Fire Magic

Fire.png

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

Effects on Magic Damage: Increase damage for magic attacks done against those of the earth element by 20%.

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.

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.

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.

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.

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.

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 15% 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 with any attack.

The fire soul of the Phoenix can be reached when the one born under fire has 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 making an Arcana check, 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 Soul as magic damage that can't be evaded or blocked. The pyromancer and his or her allies will have their Vitality 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.

Fire Magic Progression

  Pyromancy d20.jpg

Fire Magic Spells

 

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Apocalypse flame 12 Soul 6 battlefield instant Spark Sun's Fall This spell is made to feel as if the very earth was being destroyed on the battlefield. When this spell is created, 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 12d12 damage to every enemy target on the battlefield. Impossible Arcana
Armor of Light light 8 Soul 4 self or 1 ally 1d6 rounds Glow Glowing Shield With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor. Hard Arcana
Big Bang light 12 Soul 6 all enemy targets instant Piercing Light Star's Nova This spell pumps every enemy target full of light. The target must make an impossible Endure check. 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 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected. Impossible Arcana
Blade of Plasma flame 4 Soul 2 self or 1 ally 1d6 rounds Pyro Enchantment Pyro Enchantment This spell gives your or your ally's 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 Vitality. Normal Arcana
Blitzkrieg flame 10 Soul 5 all allies and self 1d6 rounds Pyro Enchantment Circle of Power When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 1d20+3 points (rolled at cast). It also increases Critical % for you and your allies by 2. 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. Hard Arcana
Brand flame 10 Soul 5 1 target 1d6 spaces away 1d8 rounds Visual Distortion Fire's Illusion This manipulation places a burned symbol on the body of the target. 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 must make a hard spiritual stability check to escape this control. Hard Arcana
Burning Heart flame 8 Soul 4 1 target 1d6 spaces away until cured or dead Spark Explosion With this spell you fire a needle of magical fire that pierces and pushes into the body of the target. 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 1d20 + 1d6 straight to Vitality damage. Hard Arcana
Chained Fury flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Pyrophobia 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 doing anything else instead of melee attacking. Hard Arcana
Children of Fire flame 10 Soul 5 all allies and self 1d8 rounds Visual Distortion Fever Rising 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 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself. Hard Arcana
Circle of Power flame 8 Soul 4 a 4x4 space area around a spot of your choosing 1d6 rounds Pyro Enchantment Torch of Heroes 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 1d% + 1d12 (total as a percentage), allies, user, and enemies. Hard Arcana
Comforting Light light 4 Soul 2 1 target instant Glow Glow 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 20% of max Power but will do 15% less damage for 1d4 rounds. Normal Arcana
Consume flame 10 Soul 5 1 target 1d6 spaces away 1d4 rounds Spark Exploding Arrows With this manipulation you directly transfer the magic you use to the feet of the target 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 6d10+1d6 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 Vitality that the target had). Hard Arcana
Embracing Glow light 6 Soul 3 self or 1 ally until damage is absorbed Glow Flare With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. Normal Arcana
Embracing Light light 8 Soul 4 self or 1 ally 1d6 rounds Glow Healing Light With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. Hard Arcana
Exploding Arrows flame 8 Soul 4 1 target and the surrounding spaces, 1d12 spaces away instant, explosion in 3 rounds Spark Explosion 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 5d10 points. In three rounds the arrow will explode, doing 5d12 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. Hard Arcana
Explosion flame 6 Soul 3 a 3x3 space area around the caster instant Spark Kindling 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 2d10+2d8 damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. Normal Arcana
