Pyromancy

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Light Arrow This spell is a part of the Piercing Light spell chain and rune stone. This spell shoots a barrage of light arrows up into the air that fall back down hitting everything in the area of effect, friend or foe. The damage dealt is 4d20 to each target hit and it avoids 20% of any armor magical protection. Level 2 Effects: Increase damage by 1d12
Level 3 Effects: Increase damage by 1d12
Level 4 Effects: Increase damage by 1d12 and area of effect to 6x6

Weapon Effect: Light Arrow (Projectiles Only)

Replaces ammo with spell effect only effecting a 3x3 space area, still uses up ammo.

30 Soul, +10 per additional level 3, +1 per level a 4x4 space area around an area of your choosing 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

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

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

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

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

Plasma Shot This spell is a part of the Fire Streak spell chain and rune stone. With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 12d10 magic damage. Level 2 Upgrade: Increase damage by 1d10.
Level 3 Upgrade: Increase damage by 1d10.
Level 4 Upgrade: Increase damage by 1d10.

Weapon Effect: Plasma Shot (Projectile Weapon only)

Replaces ammo with spell effect, still uses up ammo.

30 Soul, +10 per additional level 3, +1 per level any targets in a straight line from you in direction of target 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

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

Ignatius This spell is a part of the Fire Streak spell chain and rune stone. With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 4d20 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds. The target is inflicted with Visual Instability for 1d4 rounds and Sunburns for 1 day. Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d12.

Weapon Effect: Ignatius

Critical Hit causes spell effect.

30 Soul, +10 per additional level 2, +1 per level 1 target 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

Piercing Light This is a part of the Piercing Light spell chain and rune stone. This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 4d12 magic damage to each target. Level 2 Upgrade: Increase damage by 1d12
Level 3 Upgrade: Increase damage by 1d12
Level 4 Upgrade: Increase damage by 1d12

Weapon Effect: Piercing Light (Projectiles Only)

Replaces ammo with spell effect, still uses up ammo.

15 Soul, +10 per additional level 1, +1 per additional level every target in a straight line 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

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

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

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

Rising Plasma This spell is a part of the Spark spell chain and rune stone. This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 7d20 magic damage and burns. Level 2 Upgrade: Increase damage by 2d12.
Level 3 Upgrade: Increase damage by 2d12.
Level 4 Upgrade: Increase damage by 2d12.
N/A 30 Soul, +10 per additional level 3, +1 per level battlefield 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

Reign of Fire This spell is a part of the Fire Streak spell string and rune stone. This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every target, doing 1d% damage per shot to each target. Allies and the caster would get a 30% boost to their evasion to not get hit. Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20. The caster is immune to the damage.
Level 4 Upgrade: Increase damage by 2d20. The caster is immune to the damage. Allies get an additional 10% increase to their evade.
N/A 35 Soul; +10 per level 3, +1 per level battlefield 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

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

Magma Shot This spell is a part of the Fire Streak spell chain and rune stone. With this manipulation you create a ball of magma from pressurized fire. You take aim and send the ball out at a single target. When it hits, the magma explodes onto the body of the target causing burns as well as initial damage of 2d% + 5d20. 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

Pyre This spell is a part of the Spark spell chain and rune stone. This spell creates a powerful cylinder of fire around the target that then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 16d20 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns. 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 6; +10 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

Star's Nova This spell is a part of the Piercing Light spell chain and rune stone. This spell summons the source of light, the Star, in its final stages of life. The star will instantly explode, dealing 2d% + 2d20 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. 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 all enemy targets 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

Sun's Fall This spell is a part of the Spark spell chain and rune stone. With this manipulation, you create sun fire and concentrates it into an orb about the size of your body. The orb crashes at the targeted point and explodes, causing damage of 10d20+50 to any target in the area, ally or enemy. 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 6; +1 per level a 3x3 space area around the target or targeted space of of your choice 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

Volcano's Eruption This spell is a part of the Spark spell chain and rune stone. With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 2d% + 3d20 per round. 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 6; +1 per level a 4x4 space area around a space of your choosing 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 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

Solar Flare This spell is a part of the Glow spell chain and rune stone. This spell causes instant blindness for all enemy targets, preventing them from using perceive checks and requiring detect checks with a 10 penalty for the next 1d6 rounds. This happens as tan orb of light casts from you and explodes into a brilliant flash of light. This explosion causes all enemy targets 2d% + 1d20 magic damage. 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 4, +1 per level all enemy targets 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

Sun's Assault This spell is a part of the Fire Streak spell chain and rune stone. This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 22d20 damage. 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 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

Star's Vengeance This spell is a part of the Piercing Light spell chain and rune stone. With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 1d% + 20 of magic damage to the attacker. Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase duration to 2d6 attacks.
Level 4 Upgrade: Star's counter attack inflicts stun for 1d3 rounds.

Armor Effect: Star's Vengeance

30% chance that the attacker (melee, projectile, magical) will receive your Runic Energy as counter damage.

40 Soul, +10 per additional level 4, +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

Plasma Wave This spell is a part of the Spark spell chain and rune stone. You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 9d20 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds. Level 2 Upgrade: Increase damage by 3d12, inflict burns.
Level 3 Upgrade: Increase damage by 3d12.
Level 4 Upgrade: Increase damage by 3d12.
N/A 50 Soul, +10 per level 5; +1 per level a 3x3 space area round caster 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

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

Light Guardian This spell is a part of the Glow spell chain and rune stone. The light will form into a being of pure light. During the duration of the spell, you can have the light guardian do one of three things: heal you for 2d% + 10 Vitality, guard you blocking 75% of any kind of damage, or attack a single target doing 10d20 plus caster's runic energy magic damage. Once the guardian has performed an action, be it healing, guarding, or attacking, the guardian will fade away ending the spell. Level 2 Upgrade: Increase healing by 1d%
Level 3 Upgrade: Increase damage by 3d20.
Level 4 Upgrade: Allow for a second action or round for the summon
N/A 50 Soul, +10 per level 4, +1 per level next to caster 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

Heated Touch This is a part of the Visual Distortion spell chain and rune stone. This spell allows you to heal with the comforting touch of your heated hand. You can restore 2d20 Vitality increased by Runic Energy with each touch. Level 2 Upgrade: Increase healing by 1d10.
Level 3 Upgrade: Increase healing by 1d10.
Level 4 Upgrade: Increase healing by 1d10.
N/A 25 Soul; +10 per level 2, +1 per additional level 1 target you can touch 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

Volcano's Tongues This spell is a part of the Fire Streak spell chain and rune stone. With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 1d% damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 4d20 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch. Level 2 Upgrade: Increase initial damage by 1d20.
Level 3 Upgrade: Increase initial damage by 1d20.
Level 4 Upgrade: Increase initial damage by 1d20.
N/A 50 Soul, +10 per level 5; +1 per level self, any target per tentacle 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

Tags: Pyromancy