Pyromancy

Pyromancers are known as combat mages to many, the applications of fire generally being limited to destruction. However there are a few secrets the pyromancer known that reveal the deeper truths behind the flame.

Cantrip: Conjure Flame

You can conjure or extinguish flames up to the size of a torch. Additionally you can control these flames and make them leap between your finger and close to your body.

1: Burning Armaments

Slow

You wreath the weapons and armor of a nearby ally in flames. For [dice] rounds any creatures in melee range of the ally take [sum] fire damage and any attacks deal an additional [dice] fire damage.

2: Embers Embrace

Slow

You may select a nearby ally, who is surrounded by a cloud of [sum] embers. As an action, ally can expend up to [dice] embers to deal [sum] fire damage to nearby targets, the targets may save PHYS to avoid the damage.

3: Flashpoint

Slow

Heat [dice] objects up to their flashpoints.  They spontaneously combust.  If cast on a creature, that creature may save.  On a failed save, the creature lights On Fire and takes 1d6 damage. 

4: Fireball

Slow

  1. Deals [sum]d4 damage to all targets in a [dice]×5 ft. radius around a point you chose within Medium Range. Save PHYS for half damage.

5: Guardian Hearth

Ritual (3)

You beseech the spirit of a campfire or hearth to offer you protection. For [sum] hours the flame and any others within [dice]*20ft will not extinguish.

If a creature that wishes you harm enters the light of the flames, they will flare a pop enough to wake you. You may declare a specific threat the flames are to ward you from, any such being will be burned by the light, taking [sum] fire damage each round they are lit by the flames.

6: Heat Metal

Slow, Concentration

You cause [dice] pieces of metal you can see to glow with heat as long as you retain concentration, however it's heat can never touch you.

  • If cast on an opponents weapons they must drop the weapons or take [dice] damage each turn you maintain the spell.

  • If cast on an allies weapons the spell can ward them from harm, the weapons will deal an additional [dice] fire damage while you maintain concentration.

Heat. When cast with 1 [dice] the metal becomes as hot as an oven, at 2 as hot as a forge, 3 as hot as a blast furnace, at 4 it reaches the temperature of a volcano or other magical heat sources.

7: Pyromancy

Slow, Self, Scene

You may speak to a flame as if it were a living creature. The larger the flame the more intelligent it is and the more [dice] are required to understand it. Flames don't pay attention to much but they can peer into the likely future and distant past.

Candles are about as smart as insects [1 Dice], Campfires are about as smart as slow-witted men [2 Dice] and forest fires are highly articulate [3 Dice], Volcanoes are dangerous to talk to unprepared [4 Dice]. 

School Secret: Truth of the Phoenix

When you die you may burst into flames, dealing up to your level d6 damage to every creature of your choice within eyesight. When the flames die down a warm egg can be found in the ashes, after 1d4 days you will spill out of the egg, without any of your equipment and reduced to level 0. You do keep your skills and feats but do not gain new feats until you have leveled past your original level (when you level up you may replace a feat with another). When you gain your first XP you may choose a class to begin leveling again.