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Fire

Cinder

Despite being a simple and easy to cast spell, it is one of the most commonly used abilities among Pyromancers. For a simple Intellect 80, the mage is able to conjure a short burst of damaging flame. This will deal a total of 1d5+Int damage. If the mage exceeds Intellect 120, the target's body will catch alight. This will deal 1d3 flat damage for 1d3 rounds.

Self Con: The burst of fire conjured by this spell will not properly fire from the caster's hand and instead throw them prone onto the floor.

 

Ring of Fire

Following an Intellect 100 check, the mage is able to create a pure burning circle of fire, five feet wide, in a target location up to twenty feet away from them for 1d3 rounds. Any enemy (or ally) caught within the flames will be forced to take 1d5 flat damage. Depending on how tightly grouped up the enemies are, this has the potential to hit multiple targets.

Self Con: Failure to cast this spell will cause the ring of flames to appear directly underneath the caster's feet instead, harming both themselves and any allies in range for 1d3 damage.

 

Firebolt

With practice and deep concentration (and an Intellect 100) the mage is able to conjure a pure ball of raging flame that they can project at their target. This will deal 1d7+Int damage. If the target is currently under the effect of Cinder or caught within a Ring of Fire, then it will deal 1d10+Int instead. Self Con: Flames will engulf the caster. A 1d100 will be rolled to see how severe the flames are. This could mean anything from a minor damage roll to the mage's entire body being caught alight

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