Pyromancy is the magic of the runic element, fire. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the earth element.

Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.

Affinities: Flame, Light, Shadow

Months: Sublyme, Flamerule, Tarsis

Fire Magic is magic that involves the manipulation of the fire element, and all of the aspects that come with or from fire Fire Magic is categorized into the following: Pyromancy, Photomancy, and Shadowmancy.

  • Pyromancy is the control and manipultion of fire and heat. It is primarily offensive, however, pyromancy also has some strong buff spells and even protection and healing spells. It's affinity is flame.
  • Photomancy is the control of the light given off by fire. Photomancy is mainly about support and healing. It's affinity is light.
  • Shadowmancy is the control of the darkness caused by the smoke of a burning flame. Shadowmancy is primarily about fears and status effects. It's affinity is shadow.

Minor elemental manipulation usually involves effecting fire and heat.

Back to top

1) Fire Affinities

Those born under the element of fire will have a stronger affinity to one of three aspects of fire. Those aspects are flame, light, and shadow.

Flame is the most iconic and well known aspect of fire magic and as the aspect of pyromancy. It is the very aspect of fire itself, of volcanoes, the sun, and heat. Flame governs fire magic's power of offense. Through flame, one might light a fire, put out a fire, or scorch the battlefield. These are your pyromancers. Those with the flame affinity are hot headed, quick to act, and very passionate.

Light is the aspect created by a burning fire and is the aspect of photomancy. It is the glow of the fire and what paladins draw their strength from. Through the aspect of light one might pierce the darkness, create a glowing shield, or summon a mighty star. Those with the light affinity are very quick to act and passionate, but unlike those under flame their passion is in the help of others, with a good dose of vanity.

Shadow is the darkest aspect of fire magic. It is the after effect of the glow of the flame, and the darkness of its smoke and the aspect of shadowmancy. From the shadow comes all of the fears of mankind. What lurks in the darkness? No one can truly say. Through shadow one might cast darkness about the battlefield or summon a terrifying creature. Those with the shadow affinity are the most mysterious. They hide their emotions and their trust must be earned.

Back to top

2) Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Flame: to use minor flame manipulations you must have a Runic Soul greater than 10 and have mastered at least one pyromancy spell. Then you can cause small manipulations like light torches, create a small flame in your hand, control your temperature or an area's temperature, and so forth. The degree of control needed will determine how much runic soul you need to have.

Light: to use minor light manipulations you must have a Runic Soul greater than 10 and have mastered at least one photomancy spell. Then you can cause small manipulations like create light sources and so forth. The degree of control needed will determine how much runic soul you need to have.

Shadow: to use minor shadow manipulations you must have a Runic Soul greater than 10 and have mastered at least one shadowmancy spell. Then you can cause small manipulations like increase a shadow's coverage, extinguish light sources, and so forth. The degree of control needed will determine how much runic soul you need to have.

Back to top

3) The Two Iconic Symbols of Fire Magic

In the elemental magic of Fire Magic, there are two iconic symbols. They are the Sun and the Volcano. These symbols are said to be the very source of fire magic, even though like all elemental magic in Nor'Ova, pyromancy is conducted not by incantations or potions, but by manipulating the element of fire to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Fire Magic, the Sun symbolizes the light aspect while the Volcano represents the dark aspect.

 

Back to top

4) Environmental Effects on Fire Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of fire magic:

  • In hot places or places where there is a lot of fire element present - such as deserts or anywhere there's a lit fire - fire magic effects are increased by x 1.25
  • In water or in places with a lot of water element present, fire magic effects are decreased by x 0.75.
Back to top

5) The Soul of Fire

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of fire is that of the great and mighty bird of flame and rebirth, the Phoenix. However, due to the current disconnect with the main soul of fire, the various affinities have their own minor soul that they connect to.

