Pyromancy

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Searing Aura This is a part of the Pyro Enchantment spell chain and rune stone. This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 12d20 damage to the attacker. Arrows are weakened by 25% when shot at the protected target. N/A: Only 1 levels with this spell

Armor Effect: Searing Aura

Constant spell effect.

30 Soul 2 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Sharp Fire This is a part of the Fire Streak spell chain and rune stone. This spell begins with you creating 1d12 sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 1d12 damage per fire knife to the target. Each fire knife gets a hit chance roll at the target. Level 2 Upgrade: increase number of knives by 1d4
Level 3 Upgrade: increase number of knives by 1d4
Level 4 Upgrade: increase number of knives by 1d4

Weapon Effect: Sharp Fire (Projectile Weapon only)

Replaces ammo with spell effect, still uses up ammo.

20 Soul, +10 per additional level 2, +1 per additional 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

Smoke Screen This spell is a part of the Visual Distortion spell chain and rune stone. A cloud of billowing smoke is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. N/A: Only 1 levels with this spell N/A 20 Soul 2 a 3x3 space area around the caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Spark This spell is a part of the Spark spell chain and rune stone. This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any cloth armor, flammable or not, receives 25% of magic damage as Magical Protection lost. Any wooden shield or weapon is destroyed. N/A: Only 1 levels with this spell

Weapon Effect: Spark

Causes your weapon to inflict Burns.

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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

Star's Protection This spell is a part of the Glow spell chain and rune stone. With this spell you summon a great burning orb in the night sky, a star. The star offers the target protection. The star will decrease all damages done to the protected by 1d% + Runic Energy percentage during the duration of the spell. Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals the protected's runic energy worth of magic damage. N/A: Only 1 levels with this spell.

Armor Effect: Star's Protection

Gives the armor piece 1/2 Runic Energy as defense.

40 Soul 4 1 target or self Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

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

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

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

Sun's Gift This spell is a part of the Pyro Enchantment spell chain and rune stone. With this manipulation, you create sun fire and sends it out to the target. The spell surrounds the target and increases their melee, throw, and bow power by 40 and lets them add runic energy to any physical attack (even projectile attacks). N/A: Only 1 levels with this spell

Armor Effect: Sun's Gift

Increases melee, throw, and bow power by 10

50 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Sun's Shower This spell is a part of the Spark spell chain and rune stone. This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each enemy target must make a luck check. If the enemy fails they are hit with falling fire and dealt 2d% + 2d20 damage. Allies and yourself are immune. N/A: Only 1 levels with this spell N/A 50 Soul 5 all enemy targets Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Sun's Whip This spell is a part of the Pyro Enchantment spell chain and rune stone. This spell replaces the target's weapon. In its place goes a whip of pure fire magic. The whip extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like a weapon is used and attack skills can be used with this weapon. The whip does 2d% points of magic damage with each hit. N/A: Only 1 levels with this spell N/A 50 Soul 4 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Superheat This is part of the Visual Distortion spell chain and rune stone. With this manipulation, you send out ripples of fire magic across the weapon of the target. The fire heats the object to extremely high temperatures. The target must make a fortitude check with a 10 point penalty to see if it can hold the weapon in that heat. If the target can, then the target will take 5d20 points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. N/A: Only 1 levels with this spell

Armor Effect: Superheat

If struck with a melee weapon, the melee weapon becomes to hot to hold causing the attacker to drop the weapon.

20 Soul 2 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Superheated Blade This spell is a part of the Pyro Enchantment spell chain and rune stone. This spell can be chain cast with Plasma Burning. It causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also increases the magic damage by double the wielder's Runic Energy. N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Sword of Light This spell is a part of the Glow spell chain and rune stone. This spell grants the person a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3, a parry of 30, and an attack value of 1d% + 2d20 plus the wielder's runic energy. Any sword skills can be used with this sword. Any weapon enhancement spells can also be used on this sword. N/A: Only 1 levels with this spell N/A 50 Soul 5 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

The End of the Tunnel This spell is a part of the Glow spell chain and rune stone. This spell begins a death countdown on the target. The target has 3 rounds to make a Fortitude check with a -50 penalty. If the target fails by the third round, the target dies instantly. N/A: Only 1 levels with this spell N/A 70 Soul 6 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Torch of Heroes This spell is a part of the Pyro Enchantment spell chain and rune stone. With this spell you use the essence of fire to add destructive power to all of your allies, including yourself, as long as they are within the range of the spell. It increases everyone who is effected melee, throw, and bow power by 20 plus the Runic Energy of the caster. The people effected appear to be on fire. N/A: Only 1 levels with this spell N/A 35 Soul 3 a 3x3 space area around a space of your choosing Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Visual Distortion This is part of the Visual Distortion spell chain and rune stone. With this manipulation, you create an aura of heat around the head or otherwise location of vision for the target. The heat causes light to be bent and the target’s vision to be blurred which causes Visual Instability, which gives the target a Hit Chance penalty of 10 ro hit with a melee weapon; if using a projectile or thrown weapon the penalty is 20. N/A: Only 1 levels with this spell 10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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

Volcano's Eye

This spell is a part of the Visual Distortion spell chain and rune stone. This spell creates a dense burst of smoke from your body. The smoke billows through a very large area. The smoke closest to you wraps around you, creating a cocoon like form. Inside the cocoon of smoke you sit, receiving information from the smoke. The spell shows the exact location of whatever you wish to see. You cannot move while in the spell, but can end the spell at any time. You cannot use this spell in combat.

N/A: Only 1 levels with this spell N/A 40 Soul 4 1 dungeon area floor or 10 square miles Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Volcano's Hand This is part of the Fire Streak spell chain and rune stone. This spell creates an entrapping formation of solidifying rocks and magma that holds the target in a paralysis for the duration of the spell, doing 20d20 each round. Then it breaks away. 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

Volcano's Heart This spell is a part of the Fire Streak spell chain and rune stone. With this manipulation, you use super-heated air to encase the target. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 2d% damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 3d% damage from the explosion and being dropped to the ground. If the target is still alive the target is stunned for 1d3 rounds. N/A: Only 1 levels with this spell N/A 70 Soul 7 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

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

Warrior's Flame This is part of the Pyro Enchantment spell chain and rune stone. With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s offense powers (melee, throw, bow) is increased by 50%. N/A: Only 1 levels with this spell

Armor Effect: Warrior's Flame

Immune to any type of fear, melee power increased by 20%.

25 Soul 2 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Tags: Pyromancy