Pyromancy
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.
No 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.
Talents
Finger of Fire: 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: 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: 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: 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 f ire 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 Spells
Novice Pyromancy Spells Brilliant Display
Novice Pyromancy Spells Brilliant Display
Tradition: Pyromancy
Rank: Novice
Castings: 3
Duration: Instantaneous
A pea-sized ball of flash launches itself from your fingertip. When it reaches its destination or can fly no further, the ball explodes in a pyrotechnic display that creates bright light until the end of the round. Any sighted creature within 5 yards of the explosion makes a luck roll with 1 boon. On a failure, the creature becomes blinded until the start of your next turn.
Burning Weapon
Burning Weapon
Tradition: Pyromancy
Rank: Novice
Castings: 3, reaction when you attack with a melee weapon
Duration: 1 minute
The target weapon erupts in flames. You handle the weapon without harm. The flames shed bright light. When you attack with the weapon, you roll with 1 boon and you can use Intellect or Will in place of the attribute you would normally use. Your attacks with the weapon deal an extra 1d6 damage from the flames. While you carry the weapon, you are immune to damage from fire and you take half damage from cold. Finally, you can use an action to touch the weapon to a flammable object and cause it to catch fire.
Fire Arrows
Fire Arrows
Tradition: Pyromancy
Rank: Novice
Castings: 1
Duration: Instantaneous
You fling fiery arrows from your hand. For each target, separately make a Will roll against its Agility. On a success, the target takes 3d6 damage. On a critical success, the target takes an extra 1d6 damage. On a failure, you have 1 boon on all rolls you make against the target until the end of your next turn.
Jet Of Flames
Jet Of Flames
Tradition: Pyromancy
Rank: Novice
Castings: 3
Duration: Instantaneous
You fan your hand to release a jet of flames from your palm. The target takes 2d6 damage. Then, make a Will roll against the target's Agility. On a success, the target catches fire (luck ends). On a critical success, the target takes an extra 2d6 damage.
Fire Stride
Fire Stride
Tradition: Pyromancy
Rank: Novice
Castings: 3, reaction when you move 1 yard
Duration: Instantaneous
Sparks fly from your feet. Until the end of your turn, you have the Slippery and Strider traits. In addition, when you move to within 1 yard of a creature or object, the object takes 1d6 damage and the creature makes an Agility roll. On a failure, the creature takes 1d6 damage. A creature can be affected in this way just once.
Spray Of Cinders
Spray Of Cinders
Tradition: Pyromancy
Rank: Novice
Castings: 1, reaction when a creature within 5 yards attacks you
Duration: Instantaneous
Cinders spray from your body and swirl toward the target. The target takes 2d6 damage and makes an Agility roll. On a failure, it becomes blinded until the start of your next turn.
Expert Spells
Expert Pyromancy Spells Eruption
Expert Pyromancy Spells Eruption
Tradition: Pyromancy
Rank: Expert
Castings: 3, reaction when a creature within 5 yards attacks you
Duration: Instantaneous
Flames and debris burst up from the ground under each target. A target object takes 3d6 damage. A target creature makes an Agility roll with 1 bane. On a failure, it takes 3d6 damage.
Fire Whip
Fire Whip
Tradition: Pyromancy
Rank: Expert
Castings: 3
Duration: 1 hour
A fiery whip appears in your hand and you can attack with it. The whip sheds dim light. It functions as a normal whip, except you can use Will in place of the attribute you normally use, it deals 2d6 extra damage, and it can benefit from bonus and extra damage. On a critical success for a roll to attack with the whip, you can cause the target to either fall prone or become held until the start of your next turn. The target also catches fire (luck ends).
Fireball
Fireball
Tradition: Pyromancy
Rank: Expert
Castings: 1
Duration: Instantaneous
A ball of fire forms in your hands and then flies from you toward the center of the target space. When the ball reaches its destination or can travel no further, it explodes to deal 4d6 damage to each creature and object inside a Size 5 space. Flammable objects catch fire. A creature that takes this damage makes an Agility roll and, on a failure, takes an extra 4d6 damage and catches fire (luck ends).
Gift Of Fire
Gift Of Fire
Tradition: Pyromancy
Rank: Expert
Castings: 3, reaction when you move 1 yard
Duration: 1 hour
Flames begin at your feet and climb quickly until you are engulfed. You suffer no harm from these flames. You emit bright light, you are immune to damage from cold and fire, and you ignore the effects of exposure.