  • Flame: The affinity soul of Flame is the Sun. Their critical attacks cause 10% more damage (physical and magical).
  • Light: The affinity soul of Light is the the Star. They automatically have night vision and have a 10% chance of causing visual instability to their foes.
  • Shadow: The affinity soul of Shadow is the Shade. Their magic is automatically treated as invisible spells and it is impossible to read their emotions.

The fire soul of the Phoenix can be reached when the one born under fire has mastered 5 fire spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, a party member dies, or the party as a whole is in danger. By rolling 10 or less, the pyromancer might then awaken his or her runic soul, igniting on the battlefield like a terrifying and awe inspiring phoenix. A wave of scorching heat will spread across the battlefield, dealing all enemy targets double runic energy damage that can't be evaded or blocked. The pyromancer and his or her allies will have their HP restored by 50% and any one dead in the party will be brought back to life at 20% health, no matter how dead they were - as long as they died during that battle. Due to the immense power of this awakening, the pyromancer can only call upon this power once a day.

This chance does increase as your connection to fire increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Back to top

6) Fire Magic Progression

Back to top

7) Fire Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Fire's Punishment This is a part of the Heat Control spell string and rune stone. This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d20 + 10 damage. Never Ending Pain: This spell summons up the suffering and pain of soldiers killed upon the battlefield. The magic recreates the sudden injuries that occur but didn’t cause the death of those soldiers of war onto the target of the Hammer of Fire's Punishment. The magic recreates these smaller damages every round, doing 1d% HP damage per round, to torture and let the target experience the cost of war until the target finally dies from it. Reign of Fire: This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 2d% damage per shot to each target. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

The Firmament's Pull This is a part of the Extinguish spell chain and rune stone. This spell takes two rounds to pull the target into the Shadow Realm. During those two rounds, the target can do anything it wants but it will receive 18d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 20d20 magic damage. At the end of the third round the target is returned in whatever shape it remains in. Level 2 Upgrade: + 3d20 Level 3 Upgrade: + 3d20 Level 4 Upgrade: + 4d20 N/A 60 SA, +10 SA per additional level 6, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Birthing Destruction This is a part of the Fire Streak spell string and rune stone. This spell is considered to be the most destructive spell on Nor’Ova, not because of any damage it might do, but because of the destruction it causes. This spell has the ability to demolish anything it targets. Any item, weapon, armor, door, wall, or anything else is broken down by this spell. Armor and weapons have their DR% decreased by 50% of their current stat while all other items of a non-magical nature are instantly destroyed, except for money. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 60 SA 6 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Children of Fire This is part of the Heat Control spell chain and rune stone. This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the “child” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 12d20, or they can choose to have the “child” attack. Each “child” can attack for 10d20+4d12 damage. There is only one “child” per ally, including yourself. Level 2 Upgrade: + 2d20 to block or attack Level 3 Upgrade: + 2d20 to block or attack Level 4 Upgrade: + 2d20 to block or attack N/A 40 SA, +10 SA per additional level 4, +1 per additional level self and all allies

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Create Fire Elemental This is a part of the Visual Distortion spell chain and rune stone. With this manipulation you can create one fire elemental. The fire elemental will obey you until you run out of SA. You may use other spells and attacks while you have the fire elemental. For information on the fire elemental please refer to the Bestiary section. Create Fire Construct: With this manipulation you can create one fire construct. The fire construct will obey you until you run out of SA. You may use other spells and attacks while you have the fire construct. For information on the fire construct please refer to the Bestiary section. Create Fire Avatar: With this manipulation you can create one fire avatar. The fire avatar will obey you until you run out of SA. You may use other spells and attacks while you have the fire avatar. For information on the fire avatar please refer to the Bestiary section. N/A: Only 3 levels with this spell. N/A 10 SA, 2 SA per round, see level for SA increase 3, +2 per additional level next to caster

