Pyromancy — a school of magic —
Some swear fire lives, that in the dancing flames one sees patterns, communications almost. Students of Pyromancy learn how to coax knowledge from fires and use that knowledge to control it. Often, Pyromancy leaves a mark on those who discover it; they feel warm to the touch, feverish, and their eyes flash when angry.
Pyromancy Spells listed by level
— Reference during playNO WATER: If you cast a Pyromancy spell or use a Pyromancy talent while you are submerged in water, the spell has no effect and the use is wasted.
Pyromancy Talents
FINGER OF FIRE (Magical): You can use an action to cause flames to spill out from your fingertip. Target one creature within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 2d6 damage, 3d6 damage at level 3, or 7d6 damage at level 7. On a critical success, the target also catches fire (luck ends). After you use this talent, a tongue of fire appears above the tip of your finger and remains for 1 minute. The fire sheds dim light. FIRE CLOAK (Magical): You can use a reaction when you are attacked to sheathe your body in wild, dancing flames. You suffer no harm from these flames. They shed bright light. They remain for 1 minute, but the effect ends early if you are doused in water. When a creature in your reach rolls to attack you, the creature makes a luck roll. On a failure, the creature takes 1d6 damage. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. LIGHT THE CANDLE (Magical): You can use an action to light a creature on fire. Target one creature within 5 yards. Make a Will roll against the target’s Strength. On a success, the target catches fire (luck ends). You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. SHAPE FIRE (Magical): You can use an action to manipulate fires around you. When you use this talent, choose one of the following effects.
- FAN OR DAMPEN FLAME: Target one ordinary Size 1 or smaller fire within 10 yards. Either you increase the intensity of the light the target sheds by one step, but the fire burns twice as fast, or you reduce the intensity of the light the target sheds by one step, but the fire burns twice as long.
- EXTINGUISH FIRE: Target one Size 1 or smaller ordinary fire within 10 yards. You extinguish the target fire. Then, either you cause smoke to billow from it to fill a Size 5 space centered on the fire with light obscurement for 1 minute, or your damage-dealing Fire spells deal an extra 1d6 damage for 1 minute.
- MOVE FLAMES: Target one Size 1 or smaller ordinary fire within 10 yards. You move the flames up to 5 yards.
- FORM FIRE: Target one Size 1 or smaller ordinary fire within 10 yards. You shape the fire into a particular form such as a humanoid, a monstrous visage, or burning words. The effect lasts 1 minute.
- IGNITE FLAME: Target one flammable, ordinary object within 10 yards. It catches fire.
Novice Pyromancy Spells
Brilliant Display
Burning Weapon
Fire Arrows
Jet of Flames
Fire Stride
Spray of Cinders
Expert Pyromancy Spells
Eruption
Fire Whip
Fireball
Gift of Fire
Wall of Fire
Wand of Fire
Master Pyromancy Spells
Burning Cloud
Flame Serpent
Incinerate
Inferno
Pyroclastic Strike
Summon Fire Elemental
| FIRE ELEMENTAL |
|---|
DEFENSE: 15, HEALTH: 50 ATTRIBUTES: Strength 13 (+3), Agility 13 (+3), Intellect 8 (-2), Will 15 (+5) SIZE: 2, SPEED: 6 (Slippery, Squeeze 1/4 inch, Strider) FLAMING BODY: The elemental emits bright light. IMMUNE: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened, damage from cold and fire FIERY TOUCH: The fire elemental targets one creature or object within 5 yards and, against a target creature, makes a Strength roll with 1 boon against the target’s Agility. On a success, the target takes 4d6 damage and catches fire (luck ends). Against a target object, it takes 4d6 damage and catches fire if flammable.