Table of Contents

Pyromancer

Pyromancy’s raw destructive potential makes it a popular tradition. Casters can call forth fire with a gesture, hurl blazing balls of hungry flames at distant foes where they explode. You have been seduced by the magic, but you find it comes at a price, though. The more you learn, the more you feel something burning within you. You lose your temper, and you feel hot to the touch.

Level 7 Pyromancer

Attributes: Increase three attributes by 1 each.

Health: +6, Speed: +2

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.