Pyromancer
Pyromancy’s enduring popularity stems from its raw destructive potential. Casters in search of battle magic need look no further than this tradition, for they can call forth fire with a gesture, hurl blazing balls of hungry flames at distant foes, where it explodes to burn away everything in its midst. Your focus on Pyromancy comes at a price, though. The more you explore what the tradition offers, the more you feel something burning within you. It began as a spark of creativity, but soon blossomed into a raging inferno, your passion for magic and all it can do threatening to consume you. As well, the magical flames have a physiological effect. You feel hot to the touch, as if in the grip of fever, and when you cast your fire spells, your eyes blaze.
Level 7 Pyromancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Pyromancy, Spells: One master
Burning Inside (Magical): You take no damage from ordinary cold and fire and half damage from magical cold and fire. Your attacks and unarmed strikes deal an extra 1d6 damage from the heat radiating off your body. In addition, whenever a creature gets a success on a roll to attack you with a melee weapon or an unarmed attack, that creature takes 1d6 damage.
Level 8 Pyromancer
Health: +6
Spells: One master
Scorching Strike (Magical): You can use an action to fling fire from your hand. Target one creature or object within 10 yards. Make a Will roll against the target’s Agility. On a success, the flames hit the target and deal 8d6 damage to it. On a critical success, the target also catches fire (luck ends).
Shape Fire: You gain the Shape Fire talent from the Pyromancy tradition. If you have this talent already, gain a different one from the same tradition.
Level 10 Pyromancer
Health: +6
Spells: One master
Power of Elemental Fire (Magical): While you’re not injured and you lack the stunned and unconscious afflictions, you have the following benefits.
- Wildfire Moves: Whenever you stop moving after running, flames rush out from you in all directions. Each object within 3 yards takes 1d6 damage and catches fire if flammable. Each creature in this range makes an Agility roll. On a failure, the creature takes 2d6 damage.
- Self-Immolation: You can use a reaction when you are harmed to envelop your body with flames for 1 minute. The flames create bright light. Neither you nor your equipment suffer any harm from the flames. Creatures that take damage from your Burning Inside talent take an extra 2d6 damage.
- Fire Walk: Whenever you move into a space containing fire, you become aware of each similar space within 50 yards of you, and can exit from any one of those spaces.