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Dark Fire This is part of the Extinguish spell chain and rune stone. With this spell you create a thick shadow that seems to flicker and behave as if it is fire. Any target in its area of effect will receive 10d20 magic damage per round that they are in the spell's area. Any target that is at the center of the spell will receive an additional 2d20 magic damage. This spell affects allies, enemies, and yourself. Fire's Death: This spell forms a magical red light that resembles fire within the target at the center of Dark Fire. For the first round the target is caught on fire, receiving an additional 3d20 magic damage and unable to cast spells. When the second round comes, the fire instantly dies, and the coldness comes to fill the void left by the light fire. The target receives another 4d20 magic damage and must make a Fortitude check. A failed Fortitude check causes the target to suffer frost bite. Dark Explosion: This spell creates a point in the battlefield that instantly explodes, except shadow explodes outward instead of fire. Any target, ally or enemy, within the spell's area of effect take an additional 4d20 magic damage. Any target at the center of the spell take an additional 2d20 magic damage. Dark Storm: This spell creates a deadly looking black cloud above the battlefield. From that cloud shoot what could only be described as shadows of lightening, if lightening could have shadows. Every target must make a luck check. If they fail, they take 8d20 magic damage and 4d20 SA & EP damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +15 bonus to your luck check. You can spend SA to increase your and your allies evasion bonus with 2 SA spent increasing the bonus by 1. Weapon Effect 30 SA, +10 SA per additional level 3, +1 per additional level a 3x3 space area around a spot of your choosing to battlefield

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Explosion This is part of the Fire Streak spell chain and rune stone. This manipulation concentrates fire energy around your body. When sufficient power has been gathered you release it causing a small explosion around you. Anyone standing in the immediate vicinity is in the radius of the explosion and takes 8d20+50 magic damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. Exploding Arrows: With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 15d12 points. In three rounds the arrow will explode, doing 16d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed. Consume: With this manipulation you directly transfer the magic you use to the feet of the target of Exploding Arrows in the form of a circle. When the spell is completed the ring ignites and surrounds the enemy in flame. The enemy remains on fire, fueled by magic. Each round it does 1d% points of damage to the target. If the target is killed by the spell then you get healed by the consumed life (by the total HP that the target had). Pyre: This spell replaces the fire of Consume with a powerful cylinder of fire around the target and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt an extra 1d% damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns, doing 3d12 HP damage per round. Weapon Effect - Projectile Weapon only 30 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Extinguish This is a part of the Extinguish spell chain and rune stone. With this spell, you cause any and every source of light, fire, or heat to disappear instantly for the entire room or battlefield. If someone has fire enchantments on them, those spells are ended. If someone is casting fire magic, that has stopped. If someone is on fire, they are on fire no longer. If there are any torches or lanterns, those are all out. If someone is using Glow, the glowing has stopped. Allies, enemies, it matters not. Shadow Searching: With this spell you feel with the shadows to search for something that you know about. The shadows can search an area of 200 x 200 area blocks (1200 x 1200 square feet), including above and below you. Once the object is found, you will know where it is at and the most direct path to get to it, but nothing more. Shadow Thief: This spell can be used in one of two ways. While adventuring, you can use this spell to grab through the shadows anything that you can see and lift and bring it to you without you physically going to get it. In battle you can use this spell to grab a target's weapon or shield in the same way, but the target can make a Strength Check to try and keep the weapon or shield. Dark Sight: With this spell you grant yourself or ally the ability of dark sight. With darksight, everything becomes pitch black for you. All obstacles get outlined in white, all living creatures appear as white blotches glowing in the color of their element. All spells, even invisible spells, can be seen as colored blots with the color being of that of their element, giving you a +10 to your magic evasion. All illusions are invisible. All traps glow red. And you can see through walls since they are simply outlined. The obstacles are still there, you cannot walk through them. Armor Effect 10 SA, +5 SA per additional level 1, +0.5 per additional level depends on level