Fever Rising flame 8 Soul 4 1 target 1d6 rounds Visual Distortion Heat Wave 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 normal perceive checks to attack. Hard Arcana
Fiery Ring flame 8 Soul 4 Ring: self or 1 ally; Blasts: 1 target per shot 1 day or 3 shots Pyro Enchantment Searing Aura 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 three magical blasts of fire, dealing 4d12 points of damage per shot, before disappearing. Hard Arcana
Fire Blast flame 8 Soul 4 1 target instant Fire Streak Plasma Shot With this manipulation you concentrate the fire into a sphere. You send the orb at your target. The orb crashes into its target and explodes only in the direction of the enemy target, doing 4d10 + 1d4 damage. Hard Arcana
Fire Streak flame 2 Soul 1 1 target instant Fire Streak N/A With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target. Easy Arcana
Fire Well flame 10 Soul 5 1 target per blast 1d6 rounds Pyro Enchantment Fire's Warding With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 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. Hard Arcana
Fire's Illusion flame 8 Soul 4 1 target 1d6 +1 rounds Visual Distortion Heated Touch 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 normal Mental Stability check. Hard Arcana
Fire's Punishment flame 12 Soul 6 1 target instant Visual Distortion Children of Fire 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 10d10 and stunning the target for 1 round. Impossible Arcana
Fire's Steed flame 6 Soul 3 next to caster 1d10 hours Visual Distortion Smoke Screen 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. Normal Arcana
Fire's Warding flame 8 Soul 4 self or 1 ally 1d6 rounds Pyro Enchantment Flaming Barrier Fire offers warding to you or an ally of your choosing, 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 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell. Hard Arcana
Fitful Strobe light 8 Soul 4 1 target instant Glow Flash This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. 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. Hard Arcana
Flaming Barrier flame 6 Soul 3 a 4x4 space around the caster 1d6 rounds Pyro Enchantment Sealing Wounds This spell summons a circle of fire that spreads out from you and then grows high. The fire burns anything that tries to get through, doing 3d10 + burns 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. Normal Arcana
Flare light 4 Soul 2 1 target instant Glow Glow With this manipulation you conjure up a ball of light 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 2d8 damage. Normal Arcana
Flash light 6 Soul 3 all enemy targets 1d6 rounds Glow Glaring Light This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash. Normal Arcana
Flash Explosion light 6 Soul 3 6 spaces affecting a 4x4 space area instant Piercing Light Light Arrow 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 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell. Normal Arcana
Glaring Light light 4 Soul 2 1 target 1d6 rounds Glow Glow With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion. Normal Arcana
Glow light 1 Soul 1 1 target until ended Glow N/A With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 30x30 foot area. Easy Arcana
Glowing Shield light 6 Soul 3 self or 1 ally 1d6 rounds Glow Comforting Light This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor. Normal Arcana
Healing Light light 6 Soul 3 1 target instant Glow Comforting Light With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality. Normal Arcana
Heat Control flame 4 Soul 2 self or 1 ally 1 hour Visual Distortion Visual Distortion This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area. Normal Arcana
Heat Wave flame 6 Soul 3 a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path 1d4 rounds Visual Distortion Superheat 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 towards the targets. When the heat wave hits a target (friend or foe), 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. Normal Arcana
Heated Touch flame 6 Soul 3 1 target you touch instant Visual Distortion Heat Control This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d12 Vitality increased by Arcana with each touch. Normal Arcana
Ignatius flame 6 Soul 3 1 target instant Fire Streak Scold 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 2d8+2d4+2 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds. Normal Arcana
Kindling flame 4 Soul 2 1 target 1d12 spaces away instant Spark Spark With this manipulation, you create several pieces of what appears to be stones that are on fire. You send them out at a single target. On their way they break apart but keep their flame. The 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 2d6+2 points of damage which if not wearing any eye protection goes straight to vitality and causes blindness for 3 rounds. Normal Arcana
