Mages (Fire)
Nov. 28th, 2013 10:29 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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Jotting down ideas for Fire, though I should go talk about the actual generic spells Mages do... right now.
Fire (Pyromancy)
You have chosen FIRE as your Elemental Attunement. You are considered an Elemental (Fire) creature.
Fire is the element of HEAT, WARMTH, and DESTRUCTION.
Fire uses d12 to deal damage, but gains no additional effects.
Fire gains the utility ability to create flame and warmth. You can burn away plant debris, start up a hearth, light candles, evaporate water (creating steam), etc.
Fire gains x2 damage vs. ICE typed creatures.
Fire takes x0.5 damage vs. EARTH typed attacks.
Fire gains x2 damage while standing on TUNDRA terrain.
Element Bolt = Fire Bolt
Fire Bolt – You deal 1d12+WILL damage to a single target.
Element Recovery = Flame Recovery
Flame Recovery – You heal an ally for 4d10+WILL damage and BURN off any negative status they have. They take 1d6 FIRE damage for each negative status removed in this way.
Fire (Pyromancy)
You have chosen FIRE as your Elemental Attunement. You are considered an Elemental (Fire) creature.
Fire is the element of HEAT, WARMTH, and DESTRUCTION.
Fire uses d12 to deal damage, but gains no additional effects.
Fire gains the utility ability to create flame and warmth. You can burn away plant debris, start up a hearth, light candles, evaporate water (creating steam), etc.
Fire gains x2 damage vs. ICE typed creatures.
Fire takes x0.5 damage vs. EARTH typed attacks.
Fire gains x2 damage while standing on TUNDRA terrain.
Element Bolt = Fire Bolt
Fire Bolt – You deal 1d12+WILL damage to a single target.
Element Recovery = Flame Recovery
Flame Recovery – You heal an ally for 4d10+WILL damage and BURN off any negative status they have. They take 1d6 FIRE damage for each negative status removed in this way.