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fiery Ring This is a part of the Pyro Enchantment spell chain and rune stone. When you create Fiery Ring, the magic creates a ring of pure fire magic on the primary hand of your chosen ally or yourself. This ring can discharge 1d8 magical blasts of fire, dealing 16d20 points of damage per shot, before disappearing. Sun's Whip: This spell replaces the target's weapon. In its place goes a whip of pure fire magic. The whip extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like a weapon is used and attack skills can be used with this weapon. The whip does 2d% points of magic damage with each hit. Sun's Gift: With this manipulation, you create sun fire and sends it out to the target. The spell surrounds the target and increases their melee, throw, and bow power by 40 and lets them add runic energy to any physical attack (even projectile attacks). Star's Protection: With this spell you summon a great burning orb in the night sky, a star. The star offers the target protection. The star will decrease all damages done to the protected by 1d% percentage during the duration of the spell. Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals the protected's runic energy worth of magic damage. N/A 40 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Fire Streak This is a part of the Fire Streak spell chain and rune stone. With this manipulation, you create a long tail of fire that chases after the spell, dealing 10d10 points of damage to the enemy target as it hits the target. Spark: This spell makes it so that anything hit by Fire Streak can catch fire and catches it on fire. This causes the Fire Streak to inflict Minor Burns and an additional 2d20 magic damage. Any cloth armor, flamable or not, receives 25% of magic damage as DR% loss. Any wooden shield or weapon is destroyed. Angry Lashings: This spell causes the fire steak spell to lash out with flicks of fire as it hits the target. This causes the target an additional 2d20 magic damage. Also any target that is in any space next to the target that is hit is hit by the fire streak tendrils, receiving 1/2 of the spells total damage. N/A: Only 3 levels with this spell. Weapon Effect - Projectile Weapon only 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Fire's Illusion This is a part of the Heat Control spell chain and rune stone. With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a Will check with your Runic Soul + 10 as a penalty. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 60 SA 5 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fire's Steed This is a part of the Visual Distortion spell chain and rune stone. With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash. This spell cannot be cast in battle but the horse can be road into battle. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 30 SA 3 next to caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Flash Burn This is a part of the Pyro Enchantment spell chain and rune stone. When you create Flash Burn an orb of fire energy is formed. You send the orb at the target where it explodes with a bright flash and a loud noise that does 12d20 damage. The target has visual instability for the next three rounds. Heat Lightning: With this spell you summon red hot lightning to shoot from your fingertips to the targets in a straight line in front of you, including the target of Flash Burn. The lightning will pass through each and every target that is in a straight line in front of you, doing 1d% + 3d10 damage to each target. Any target that is right next to the initial target on either side will get the same damage from the lightning arching. This will affect friend or foe in the straight line or next to the initial target. Raw Power: This spell uses the raw power and energy of raging fire to attack the target of Flash Burn. The energy appears to be a brilliant white magic that you propel in a beam towards the target. The beam crashes into the target doing an extra 4d20 damage, before shrinking and dissipating. Surge of Power: This spell causes an overload of power in the body of the target of Raw Power from Raw Power. Fire bursts from the target’s body, sending flames across the target, causing an extra 5d20 damage. The target falls to the ground, paralyzed for one round by the energy. At the end of the spell excess energy leaves the body and dissipates. Weapon Effect 30 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Flash Explosion This is a part of the Pyro Enchantment spell chain and rune stone. This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d% magic damage. Allies and the caster are protected against the blindness effect of the spell.

The End of the Tunnel: This spell begins a death countdown on the target. The target has 3 rounds to make a Fortitude check with a -45 penalty. If the target fails by the third round, the target dies instantly.

