Pyromancy

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Pyromancy
PyromancyPNG.png
Classification Elemental Magic
Energy Source Ignos - The Scorched Lands
Casting Method Catalyst - Sphalerite Gem
Additional Paths Solarmancy · Magmamancy

The mages of fire are 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 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 themselves up, and many more useful facts. But around the year 200, someone 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 it 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 a 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 good. 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 the runes of old, created by the first mage of fire to teach. Only once one's 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 being at least sixty minutes long. To obtain level two, the student must 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 four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Pyromancy, this is Eden's Shine, also known as Summer. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.

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 4 Sessions 60 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 can level up once every IC year during their primal season, 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 spells +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 spells, 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 spells, 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 spells +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 spells, 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 spells, 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 flammable 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 Selfcast
Damage This spell lights up the metal item, creating an illuminating light around them.

If the object is a 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.

In addition, a successful strike with this object inflicts the burning effect for D2 turns.

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 D4 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 who are within 3 meters of the caster.
Blazing Tempo
The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.
Level 1
Casting Value 8
Range Selfcast
Damage The caster channels power from Ignos through their tear to move at a fiery pace, gaining D3 additional movement for 3 turns.
Critical Failure The flames become too hot for the caster to deal with and they take D2 damage for 2 turns.
Critical Success Gain D3 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 summons a blazing arrow through their tear. Lava seems to be dripping off the tip and the shaft seems to be completely made up of flames.
Level 1
Casting Value Bow / Crossbow
Range 20 meters
Damage If the arrow is shot and hits its target. It does 1+D3 damage.
Critical Failure The arrow disintegrates early and puts the bow ablaze. Making the item unusable for the remainder of the battle.
Critical Success The arrowhead explodes right before it lands on the target, causing a rain of smaller tips to come down on the target. The arrow now does 1+2D2 damage.
Red Lines This spell requires a bow to shoot the arrow. Summoning the arrow and shooting it may be done in a single action.
Blazing Arsenal
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 within range of 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. It cannot be thrown.
Breath of the Dragon
The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath they release a fiery wind when they exhale, 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 D3 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 10
Range 15 meters
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.

Always round off the damage if the number is uneven.

Rejuvenating flames
You call forth the power of Ignos to shroud yourself and near allies in flames. These flames protect the caster from incoming magical attacks.
Level 2
Casting Value 14
Range 6 meters
Damage Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+ the spell effects may be ignored.

This shroud lasts for D2 turns.

Critical Failure The next magic spell cast against you has its effect doubled. This does not count towards any healing/allied spells.
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 meters
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 damage and move away from the barrier.

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 through their tear to the magical realm of Ignos made of magical flame 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.

During their next turn, they may send the phoenix careening toward the ground to produce a powerful explosion that deals D5 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 cannot be controlled 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 While the caster is controlling the phoenix, they cannot defend against incoming attacks.
Fiery Cyclone
Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone 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. Making them unable to participate in any fight for D5 turns.
Critical Success Goes 5 extra blocks further at the final round.
Red Lines
Flaming Behemoth
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.

Solarmancy Spells

Smothering Dome
The caster is covered in a small dome that absorbs any blocked spells, growing deadlier in the process. The dome is compressed and shot out afterwards.
Level 1
Casting Value 14
Range 15 meters
Damage The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage.
Critical Failure A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage to the caster.
Critical Success The dome will last for 2 rounds.
Red Lines If the damage is greater than 5, the dome breaks.
Smite
Smite allows the caster to invoke an incantation when outdoors, and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. If the target is within shade then the spell cannot be utilised. Upon connection with the target, they will be immediately knocked prone and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off their skin and flesh starts to be shredded, as if someone would use sandpaper on their skin.
Level 2
Casting Value 16
Range 20 meters
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 armour or similar, they will experience burning.
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-meter radius around them to become superheated. These metal pieces will inflict burning when touching a character's body.
Critical Success The spell does D3+2 damage instead.
Red Lines The enemy needs to be under the 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 the daytime. Only metal armour can superheat.
Blinding Strike
The caster concentrates light within their palm, hitting an enemy unarmed will cause a flash of light.
Level 2
Casting Value 15
Range Touch
Damage The target takes D3 damage, and is stunned until the end of their next turn. Making them unable to move or take any actions or reactions.
Critical Failure The caster takes 1 damage from sunburn.
Critical Success The target takes additional D2 damage.
Red Lines
Fiery Mirror
The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.
Level 3
Casting Value 15
Range 8 meters
Damage After the spell is successfully cast, the caster rolls a D3 to determine how many turns the spell remains active.

