Pyromancy
Pyromancy is the command of flame, of the burning power of the Raging Element. The power of fire is the favourite for the Mage who favours powerful offense, although it is not without its own share of more utilitarian magic.
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Heatbolt
A focused burst of heat. Attribute: Willpower Type: Attack Spell Requirements: None Duration: Instant Action Points: 4 AP Cool Down: None Range: 30 meters |
Rank 1
Heatbolt - Inflict fire damage of 1d10+6 against a single target.
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Rank 2
Intense Heat - Add an additional +2 to the damage inflicted.
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Rank 3
Ranged Heatbolt - Increase the Heatbolt by an extra 10m.
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Heatbolt - Inflict fire damage of 1d10+6 against a single target.
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Rank 2
Intense Heat - Add an additional +2 to the damage inflicted.
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Rank 3
Ranged Heatbolt - Increase the Heatbolt by an extra 10m.
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Rank 4
(Level 5 and higher)
(Level 5 and higher)
Charred - Upon a successful hit, the attack forces a Physical Prowess Attribute test. If failed the attack also inflicts the Burned status for several rounds equal to the caster's Willpower Modifier
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-- Or --
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Flickering Flame - Reduce the AP cost by 1.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Focused Heatbolt - Increase the damage inflicted by a Heatbolt by 4.
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-- Or --
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Intense Heatbolt - Increase the damage inflicted by Heatbolt by 1d10.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Flashing Flame - Increase the accuracy of the attack by 10% and increase the damage by +1
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-- Or --
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Seared - The Heatbolt inflicts an additional +3 damage.
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Rank 1
Flaming Wall - Creates a wall of flames 5 meters high and taking up 3 adjacent meter wide squares. Passing through one of these squares inflicts 1d10+7 fire damage.
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Rank 2
Intense Heat - Add an additional +1 to the damage inflicted.
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Rank 3
Wall Adept - Reduce the Cooldown by 1 round.
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Flaming Wall - Creates a wall of flames 5 meters high and taking up 3 adjacent meter wide squares. Passing through one of these squares inflicts 1d10+7 fire damage.
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Rank 2
Intense Heat - Add an additional +1 to the damage inflicted.
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Rank 3
Wall Adept - Reduce the Cooldown by 1 round.
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Rank 4
(Level 5 and higher)
(Level 5 and higher)
Wall Core - The Wall of fire has a solid core that makes it hard to move through as if it was a solid wall for the length. It also extends the damage out 1 more meter.
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-- Or --
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Enduring Wall - The Wall lasts for the caster's Willpower modifier or as the Talent, whichever is the longer duration.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Longer Wall - Add a number of additional squares that the Wall occupies by the caster's Willpower modifier, and increase the height by 3 meters.
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-- Or --
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Wall Master - Reduce the Cooldown by 1 round.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Moving Wall - For 2 AP you can move the Wall as you wish. Anything between the spot where it started and where it ends up takes damage as if they passed through the wall.
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-- Or --
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Inferno Fortress - Add an additional 1d10 damage the Wall provides, and for an additional 2 AP double the number of squares it appears in.
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Rank 1
Fireball - A massive blast of flame erupts from the targeted location, engulfing an area in fire. Choose a 3m area within range. Inflict 1d10+5 damage to all creatures in the area.
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Rank 2
Easy Fireball - Reduce the cost by 1 AP.
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Rank 3
Fireball Adept - Decrease the Cooldown by 1 round.
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Rank 4
(Level 5 and higher)
Fireball - A massive blast of flame erupts from the targeted location, engulfing an area in fire. Choose a 3m area within range. Inflict 1d10+5 damage to all creatures in the area.
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Rank 2
Easy Fireball - Reduce the cost by 1 AP.
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Rank 3
Fireball Adept - Decrease the Cooldown by 1 round.
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Rank 4
(Level 5 and higher)
Wide Radius - Increase the radius to 10m.
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-- Or --
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Significant Blast - Increase the damage by +4.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Char - Add the Burned status to those who take Fireball damage for an additional AP.
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-- Or --
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Fireball Master - Reduce the cooldown by an additional round.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Perfect Fireball - Reduce the cooldown by 1 and increase the damage by 1d10.
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-- Or --
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Heatdeath - The very ground where the fireball struck remains a molten, smouldering nightmare - it inflicts half the damage the original fire ball did for 1d5+1 round after impact.
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Flamer Caller
Summon a creature of living flame to serve you. Attribute: Willpower Type: Summoning Requirements: None Duration: Instant Action Points: 6 AP + Maintenance Cost Cool Down: Duration of Summon + 3 Rounds |
Rank 1
Flame Caller- Summon a Flame Elemental. This construct, forged of the raw substance of Fire Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Wicked Burns - Increase the damage of Summoned creatures by 2.
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Rank 3
Elemental Reservoir - The Elemental's Calling still suffers from Cooldown as normal, but it no longer blocks the casting of other spells - only other Caller spells cannot be cast during this Cooldown.
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Rank 4
(Level 5 and higher)
Flame Caller- Summon a Flame Elemental. This construct, forged of the raw substance of Fire Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Wicked Burns - Increase the damage of Summoned creatures by 2.
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Rank 3
Elemental Reservoir - The Elemental's Calling still suffers from Cooldown as normal, but it no longer blocks the casting of other spells - only other Caller spells cannot be cast during this Cooldown.
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Rank 4
(Level 5 and higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1.
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-- Or --
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Multicaller - The caster can maintain a number of Caller spells equal to half there willpower modifier.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Companion of Flame - The Elemental gains one Animal Companion Ability so long as they could qualify for it.
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-- Or --
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Flickering Flame - Reduce the AP cost to summon the Elemental by 2 AP.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Fire Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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The Searing Heat - The Elemental exudes heat around it. Anything it's Caller sees as an enemy takes 2d10 damage if they are within 3m's of the Elemental.
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