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In the sixth era, magic has not only regain its stability, but has also become empowered. New energies long dormant have awakened within the runic elements, blessing their users with greater magical power. This is true for all magics, including Pyromancy.

Pyromancy has always been a magic of fire, with its magical power balanced between the opposing energies of the sun and the volcano. In the sixth era, a third power has awakened, the power of the plasma, the very burning lifeblood of the world.

Below you will find a complete progression tree showing the spells of old with the spells new to this era. Only the spells new to the sixth era will be found here however, for the rest you need to look at the Pyromancy page.

Pyromancy Sixth Era Progression Tree

Pyromancy Sixth Era Magic Spells Progression Tree v8

New Pyromancy Spells

TierPyromancyEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
2 Blade of Plasma This spell adds to the effects of Pyro Enchantment by giving the affected 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 HP. 20 SA;
2 magic
self or 1 ally 1d8 rounds 55 Pyro Enchantment mastered 100
2 Fever Rising 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 perception checks to attack.  20 SA;
2 magic
1 target 1d4 rounds 55 Heat Control mastered 100
2 Heated Touch This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d20 HP with each touch. 20 SA;
2 magic
1 target you can touch instant 55 Heat Control mastered 100
2 Plasma Shot With this spell you shoot out a beam of super heated plasma in a straight line from you. It passes through and affects any target, friend or foe, in that straight line dealing 6d8 plus magic power damage. 10% of the damage goes straight to HP. 20 SA;
2 magic
any targets in a straight line from you instant 55 Fire Streak mastered 100
2 Spark This spell makes it so that anything can catch fire and catches it on fire. If applied to the end of a weapon, it gives the weapon a +4d10 magic damage that also inflicts minor burns. If applied to armor, it will harm the target wearing the armor, and anyone who melee attacks or touches the target, for 4d10 plus magic power damage per round. 20 SA;
2 magic
1  target 1d6 rounds 55 Scold mastered 100
3 Molten Shield This spell grants you or 1 ally a shield of liquid plasma. This shield blocks any earth magic spells and burns away anything that is wood or any projectile. While it won't protect you from a melee attack, any target that melee attacks you will be caught within the shield and dealt 8d8 magic damage as well as receive minor burns.  30 SA;
3 magic
self or 1 ally 1d6 rounds 50 Either Searing Aura or Plasma Shot mastered 150
3 Plasma Burning This spell adds to the effects of Pyro Enchantment and Blade of Plasma, causing the weapon to erupt in fire. This grants the weapon an additional 3d20 magic damage plus inflicting minor burns. 30 SA;
3 magic
self or 1 ally 1d6 rounds 50 Blade of Plasma mastered 150
3 Plasma Ignite This spell allows you to ignite your armor without the burning armor harming you. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 hex of you, friend or foe, to receive 4d20 magic damage. 30 SA;
3 magic
self 1d6 rounds 50 Spark mastered 150
3 Sealing Wounds With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. 30 SA;
3 magic
1 target you can touch instant 50 Heated Touch mastered 150
4 Molten Armor This spell grants you and all of your allies a protective layer of molten plasma. This armor blocks any earth magic spells and burns away anything that is wood or any projectile. While it won't protect you from a melee attack, any target that melee attacks you will be caught within the armor and dealt 4d20 magic damage as well as receive major burns. 40 SA;
4 magic
self and all allies 1d6 rounds 45 Molten Shield mastered 200
4 Rising Plasma 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 8d10 magic damage and major burns.  40 SA;
4 magic
all enemy targets instant 45 Volcano's Hand mastered 200
4 Superheated Blade This spell adds to the effects of Pyro Enchantment, Plasma Burning, and Blade of Plasma to cause the weapon to inflict major burns and to instantly destroy any cloth armor it hits. 40 SA;
4 magic
self or 1 ally 1d64 rounds 45 Plasma Burning mastered 200
5 Plasma Wave Using this manipulation summons 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 5d20 + 2d12 magic damage. 50 SA;
5 magic
any targets within a 4x4 hex area round caster instant 40 Fiery Ring mastered 250
5 Plasmatic Eruption With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect will receive 9d12 per round if the fail an Evade check with a 20 point penalty each round. 50 SA;
5 magic
a 4x4 hex area around an area of your choosing 2d4 rounds 40 Rising Plasma mastered 250
6 Phase Shift With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 7d20 magic damage. 60 SA;
6 magic
self 1d8 rounds 35 Plasma Wave mastered 300