Light Arrow light 4 Soul 2 1 target instant Piercing Light Piercing Light With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage. Normal Arcana
Light Casting light 8 Soul 4 up to 500 feet once the spell passes 500 feet Glow Embracing Glow 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 500 feet, the spell ends. Hard Arcana
Light Guardian light 10 Soul 5 all allies and self 1d6 rounds Glow Embracing Light This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage. Hard Arcana
Light Jumping light 8 Soul 4 self and any target you grab instant Glow Embracing Glow 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. Hard Arcana
Light Storm light 8 Soul 4 5 spaces outward affecting a 4x4 space area 1d8 rounds Piercing Light Flash Explosion This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect. Hard Arcana
Light Travel light 10 Soul 5 self instant Glow Light Jumping This spell allows you to travel to anywhere you have ever been at the speed of light. Hard Arcana
Magma Shot flame 10 Soul 5 1 target instant Fire Streak Fire Blast With this manipulation you create a ball of magma from pressurized fire. You take aim and send the ball out at a single target. When it hits, the magma explodes onto the body of the target causing burns as well as initial damage of 6d12. Hard Arcana
Mass Light Travel light 12 Soul 6 all allies and self instant Glow Light Travel With this spell you and all of your allies can travel to anywhere you have been at the speed of light. Impossible Arcana
Night's Death light 10 Soul 5 entire floor of dungeon map or a 10 square mile area 1 hour Glow Light Casting With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps. Hard Arcana
Phase Shift flame 12 Soul 6 self 1d6 rounds or 1 movement outside of battle Pyro Enchantment Blitzkrieg 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 1d12 x Arcana magic damage as well as major burns. Impossible Arcana
Piercing Light light 2 Soul 1 every target in a straight line from the caster instant Piercing Light N/A 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 2d12 magic damage to each target. Easy Arcana
Plasma Burning flame 6 Soul 3 self or 1 ally 1d6 rounds Pyro Enchantment Blade of Plasma This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12). Normal Arcana
Plasma Ignite flame 4 Soul 2 self or 1 ally 1d6 rounds Spark Spark 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 4d6 magic damage. Normal Arcana
Plasma Shot flame 6 Soul 3 every target in a straight line from the caster instant Fire Streak Sharp Fire With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 3d12 + 2d4 magic damage. Normal Arcana
Plasma Wave flame 8 Soul 4 a 4x4 space around the caster instant Spark Rising Plasma 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 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds. Hard Arcana
Pyre flame 12 Soul 6 1 target instant Spark Consume This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 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. Impossible Arcana
Pyro Enchantment flame 2 Soul 1 self or 1 ally 1d8 rounds Pyro Enchantment N/A 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 their Arcana + 1d12. They can make a critical magic check to double the arcana damage that is added to your weapon. Easy Arcana
Pyromania flame 10 Soul 5 1 target 1d6 rounds Visual Distortion Chained Fury 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 Soul that was spent casting Pyromania. It is a hard mental balance check to avoid the effects of this spell. Hard Arcana
Pyrophobia flame 6 Soul 3 self or 1 ally 1d6 rounds Visual Distortion Heat Control 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 have to make a normal mental stability check or be fearful of you and avoid you at all costs. Normal Arcana
Reign of Fire flame 8 Soul 4 all enemy targets 1d4 rounds Fire Streak Plasma Shot 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 5d10 damage per shot to each target. Hard Arcana
Rising Plasma flame 6 Soul 3 all enemy targets instant Spark Plasma Ignite 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 4d10 magic damage and burns. Normal Arcana
Scold flame 4 Soul 2 1 target 1d12 spaces away 1d6 rounds Fire Streak Fire Streak 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 2d8 straight to vitality damage per round. Normal Arcana
Sealing Wounds flame 4 Soul 2 1 target 1 space away instant Pyro Enchantment Pyro Enchantment With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound. Normal Arcana
Searing Aura flame 6 Soul 3 self or 1 ally 1d8 rounds Pyro Enchantment Blade of Plasma 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 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target. Normal Arcana
Sharp Fire flame 4 Soul 2 1 target instant Fire Streak Fire Streak This spell begins with you creating eight 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 5d6+2 damage to the target. Normal Arcana