Stat Cost: 50 SA
Casting Speed: 5
Duration: 3 round death countdown
Range & Area: 1 target
Invisible Spell
Success Rate:  35
Max Success Rate:  65

N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect 40 SA, +10 SA per additional level 4, +1 per additional level battlefield to 1 target

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Glow This is a part of the Pyro Enchantment spell chain and rune stone. With this spell you can cause a small object, weapon, or body part to glow brightly as if they were burning hot embers. This glow produces enough light to light up a 100x100 foot area. Flare: With this manipulation you conjure up a ball of fire and compress it into a single point of vision. You then send the spell out to work on its own. The spell continues out to the target selected and then explodes in front of the target, blinding the target for 3 rounds and dealing 1d%+5d10 damage. It also casts the Glow spell on the target. Embracing Glow: With this spell you surround yourself or your allies with a protective orb of of light from glowing embers. That orb will absorb up to 8d20 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one glowing orb per ally/self. The orbs only produce enough light to illuminate a 3x3 foot area. Night's Death: With this manipulation you create a ball of bright light that hovers above your head. The light pierces all darkness and illusions and shows you all traps. Armor Effect 15 SA, +5 SA per additional level 1, +1 per additional level 100x100 foot area around enchanted target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Glowing Shield This is part of the Pyro Enchantment spell chain and rune stone. This spell provides you or your chosen ally a small buckler shield made of glowing embers. This shield can be used with the block or magic block skill and provides 10% Magic Immunity against fire and earth magic attacks. It has a block rating of 5d10. If the user doesn't have block and magic block, the ally will have the missing skill at 50% success rate during the duration of the spell. This shield will also provide enough light to light up 15x15 area blocks. Glowing Armor: With this spell you provide yourself or an ally a set of armor made of glowing embers. The armor grants the wearer the caster's Runic Soul as Defense, an extra 10% Magic Immunity against fire and earth magic attacks, and immunity to spells that would distort or affect your vision. Molten Shield: This spell the glowing shield into a shield of liquid plasma. This shield blocks completely any earth and fire magic spells and burns away anything that is wood or any projectile. It has the same block rating as Glowing shield and any target that melee attacks you will be caught within the shield and dealt 5d20 magic damage as well as receive minor burns. Molten Armor: This spell changes the glowing armor into a protective layer of molten plasma. This armor blocks completely any earth magic spells and burns away anything that is wood or any projectile. It has the same defense as Glowing Armor and any target that melee attacks you will be caught within the armor and dealt 1d%+60 magic damage as well as receive major burns. Armor Effect - Arm Wear or Shield only 20 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Heat Control This is a part of the Heat Control spell chain and rune stone. This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area. Heat Wave: With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion directly infront of you. When the heat wave hits a target, the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration. Allies are also affected. Fever Rising: This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make perception checks to attack. This effect is added to all targets affected by Heat Wave. N/A: Only 3 levels with this spell. Armor Effect 10 SA, +10 SA per additional level 1, +1 per additional level self; a cone in front of you, max distance of 6 spaces, add 1 space to either side of cone per space of distance

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Heated Touch This is a part of the Heat Control spell chain and rune stone. This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d20 HP increased by Runic Soul with each touch. Sealing Wounds: With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. N/A 15 SA, +5 SA per additional level 1, +1 per additional level 1 target you can touch

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Ignatius This is part of the Visual Distortion spell chain and rune stone. With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 8d20 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds. Kindling: With this manipulation, you cause the Ignatius spell targets the eyes or other means of sight of the target. The fire lands directly in the eyes of the enemy, burning their eyes dealing an extra 2d20 points of damage and causing blindness for 3 rounds. Life Fire: This spell creates a ball of green fire, known as Life Fire. Life Fire is a special form of fire magic that is burning yet seems full of life and energy. You hurl this fireball at the target, dealing an extra 8d12 damage. The target will also receive burns, losing 2d12 HP per round. This spell will do double the entire spell damage to anything that is undead or spirit. N/A: Only 3 levels with this spell. Weapon Effect 20 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Incite This is part of the Visual Distortion spell chain and rune stone. This spell is usually hated by some member of your party. When Incite is used on a target, you get to choose which ally the target will want to attack. For the spell's duration, the target has the urge to attack only the ally you have selected and no one else. In fact the target will be unable to attack anyone else than who you choose. Chained Fury: With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from using spells or defending. You can cast this on any target, it doesn't have to be the target of Incite or the ally incited against. Brand: This manipulation places a burned symbol on the body of the target of Incite. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target can make 1 will check each round to break the spell. Pyromania: With this manipulation the target becomes obsessed with being hit with fire. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. Any pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the magically created fetish. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the SA that was spent casting Pyromania. This spell will work on the target even if the target is controlled by Brand or not. N/A 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Phase Shift This is a part of the Pyro Enchantment spell chain and rune stone. With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 3d% magic damage. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 50 SA 5 self

