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

Months: Sublyme, Flamerule

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 and Photomancy.

  • 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.

Minor elemental manipulation usually involves effecting fire and heat.

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1) Fire Affinities

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

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.

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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.

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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.

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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.
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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. 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.

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.

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6) Fire Magic Progression

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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
Big Bang This is part of the Piercing Light spell chain and rune stone. This spell pumps every enemy target full of light. The target must make a Fortitude Check with your Runic Soul as a penalty. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 14d20 magic damage. If all targets succeed, the light still explodes dealing each 12d20 magic damage, but the targets themselves don't explode. The caster and allies are protected. 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 all enemy targets

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Children of Fire This is part of the Visual Distortion 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

Comforting Light This is part of the Glow spell chain and rune stone. With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 10% of max EP but will do 15% less damage for 1d4 rounds. Healing Light: With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 10% of the target's max HP plus your Runic Energy worth of HP. This works with Comforting Light. Embracing Light: With this spell the comforting and healing light will then coat your ally or yourself with a protective shimmer. The shimmer will absorb up to 6d% of any kind of damage, letting only 10% of that absorbed damage through. Once the shimmer has absorbed any amount of damage the shimmer will dissipate and the spell will end. Light Guardian: The protective healing and comforting light will, upon absorbing any kind of damage, transform into a being of pure light for the protected ally (or self). During the duration of the spell, you can have the light guardian do one of three things: heal you for 2d% + 10 HP, guard you blocking 75% of any kind of damage, or attack a single target doing 10d20 plus caster's runic energy magic damage. Once the guardian has performed an action, be it healing, guarding, or attacking, the guardian will fade away ending the spell. N/A 20 SA, +10 SA per additional level 1, +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

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

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 20d20 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). Phase Shift: 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 40 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

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

This is a Tier 4 skill

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

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. Ignatius: With this manipulation you cause the fire streak to seemingly catch the target itself on fire. At the very end of the casting process, the target ignites, doing an additional 3d20 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. Weapon Effect - Projectile Weapon only, Weapon Effect 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
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

Fire's Illusion This is a part of the Visual Distortion 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 Punishment This is a part of the Visual Distortion 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 12d20 + 10 damage. 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. Burning Heart: With this spell you fire a needle of magical fire that pierces and pushes into the body of the target of Fire's Punishment. 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 9d20+20 damage. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +20 SA per additional level 3, +2 per additional level 1 target

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

This is a Tier 4 spell

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

Fitful Strobe This is a part of the Piercing Light spell chain and rune stone. This spell assault a target with lots of strobe lights of various colors. The target must make a Fortitude check with your runic soul as a penalty. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds. Star's Vengeance: With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 1d% + 20 of magic damage to the attacker. Star's Nova: Once the star has counter attacked all 1d6 attacks the star will instantly explode, dealing 2d% + 2d20 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. The End of the Tunnel: This spell begins a death countdown on the target of Fitful Strobe. The target has 3 rounds to make a Fortitude check with a -50 penalty. If the target fails by the third round, the target dies instantly. N/A 40 SA, +10 SA per additional level 3, +1 per additional level 1 target 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

Flash This is part of the Piercing Light spell chain and rune stone. This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability with a perceive penalty equal to the caster's Runic Soul. Allies and the spell caster are protected from the flash. Flash Explosion: This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the immediate area of affect of 3x3 spaces from central explosion, ally and enemy, will suffer 10d12 magic damage. Allies and the caster are protected against the blindness effect of the spell but not the explosion damage. N/A: Only 2 level with this spell. N/A: Only 2 level with this spell. Weapon Effect 20 SA, +10 SA per additional level 1, +1 per additional level depends on level

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

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

Glow This is a part of the Glow 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% 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 10 SA, +10 SA per additional level 0.5, +0.5 per additional level 100x100 foot area around enchanted target

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

Glowing Shield This is part of the Glow spell chain and rune stone. This spell provides you or your chosen ally a small buckler shield made of glowing crystal. This shield can be used with the block or magic block skill and provides 20% Magic Immunity against fire and earth magic attacks. It has a block rating of 3d20. 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. Armor of Light: With this spell you provide yourself or an ally a set of armor made of glowing crystal. 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. 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. Sword of Light: This spell grants the person protected by Star's Protection with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3, a parry of 30, and an attack value of 1d% + 2d20 plus the wielder's runic energy. Any sword skills can be used with this sword. Armor Effect - Arm Wear or Shield only, Armor Effect 20 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 skill

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

Heat Control This is a part of the Visual Distortion 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 in front 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 30% 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 detect checks to attack. This effect is added to all targets affected by Heat Wave. Brand: This manipulation places a burned symbol on the body of the target of Heat Control. 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.

Armor Effect: Heat Control

Immune to frost bite and heat stroke.

15 SA, +10 SA per additional level 1, +1 per additional level depends 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

Heated Touch This is a part of the Visual Distortion spell chain and rune stone. This spell allows you to heal with the comforting touch of your heated hand. You can restore 2d20 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 2, +1 per additional level 1 target you can touch

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

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

Light Casting This is part of the Glow spell chain and rune stone. With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 1,000 feet, the spell ends. Light Jumping: This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. Light Travel: This spell allows you to travel to anywhere you have ever been at the speed of light. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. Anyone who is touching you or a target that you are touching is teleported with you. N/A: Only 3 levels with this spell. Armor Effect - Foot Wear only 30 SA, +10 SA per additional level 2, +1 per additional level self and those touching

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

This is a Tier 4 spell

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

Piercing Light This is a part of the Piercing Light spell chain and rune stone. This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 4d12 magic damage to each target. Glaring Light: This spell causes every target hit by the Piercing Light spell to suffer from blindness, preventing them from using perceive checks and requiring detect checks with a 10 penalty for the next 1d6 rounds. Light Arrow: This spell causes the Piercing Light to ignore 20% of any armor or spirit protection and increases its damage by an additional 3d12. Solar Flare: This spell causes instant blindness for all enemy targets, preventing them from using perceive checks and requiring detect checks with a 10 penalty for the next 1d6 rounds. This happens as the Piercing Light hits the final target in its path and explodes into a brilliant flash of light. This explosion causes that final target an additional 2d20 magic damage. Weapon Effect - Projectile Weapon only, Weapon Effect - Projectile Weapon only 15 SA, +10 SA per additional level 1, +1 per additional level every target in a straight line

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

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

Scold This is part of the Fire Streak 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. Pyrophobia: 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. 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. The target can use skills however as long as they are offensive, damage dealing skills that go with their attack. 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. 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 Pyro Enchantment 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

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

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 Visual Distortion 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. Plasma Ignite: This spell allows you to ignite your armor or your ally's armor without the burning armor harming the armor wearer. 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 4d20 magic damage. 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. Armor Effect, Armor Effect - Body Armor Only 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

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. Fire's Steed: 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. Volcano's Eye: 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. Weapon Effect 10 SA, +10 SA per additional level 1, +1 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

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. Volcano's 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 increased by 50%. 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 increased by 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. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 50%, allies, user, and enemies. This would increase before the effects of Torch of Heroes, 2 x 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 1d%. 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:  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

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Submitted by mythus on Sat, 10/22/2022 - 04:27