attacks leave a burning effect.
Red Lines You cannot give the shield to another player.
Ring of Fire
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.
Level 2
Casting Value 17
Range 15 meters
Damage 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 D2 damage every turn they touch the ring and inflicts burning. The ring of fire lasts for D5 rounds but can be stopped earlier if the caster is incapacitated, or if the fire was stopped by an aquamancy spell or enough water.
Critical Failure The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.
Critical Success The ring of fire is strengthened, lasting D7 rounds instead of D5 rounds. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.
Red Lines The ring of fire can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.

Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.

Weapon Ablaze
Create a fiery weapon merely from Ignos’ flames and ash.
Level 2
Casting Value 14
Range Selfcast
Damage Create any weapon made out of the fire summoned forth from the tear. The weapon stays for 5 turns.

This weapon will leave the burning effect upon successful hit

Critical Failure Nothing happens.
Critical Success The weapon stays for an additional 3 turns.
Red Lines You can not give the weapon to another player.
Blazing Bolts
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.
Level 3
Casting Value 16
Range 15 meters
Damage When firing this spell, and it is a successful roll, the caster rolls a D3 to see how many bolts appear. For each shot that hits (Apply regular projectile rules), the next bolt deals +1 more damage than the previous shot, starting at a value of 1 damage.
Critical Failure The tear becomes unstable whilst casting this spell, and collapses in itself requiring the caster to open a new tear before casting again. Only 1 of the 3 bolts is to be created. No D3 is rolled with a critical failure.
Critical Success The caster fires more bolts, as their control reaches its highest level over this spell. They roll a D4 instead of a D3, however, the fourth bolt will not deal any more damage than the third.
Red Lines A maximum of 5 consecutive shots can do extra damage. When it hits 5 consecutive hits the streak restarts.
Molten Soil
The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.
Level 3
Casting Value 14
Range 15 meters
Damage If successfully cast, the caster may choose a 5x5 area within range to liquify, all targets standing in this area that are not Pyromancers are unable to move for D3 turns, if they do so any way they take D2 damage per turn that they move within the area. After escaping the area, characters will have their movement reduced by 2 blocks for the following 10 turns.
Critical Failure The spell has no effect.
Critical Success The area is 8x8 instead of 5x5 and remains for D4 turns.
Red Lines The spell only affects the ground, therefore flying objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily, however, it will not flow on any more blocks than the one it was placed on.
Scorching Panoply
Out of the tear to the realm of fire, the caster takes out a suit of armour more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.
Level 4
Casting Value 14
Range Self
Damage The casters' entire body is surrounded in a shielding flame that grants them +3 on defence rolls for D3 turns.
Critical Failure The casters suit of armour made of inferno, is really not that great. The armour explodes, dealing D2 damage to the caster.
Critical Success The cover the user created for themself is practically perfect. It grants the caster +5 on defence rolls for 2 extra rounds.
Red Lines This spell only works on the caster themself. The armour cannot come off their body. This suit of armour will only shield, and cannot damage anything on itself. The spell can be cancelled out with any water.
Smouldering Rain
You make it rain fiery ash for a short amount of time.
Level 4
Casting Value 17
Range 15 blocks
Damage The caster channels a ball of magma which they shoot into the air and explodes into a 5x5 area, everyone within the area takes 1 damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.
Critical Failure The ball fire dissolves into the hand of the caster and deals D3 damage.
Critical Success The rain is more intense and deals D2 damage instead of 1 damage flat.
Red Lines The caster is immune to the rain.
Fireball Barrage
The caster creates a small volcano that erupts flaming rocks that fall down in a flaming barrage on the battlefield.
Level 5
Casting Value 20
Range 30 meters
Damage Create 1+D6 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 3 flat damage per fireball.
Critical Failure Instead half of the summoned fireballs, rounded up, will hit the caster and the others disperse.
Critical Success The fireballs deal 4 flat damage.
Red Lines A maximum of 2 fireballs may be directed at a single player.

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