Pyromancy

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Apocalypse This spell is a part of the Spark spell chain and rune stone. This spell is made to feel as if the very earth was being destroyed on the battlefield. Fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering 20d20+50 damage to every enemy target on the battlefield, half that damage to every ally target. Level 2 Upgrade: Increase damage by 3d20
Level 3 Upgrade: Increase damage by 3d20
Level 4 Upgrade: Increase damage by 3d20
N/A 70 Soul; +10 per level 7; +1 per level battlefield Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Armor of Light This spell is a part of the Glow spell chain and rune stone. With this spell you provide yourself or an ally a set of armor made of glowing crystal. The armor grants the wearer the caster's Runic Energy as Defense, an extra 10% Magic Immunity against fire and earth magic attacks, and immunity to spells that would distort or affect your vision. N/A: Only 1 levels with this spell. N/A 30 Soul 3 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Big Bang This is part of the Piercing Light spell chain and rune stone. This spell pumps every enemy target full of light. The target must make a Fortitude Check with your Runic Soul as a penalty. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 14d20 magic damage. If all targets succeed, the light still explodes dealing each 12d20 magic damage, but the targets themselves don't explode. The caster and allies are protected. N/A: Only 1 levels with this spell N/A 60 Soul 6 all enemy targets Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Blade of Plasma This spell is a part of the Pyro Enchantment spell chain and rune stone. This spell can be chain cast with Pyro Enchantment. This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality. N/A: Only 1 levels with this spell. N/A 20 Soul 2 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Blitzkrieg This spell is a part of the Pyro Enchantment spell chain and rune stone. When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 1d%. It also increases Critical % for you and your allies by 10. All of your allies battle movement rates are doubled. Ranged weapons have double the range. And finally, all allies and yourself gain an extra attack with which they can also use skills or a skill chain. N/A: Only 1 levels with this spell. N/A 55 Soul 5 self and all allies Level 1:  40/70 Level 1:  40/70
Brand This spell is a part of the Visual Distortion spell chain and rune stone. This manipulation places a burned symbol on the body of the target. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target can make 1 will check each round to break the spell. N/A: Only 1 levels with this spell N/A 45 Soul 4 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Burning Heart This spell is a part of the Spark spell chain and rune stone. With this spell you fire a needle of magical fire that pierces and pushes into the body of the target. The needle drills into the heart where the fire spell activates. The magic sets fire to the blood. Each round that the spell continues it does 6d20+20 damage. Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.
N/A 40 Soul, +10 per additional level 4, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Chained Fury This spell is a part of the Visual Distortion spell chain and rune stone. With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from using spells or defending. The target can use skills however as long as they are offensive, damage dealing skills that go with their attack. N/A: Only 1 levels with this spell

Armor Effect: Chained Fury

Receiving a critical hit causes berserk to you for 1d4 rounds.

Weapon Effect: Chained Fury

Critical Hit inflicts berserk.

40 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Children of Fire This is part of the Visual Distortion spell chain and rune stone. This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the “child” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 12d20, or they can choose to have the “child” attack. Each “child” can attack for 10d20+4d12 damage. There is only one “child” per ally, including yourself. Level 2 Upgrade: + 2d20 to block or attack
Level 3 Upgrade: + 2d20 to block or attack
Level 4 Upgrade: + 2d20 to block or attack
N/A 40 Soul, +10 per additional level 4, +1 per additional level self and all allies Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Circle of Power This spell is a part of the Pyro Enchantment spell chain and rune stone. When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 50%, allies, user, and enemies. Level 2 Upgrade: Add in caster's Runic Energy to the increase. N/A 45 Soul; +10 per level 4, +1 per level a 4x4 space area around a space of your choosing Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Comforting Light This is part of the Glow spell chain and rune stone. With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 10% of max Endurance but will do 15% less damage for 1d4 rounds. N/A: Only 1 levels with this spell N/A 20 Soul 1 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Consume This spell is a part of the Spark spell chain and rune stone. With this manipulation you directly transfer the magic you use to the feet of the target in the form of a circle. When the spell is completed the ring ignites and surrounds the enemy in flame. The enemy remains on fire, fueled by magic. Each round it does 1d% points of damage to the target. If the target is killed by the spell then you get healed by the consumed life (by the total Vitality that the target had). Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 50 Soul, +10 per level 5; +1 per level 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Embracing Glow This spell is a part of the Glow spell chain and rune stone. With this spell you surround yourself or your allies with a protective orb of of light from glowing embers. That orb will absorb up to 6d20 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one glowing orb per ally/self. The orbs only produce enough light to illuminate a 3x3 foot area. Level 2 Upgrade: Increase absorption by 1d20.
Level 3 Upgrade: Increase absorption by 1d20.
Level 4 Upgrade: Increase absorption by 1d20.