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Plasma Ignite This is part of the Fire Streak spell chain and rune stone. This spell allows you to ignite your armor or your ally's armor without the burning armor harming you. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 space of you, friend or foe, to receive 10d20 magic damage. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Armor Effect - Body Armor only 30 SA 3 1 target or self

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Pyro Enchantment This is part of the Pyro Enchantment spell chain and rune stone. With this manipulation, you create a constantly burning fire along the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage the wielder's Runic Energy + 1d%. The caster can make a critical magic check to increase the magical damage that is added to the enchanted weapon. Blade of Plasma: This spell adds to the effects of Pyro Enchantment by giving the affected weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to HP. Plasma Burning: This spell adds to the effects of Pyro Enchantment and Blade of Plasma, causing the weapon to erupt in fire. This grants the weapon an additional 1d% magic damage plus inflicting minor burns. Superheated Blade: This spell adds to the effects of Pyro Enchantment, Plasma Burning, and Blade of Plasma to cause the weapon to inflict major burns and to instantly destroy any cloth armor it hits. It also increases the magic damage by the wielder's Runic Soul. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Pyrophobia This is part of the Extinguish spell chain and rune stone. When this spell is created you are surrounded by flames and appear to be some sort of powerful flaming creature. The flames in reality are harmless. The fire’s presence gives no true beneficial effects to the user, but it does make you appear to be a terrifying magical being which causes targets to be fearful of you and avoid you at all costs. Nyctophobia: With this spell you create within a target an unnatural fear of darkness. You then make the target believe that he or she is surrounded by darkness. The target will make a will check with your Runic Soul as a penalty each round during the spell's duration. If the target fails, the target will scream in terror, be unable to attack anyone else or move, and will attack him or herself, doing double damage. Darkness Calling: This spell calls from the shadows to every enemy target during the spell's duration. Each enemy target must then make a Will check with your Runic Soul as a penalty. If they fail, they are yours to command for the rest of the spell's duration and cannot resist any command during that time. The Finality of Darkness: This spell does two things. One, it creates a death countdown. For three rounds, the target's own shadow begins to swallow the target. The first round it swallows the target's legs which only cut its movement in half. The second round it swallows the target's torso which cuts the target's armor protection by 50%. The third round swallows the target whole which kills the target. Two, each round the target receives 12d20 magic damage. The target can only be saved by a spell that dispels magic or by killing the caster. Armor Effect 40 SA, +10 SA per additional level 4, +1 per additional level 1 target to all enemy targets depending on level