When an enemy touches you, it makes a luck roll. On a failure, it takes 2d6 damage.
Your melee attacks deal an extra 1d6 damage, while your Pyromancy spells and talents deal an extra 2d6 damage.
When you move into a Size 1 or larger space filled with fire, you are aware of each other Size 1 or larger spaces filled with flame within 15 yards. You can then expend 1 yard of movement to emerge from that other space and then can continue moving as normal.
You can use an action to ignite one ordinary flammable object you can reach that is neither worn nor carried by a creature other than you.
Finally, each time you cast a Pyromancy spell or use a Pyromancy talent, roll a d6 and keep a running total of each roll. When the total reaches or exceeds 15, flames burst from you, dealing 3d6 damage to each creature in your reach. Then, reduce the running total to 0.
Wall Of Fire
Wall Of Fire
Tradition: Pyromancy
Rank: Expert
Castings: 3
Duration: 1 minute
Flames jet up from the ground along one side of the target space and burn for the duration or until extinguished. Anything passing through the flames takes 3d6 damage, though no more than once each round.
At the end of each round, each object within 5 yards of the flames takes 1d6 damage. Each creature within this range makes a Strength roll. On a failure, it takes 1d6 damage. If the barrier is within a creature's reach, the creature makes the roll with 1 bane and instead takes 2d6 damage on a failure.
Wand Of Fire
Wand Of Fire
Tradition: Pyromancy
Rank: Expert
Castings: 1
Duration: 1 hour
A red-metal wand appears in your hand. While you carry the wand, you take no damage from fire and half damage from cold. In addition, you can use an action to shoot flames from the tip into a Size 3 space within reach. The flames deal 4d6 damage to each object in the target space. Each creature in the target space makes a luck roll. On a failure, it takes 4d6 damage.
Master Spells
Master Pyromancy Spells Burning Cloud
Master Pyromancy Spells Burning Cloud
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: 1 minute
A black cloud shot through with flames fills the target space and remains for 1 minute. The cloud creates total obscurement in the target space. Any creature in the target space that attempts to move out of it first makes an Intellect roll. On a failure, the creature becomes lost in the cloud and cannot attempt to exit until the start of its next turn.
At the end of each round, the flaming cloud deals 6d6 damage to objects in the target space and 3d6 damage to creatures in it. A creature that takes this damage makes a Strength roll. On a failure, it takes an extra 3d6 damage and becomes weakened until the end of the next round.
Flame Serpent
Flame Serpent
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: Instantaneous
An enormous serpent of fire appears and coils around each creature in the space. A creature takes 6d6 damage and makes a Strength roll. On a failure, the creature takes an extra 6d6 damage and becomes held until the end of your next turn.
Incinerate
Incinerate
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: Instantaneous
Flames engulf the target. The target takes 15d6 damage and catches f ire (luck ends). Each time the target gets a failure on a roll to end being on fire, it takes an extra 2d6 damage.
Inferno
Inferno
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: 1 minute
Flames rush through the space for the duration. Each creature and object in the space takes 5d6 damage when the flames appear and again at the start of each of your turns. At the end of each round, the f lames spread 5 yards across the ground in all directions, subjecting each creature and object in the area to the spell's effect. Flammable objects in the affected area catch fire, and any creature injured by these f lames while in the area catches fire (luck ends). A creature can attempt to extinguish the flames only after it is no longer in the area.
Pyroclastic Strike
Pyroclastic Strike
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: Instantaneous
Fiery debris rains down into the target space until the end of your next turn. The debris deals 10d6 damage to each creature and object in the target space that is not under hard cover as well as to anything that enters it.
The debris covers the ground in the target space with challenging terrain that stays until cleared away. Toxic gas rising from the debris creates moderate obscurement in the target space for 1 minute. Any creature that takes a turn in the target space makes a Strength roll with 1 bane. On a failure, the creature takes 2d6 damage and becomes poisoned (luck ends).
Summon Fire Elemental
Summon Fire Elemental
Tradition: Pyromancy
Rank: Master
Castings: 1
Duration: 1 hour
Flames appear in the target space and assume a snake-like form. The f ire elemental becomes your controlled companion. The effect ends early if it becomes incapacitated.
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.