Armor Effect: Embracing Glow

Absorbs 10% of damage per armor piece with rune stone equipped; produces a small glow on armor piece.

30 Soul, +10 per additional level 2, +1 per level self and all allies Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Embracing Light This spell is a part of the Glow spell chain and rune stone. With this spell the comforting and healing light will then coat your ally or yourself with a protective shimmer. The shimmer will absorb up to 6d% of any kind of damage, letting only 10% of that absorbed damage through. Once the shimmer has absorbed any amount of damage the shimmer will dissipate and the spell will end. Level 2 Upgrade: Increase absorption by 1d%
Level 3 Upgrade: Increase absorption by 1d%
Level 4 Upgrade: Increase absorption by 1d%

Armor Effect: Embracing Light

Armor absorbs 20% of any damage without it affecting armor or vitality per armor piece rune stone is equipped on.

40 Soul, +10 per additional level 3, +1 per level 1 target or self Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Exploding Arrows This spell is a part of the Spark spell chain and rune stone. With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 15d12 points. In three rounds the arrow will explode, doing 16d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed. Level 2 Upgrade: Increase initial damage by 3d12.
Level 3 Upgrade: Increase initial damage by 3d12 and inflict burns.
Level 4 Upgrade: Increase initial damage by 3d12 and inflict burns and minor wounds.

Weapon Effect: Exploding Arrows (Projectile Weapon only)

Replaces ammo with spell effect, still uses up ammo.

40 Soul, +10 per additional level 4; +1 per level adjacent spaces (1x1) around target including target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Explosion This is part of the Spark spell chain and rune stone. This manipulation concentrates fire energy around your body. When sufficient power has been gathered you release it causing a small explosion around you. Anyone standing in the immediate vicinity is in the radius of the explosion and takes 8d20+50 magic damage. The explosion is short-lived and deals damage to anyone in the area, including allies. The user is unharmed however. Level 2 Upgrade: Increase damage by 2d12.
Level 3 Upgrade: Increase damage by 2d12.
Level 4 Upgrade: Increase damage by 2d12.

Weapon Effect: Explosion (Projectile Weapon only)

Replaces ammo with spell effect, still uses up ammo.

30 Soul, +10 per additional level 3, +1 per additional level adjacent spaces (1x1) around caster Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Fever Rising This spell is a part of the Visual Distortion spell chain and rune stone. This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make detect checks to attack. This spell can be chained with Visual Distortion and Heat Wave. N/A: Only 1 levels with this spell

Weapon Effect: Fever Rising

Critical Hit inflicts target with Sickness for 1d4 rounds.

35 Soul 3 a cone in front of you, max distance of 6 spaces, add 1 space to either side of cone per space of distance Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fiery Ring This is a part of the Pyro Enchantment spell chain and rune stone. When you create Fiery Ring, the magic creates a ring of pure fire magic on the primary hand of your chosen ally or yourself. This ring can discharge 1d8 magical blasts of fire, dealing 20d20 points of damage per shot, before disappearing. N/A: Only 1 levels with this spell N/A 40 Soul 3 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fire Blast This spell is a part of the Fire Streak spell chain and rune stone. With this manipulation you concentrate the fire into a sphere. You send the orb at your target. The orb crashes into its target and explodes only in the direction of the enemy target, doing 20d10 damage. Level 2 Upgrade: Increase damage by 1d10 + 1d8
Level 3 Upgrade: Increase damage by 1d10 + 1d8
Level 4 Upgrade: Increase damage by 1d10 + 1d8
N/A 40 Soul, +10 per additional level 4, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Fire Streak This is a part of the Fire Streak spell chain and rune stone. With this manipulation, you create a long tail of fire that chases after the spell, dealing 10d10 points of damage to the enemy target as it hits the target. Level 2 Upgrade: Increase damage by 2d10.
Level 3 Upgrade: Increase damage by 2d10.
Level 4 Upgrade: Increase damage by 2d10.