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Scold This is part of the Heat Control spell chain and rune stone. With this manipulation, you create an aura of fire magic around your hand. You then focus the heat energy into a smaller, concentrated form. The heated energy is sent to the target. The magic creates burns on the skin of the target that deal 1d20 HP damage per round. Level 2 Upgrade: + 1d10 Level 3 Upgrade: + 1d10 Level 4 Upgrade: + 1d10 Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Searing Aura This is a part of the Heat Control spell chain and rune stone. This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 12d20 damage to the attacker. Arrows are weakened by 25% when shot at the protected target. Flaming Barrier: This spell summons a circle of fire that spreads out from the protected target and then grows high. The fire burns anything that tries to get through, doing 1d% damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier. Fire's Warding: The spirit of Fire offers warding to the protected target, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 4d12 burn damage to HP for 1d6 rounds. The protected will suffer 1d6 burn damage to HP per round for the duration of the spell. Fire Well: With this manipulation you open up a portal to the Well of Fire. The protected can each turn siphon off fire from this well. Each round you have 1d6 projectiles of concentrated and explosive fire magic to launch at any target(s) you wish. Each projectile deals 2d% damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else. Armor Effect 30 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Shadow Bracing This is part of the Extinguish spell chain and rune stone. With this spell you use the shadow that all physical creatures have to brace them in place. You can choose either yourself or any 1 target. The shadow of the target grabs the target and holds the target in place. The target will be immune to knock down and knock back effects, cannot be tripped, picked up, moved, teleported, or have anything done to the target that changes the target's place. However the target also cannot move from that spot. Shadow Melding: With this spell the shadow-braced target becomes one with the shadow. You no longer need to move on the battlefield to attack. You simply attack through the shadow and the attack will affect whichever target you desire, no matter the distance. Shadow's Companion: The shadow hound stands on all four and is the size of a dire wolf. The shadow hound will be yours to command during the spell's duration. It can move 8 spaces, can attack for 4d20+ 25 increased by the target's runic energy worth of damage, and is invincible. Your hound cannot defend you though as all attacks go through it since it is nothing more than a shadow. Your hound can only attack once and move once. Shade's Armor: During the duration of the spell, all enemy targets must make a Perception Check to see the protected target. If the protected target gets attacked, 20% of that damage is changed to SA which is given to the protected target. The protected target also has all magic damages done against it decreased by 25%. However the protected target looses 2d20 EP per round. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Sharp Fire This is a part of the Fire Streak spell chain and rune stone. This spell begins with you creating 1d12 sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 1d12 damage per fire knife to the target. Each fire knife gets a hit chance roll at the target. Plasma Shot: With this spell you shoot out a beam of super heated plasma in a straight line from you at the target of Sharp Fire, to hit the target right after Sharp Fire. It passes through and affects any target, friend or foe, in that straight line dealing 10d10 magic damage. Fire Blast: With this manipulation you concentrate the fire knives into fire orbs. The orbs chrash into and explodes only in the direction of the enemy target, doing an extra 1d12 magic damage per knife orb. Magma Shot: This causes the Plasma Shot to become a Magma Shot, with the spell exploding as it hits each target in the straight line. This increases the damage of Plasma Shot by 2d20 as well as inflicting minor burns. Weapon Effect - Projectile Weapon only 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Spectre of Shadow This is part of the Extinguish spell chain and rune stone. This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 20d10 magic damage. Level 2 Upgrade: + 2d20 Level 3 Upgrade: + 2d20 Level 4 Upgrade: + 2d20 N/A 40 SA, +10 SA per additional level 4, +1 per additional level all enemy targets

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Star Strike This is part of the Pyro Enchantment spell chain and rune stone. This powerful spell sends a single point of light streaking towards the target. This spell hits the target and explodes in a violent but contained power, doing 20d20+20 damage. Level 2 Upgrade: + 1d20 + 20 Level 2 Upgrade: + 1d20 + 20 Level 2 Upgrade: + 1d20 + 20 N/A 50 SA, +10 SA per additional level 4, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Sun's Assault This spell is a part of the Fire Streak spell chain and rune stone. This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 20d20 damage. Sun's Shower: This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each enemy target must make a luck check. If the enemy fails they are hit with falling fire and dealt 3d% damage. Allies and yourself are immune. Sun's Fall: With this manipulation, you create sun fire and concentrates it into an orb about the size of your body. The orb crashes at the targeted point and explodes, causing extra damage of 8d20+50 to any target in the area, ally or enemy. Apocalypse: This spell is made to feel as if the very earth was being destroyed on the battlefield. Right after Sun's Fall takes place, fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering extra 15d20+50 damage to every enemy target on the battlefield. N/A 40 SA, +10 SA per additional level 4, +1 per additional level 1 target to all enemy targets depending on level