Smoke Screen flame 4 Soul 2 a 4x4 space around the caster 1d4 rounds Visual Distortion Visual Distortion 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. Normal Arcana
Solar Flare light 10 Soul 5 all enemy targets instant Glow Fitful Strobe This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected. Hard Arcana
Spark flame 2 Soul 1 1 target 1d6 rounds Spark N/A This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed. Easy Arcana
Star's Nova light 10 Soul 5 all enemy targets instant Piercing Light Star's Vengeance A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. Hard Arcana
Star's Protection light 12 Soul 6 self or 1 ally 1d8 rounds Glow Sword of Light With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage. Impossible Arcana
Star's Vengeance light 8 Soul 4 self or 1 ally 1d6 attacks Piercing Light Flash Explosion 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 2d20 of magic damage to the attacker. Hard Arcana
Sun's Assault flame 12 Soul 6 1 target instant Fire Streak Magma Shot 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 9d12 damage. Impossible Arcana
Sun's Fall flame 10 Soul 5 100 feet upward, 20 spaces outward, affecting a 5x5 space area instant Spark Sun's Shower 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 massive damage of 8d12 to any target in the area, ally or enemy. Hard Arcana
Sun's Gift flame 10 Soul 5 1 target 1d8 rounds Pyro Enchantment Fiery Ring With this manipulation, you create sun fire and sends it out in search of a target. The spell surrounds the target and increases their melee, throw, and bow power by x 2.5. Hard Arcana
Sun's Shower flame 8 Soul 4 all enemy targets 1d6 rounds Spark Explosion This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each target is hit with falling fire and dealt 5d12 damage. Allies and yourself are immune. Hard Arcana
Sun's Whip flame 10 Soul 5 self 1d8 rounds Pyro Enchantment Superheated Blade This spell replaces your 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 5d12+1d8 + Arcana points of damage with each hit, and melee power is used with each hit. Hard Arcana
Superheat flame 4 Soul 2 1 target 1d6 spaces away 1d4 rounds Visual Distortion Visual Distortion 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 normal grip check to see if it can hold the weapon in that heat. If the target can, then the target will take 1d10 straight to vitality points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. Normal Arcana
Superheated Blade flame 8 Soul 4 self or 1 ally 1d8 rounds Pyro Enchantment Plasma Burning This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage. Hard Arcana
Sword of Light light 10 Soul 5 self or 1 ally 1d12 rounds Glow Armor of Light This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power. Hard Arcana
The End of the Tunnel light 12 Soul 6 1 target instant Glow Solar Flare This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly. Impossible Arcana
Torch of Heroes flame 6 Soul 3 a 4x4 space around the caster 1d8 rounds Pyro Enchantment Warrior's Flame 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 affected melee, throw, and bow power by 1d12+3. The people effected appear to be on fire. Normal Arcana
Visual Distortion flame 2 Soul 1 6 spaces affecting 1 target 1d6 rounds Visual Distortion N/A 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 the target to have to make normal perceive checks to attack and defend. Easy Arcana
Volcano Eruption flame 10 Soul 5 a 5x5 area around a spot of your choosing 1d6 rounds Spark Plasma Wave With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round. Hard Arcana
Volcano's Eye flame 8 Soul 4 1 floor of area map until ended Visual Distortion Fire's Steed 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. Hard Arcana
Volcano's Hand flame 8 Soul 4 1 target 1d4 rounds Fire Streak Ignatius 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 4d10 each round. Then it breaks away. Hard Arcana
Volcano's Heart flame 12 Soul 6 1 target 2d4 rounds Fire Streak Volcano's Tongues With this manipulation, you use superheated air to lift the target into the air. 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 8d12 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 4d20 damage from being dropped to the ground. Impossible Arcana
Volcano's Tongues flame 10 Soul 5 1 target per tentacle 2 rounds Fire Streak Volcano's Hand 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 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 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. Hard Arcana
Warrior's Flame flame 4 Soul 2 self or 1 ally 1d8 rounds Pyro Enchantment Pyro Enchantment 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 melee power is doubled. Normal Arcana

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Tags: Fire Magic