Weapon Effect: Fire Streak

Critical Hit causes spell effect.

10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fire Well This spell is a part of the Pyro Enchantment spell chain and rune stone. With this manipulation you open up a portal to the Well of Fire. The protected can each turn siphon off fire from this well. Each round you have 1d6 projectiles of concentrated and explosive fire magic to launch at any target(s) you wish. Each projectile deals 2d% damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else. Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase damage by 2d20
Level 4 Upgrade: Increase damage by 2d20
N/A 60 Soul; +10 per level 5; +1 per level 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Fire's Illusion This is a part of the Visual Distortion spell chain and rune stone. With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a Will check with your Runic Energy + 10 as a penalty. N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fire's Punishment This is a part of the Visual Distortion spell string and rune stone. This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 20d20 + 10 damage and stunning the target for 1 round. Level 2 Upgrade: Increase the damage by 3d20.
Level 3 Upgrade: Increase the damage by 3d20.
Level 4 Upgrade: Increase the damage by 3d20.
N/A 60 Soul; +10 per level 6; +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Fire's Steed This spell is a part of the Visual Distortion spell chain and rune stone. With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash. N/A: Only 1 levels with this spell N/A 30 Soul 3 next to caster Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Fire's Warding This spell is a part of the Pyro Enchantment spell chain and rune stone. The spirit of Fire offers warding to the protected target, for a price, coating the protected target in a red glow. Any magic spell except aquamancy done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 4d12 burn damage to Vitality for 1d6 rounds. The protected will suffer 1d6 burn damage to Vitality per round for the duration of the spell. N/A: Only 1 levels with this spell

Armor Effect: Fire's Warding (Body Armor only)

Immune to wooden weapons and ammo, 25% chance immunity to fire magic

50 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fitful Strobe This is a part of the Glow spell chain and rune stone. This spell assault a target with lots of strobe lights of various colors. The target must make a Fortitude check with half your runic energy as a penalty. If the target fails, the target will have a seizure, being unable to act for 1d4 rounds and having visual instability for the following 1d6+1 rounds. If the target succeeds, the target will have nausea and visual instability for 1d4 rounds. N/A: Only 1 levels with this spell N/A 40 Soul 3 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Flaming Barrier This spell is a part of the Pyro Enchantment spell chain and rune stone. This spell summons a circle of fire that spreads out from the protected target and then grows high. The fire burns anything that tries to get through, doing 1d% damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier. N/A: Only 1 levels with this spell N/A 40 Soul 3 the outer reaches of a 3x3 space area around the protected target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Flare This spell is a part of the Glow spell chain and rune stone. With this manipulation you conjure up a ball of fire and compress it into a single point of vision. You then send the spell out to work on its own. The spell continues out to the target selected and then explodes in front of the target, blinding the target for 3 rounds and dealing 4d20 damage. Level 2 Upgrade: Increase damage by 1d12.
Level 2 Upgrade: Increase damage by 1d12.
Level 2 Upgrade: Increase damage by 1d12.
N/A 20 Soul, +10 per additional level 2, +1 per level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Flash This spell is a part of the Glow spell chain and rune stone. This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability with a perceive penalty equal to the caster's Runic Energy. Allies and the spell caster are protected from the flash. N/A: Only 1 levels with this spell

Weapon Effect: Flash

Critical Hit causes spell effect to target of hit only

20 Soul 1 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Flash Explosion This spell is a part of the Piercing Light spell chain and rune stone. This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the immediate area of affect of 3x3 spaces from central explosion, ally and enemy, will suffer 10d12 magic damage. Allies and the caster are protected against the blindness effect of the spell but not the explosion damage. N/A: Only 1 levels with this spell N/A 30 Soul 2 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Tags: Pyromancy