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Superheat This is part of the Heat Control spell chain and rune stone. With this manipulation, you send out ripples of fire magic across the weapon of the target. The fire heats the object to extremely high temperatures. The target must make a fortitude check with a 10 point penalty to see if it can hold the weapon in that heat. If the target can, then the target will take 5d20 points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. Rising Plasma: This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 8d20 magic damage and major burns. Plasma Wave: Once the molten plasma fades, you summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive an extra 4d20 magic damage. Burning Heart: With this spell you fire a needle of magical fire that pierces and pushes into the body of the target of Superheat. The needle drills into the heart where the fire spell activates. The magic sets fire to the blood. Each round that the spell continues it does 5d20+10 damage. Armor Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target to all enemy targets depending on level

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Trance This is a part of the Pyro Enchantment spell chain and rune stone. With this manipulation, you allow yourself to be overtaken and possessed by violent fire energy. This spell infuses you with raw energy. While in trance, your SA, current and maximum, is doubled. Your Runic Energy also increased by 100. If you are melee attacked, sparks of fire will enter into the attacker, doing 6d12 straight to HP damage. Your single target spells now have an arcing effect, where the spell will blast through the intended target, doing full damage, and then arc off at the nearest target, be it friend, foe, or yourself, doing half damage. Area of effect spells such as Explosion is enlarged to affect the entire battlefield, with all area of effect attack spells affecting everyone. Only attack spells can be used. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 60 SA 6 self

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Visual Distortion This is part of the Visual Distortion spell chain and rune stone. With this manipulation, you create an aura of heat around the head or otherwise location of vision for the target. The heat causes light to be bent and the target’s vision to be blurred which causes Visual Instability, which gives the target a Hit Chance penalty of 10 ro hit with a melee weapon; if using a projectile or thrown weapon the penalty is 20. Smoke Screen: A cloud of billowing smoke is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target to 3x3 space area

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Volcano's Eye This is part of the Visual Distortion spell chain and rune stone. This spell creates a dense burst of smoke from your body. The smoke billows through a very large area. The smoke closest to you wraps around you, creating a cocoon like form. Inside the cocoon of smoke you sit, receiving information from the smoke. The spell shows the exact location of whatever you wish to see. You cannot move while in the spell, but can end the spell at any time. You cannot use this spell in combat. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 30 SA 3 1 dungeon area floor or 10 square miles

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Volcano's Hand This is part of the Fire Streak spell chain and rune stone. This spell creates an entrapping formation of solidifying rocks and magma that holds the target in a paralysis for the duration of the spell, doing 20d20 each round. Then it breaks away. Volcano's Tongues: With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 1d% damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 4d20 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch. Plasmatic Eruption: With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect will receive an additional 1d% + 2d20 per round. Volcano's Heart: With this manipulation, you use superheated air to enchase the target of Volcano's Hands. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 30 extra damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 3d20 damage from being dropped to the ground. N/A 40 SA, +10 SA per additional level 4, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Warrior's Flame This is part of the Pyro Enchantment spell chain and rune stone. With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s offense powers (melee, throw, bow) is doubled. Torch of Heroes: With this spell you use the essence of fire to add destructive power to all of your allies, including yourself, as long as they are within the range of the spell. It increases everyone who is effected melee, throw, and bow power by 20 plus the Runic Soul of the caster, after being doubled for the benefitor of Warrior's Flame. The people effected appear to be on fire. Circle of Power: When creating this spell a circle surrounds the entire radius of the spell. Whoever is inside this circle has their melee, throw, and bow powers doubled, allies, user, and enemies. This would double before the effects of Torch of Heroes, 4x for the target of Warrior's Flame before Torches of Heroes. Blitzkrieg: When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 50 points. It also increases Critical % for you and your allies by 10. All of your allies battle movement rates are doubled. Ranged weapons have double the range. And finally, all allies and yourself gain an extra attack with which they can also use skills or a skill chain. The increase to melee power is done after the effects of Warrior's Flame and Circle of Power. Armor Effect 30 SA, +10 SA per additional level 3, +1 per additional level 1 target to all allies, depending on level

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Back to top
Submitted by mythus on Tue, 07/05/2022 - 08:15