They then need to determine a 4-block long, 1-block thick and 3-block high area 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.

Critical Failure The spell has no effect, it breaks apart and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage.
Critical Success The spell lasts 1 extra turn and any attack deflected by the mirror will inflict burning.
Red Lines When an incoming attack does 1 damage, the damage is simply deflected and no damage is done to the caster or the attacker. This spell can be used to shield allies, but it can only target one player.
Regulus Protection
The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker which automatically winds him. This will be displayed by a thin layer of light around the user.
Level 3
Casting Value 18
Range Self
Damage The caster needs to roll a D8 to determine the HP of their summoned protection.

The caster makes use of their protection to guard themselves against 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+5 meters.

The protection lasts until the HP drops to 0 or after 3 turns.

Critical Failure The spell malfunctions, knocking the caster D8 blocks away from their original position. The caster can roll two times and choose whatever outcome he likes most. Taking 2 damage in the process of landing.
Critical Success The caster can roll D10 for the spell's HP value.
Red Lines The protection can’t be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.
Spear of the Sun
Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.
Level 4
Casting Value 16
Range 15 meters
Damage The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself.

The spear can attack 3 times and deals D2 damage with each hit using a strength roll.

The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage if thrown this way using an agility roll. When this happens, the spear disappears.

Critical Failure The caster becomes blinded until the end of their next turn as they could not handle the powers of the sun.
Critical Success The first target that was hit by the spear cannot handle the powers of the sun, as they become blinded until the end of their next turn.
Red Lines Only one spear may be created by the caster at any time.
Rays of Ignos
The caster conjures potent beams of light that track their targets.
Level 4
Casting Value 18
Range 15 meters
Damage Godrays stream down from the clouds to illuminate 3 creatures of the caster’s choosing. These creatures bathed in godly light will take D2 damage for the spell’s duration. If any of the creatures are wearing armour, it will become extremely hot, which increases the damage to 1d3 per turn instead of 1d2.

This spell lasts for 3 turns.

Critical Failure The spell fails, the light falls upon the caster and they take d2 damage for 2 turns.
Critical Success The spell stays for a turn an extra turn to 4 instead of 3.
Red Lines The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.
Solar Expulsion
The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.
Level 5
Casting Value 20
Range 10 meters
Damage The caster charges its power and compresses it in a focal point, creating a sun. At the start of the caster's next turn, the Sun explodes. This spell deals 8 damage to anyone within 5 meters and deals 4 damage to anyone between 5-10 meters away from the caster. Everyone hit by the spell is blinded for 1 turn.
Critical Failure The caster becomes unconscious and loses a limb
Critical Success The targets are blinded for 2 turns.
Red Lines This deals damage to, ALL, creatures. It also decays structures within 30 blocks as if they were molten.

A loremaster must be present for the casting of this spell.

This spell can only be cast once a week.

Magmamancy Spells

Blazing Shield
The casters summons a blazing shield from Ignos. It steams of heat and bits of lava drip from its edges.
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. This shield can also not be used in combination with a two-handed weapon.
Ring of Fire
The caster creates a ring of fire around themself or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.
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.

Darkened Skies
The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.
Level 2
Casting Value 14
Range 15 meters
Damage Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target enemies outside this range.

This effect lasts for D3 turns.

Critical Failure Nothing happens.
Critical Success The effect stays for an additional D3 turns.
Red Lines Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.
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.
Meteoric 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 Abilities

Flaming Familiar
The mage can create a small, flame-like spirit that follows them around.
Range 5 meters
Effect While near their creator, the spirit will grant them +1 to either their casting or success roll.
Red Lines


Brilliant Radiance (Solarmancy only)
The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.
Range 10 meters
Effect The spellcaster can use their action to release tension from inside themselves, blinding everyone in range for D4+1 rounds with 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 sunlight intake vastly increases, which grants any of their blindness debuffs to be stronger by one point.

Red Lines Takes one round to charge.


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

This means 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 the range of the heat wave.

Red Lines Once the wave dies down, it will not activate until after 10 turns.




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