Class: Pyromancer
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The third of the Mage classes: Pyromancer!
Pyromancer
Description
Pyromancers are FIRE mages, and can be found primarily in the frozen lands of Synadoc, drawing FIRE from the terrain and causing it to become FROZEN. When you choose Elemental Attunement: Fire, you gain the following features to add to, or replace Mage Clade features:
Creature Type
Your Elemental Attunement is now to FIRE. You are considered an Elemental (Fire) Creature in addition to being HUMANOID. This means that you now take x2 Damage from Elemental (Ice) Magic-Keyword Powers. You take x0.5 Damage from Element (Earth)-Keyword attacks.
Terrain Affinity
FIRE is the element of warmth, heat, and destruction. FIRE attacks are powerful, but have no additional effects. When you draw FIRE from the terrain, you make the terrain COLDER.
Tundra is FROZEN terrain. When you summon an elemental from a tundra, it will be ICE-typed. FIRE Mages are most powerful when on the TUNDRA. You deal x2 Damage when standing on TUNDRA.
Damage
Whenever you see that a spell is altered by the Elemental Attunement Mage Power, you will make the following changes to the spell:
Add Element (Fire) to the Damage-Keywords.
Add Fire to Damage Type.
Use 1d12 as the Weapon Die.
This spell now deals x2 Damage to Elemental (Ice)-Keyword Creatures.
Powers
Make the following alterations to your powers:
[Element] Bolt becomes Fire Bolt, and gains the effects listed under Damage.
Gift of [Element] becomes Gift of Fire, and does the following effect:
Fire can burn dead plant life, light hearthfires and candles, warm objects, melt ice, heat water, and so on.
[Element] Recovery becomes Flame Recovery, and gains the following effect:
Remove all BAD STATUS from the target, but they take 1d6 FIRE damage per STATUS it removes. Being immune to fire damage only removes the damage, not the effect.
Pyromancer Powers
Fire I
You smite your foes with the power of fire.
Active * Class, Magic, Ranged, Elemental (Fire)
Cost: 4 EP
Speed: 10
Effect: Deal 4d8+WILL Fire damage to one target.
Flame Restore
You summon purifying flame to aid your allies.
Active * Class, Magic, Ranged, Healing, All
Cost: 4 EP
Speed: 5
Effect: This spell heals for 2d10+WILL HP.
Heat
Caution: Hot
Active * Class, Magic, Burning
Cost: 5/10 EP
Speed: 10
Effect: For 5 EP, cast Burning 33% chance, or for 10 EP, cast Burning 95% chance.
Pyromancer
Description
Pyromancers are FIRE mages, and can be found primarily in the frozen lands of Synadoc, drawing FIRE from the terrain and causing it to become FROZEN. When you choose Elemental Attunement: Fire, you gain the following features to add to, or replace Mage Clade features:
Creature Type
Your Elemental Attunement is now to FIRE. You are considered an Elemental (Fire) Creature in addition to being HUMANOID. This means that you now take x2 Damage from Elemental (Ice) Magic-Keyword Powers. You take x0.5 Damage from Element (Earth)-Keyword attacks.
Terrain Affinity
FIRE is the element of warmth, heat, and destruction. FIRE attacks are powerful, but have no additional effects. When you draw FIRE from the terrain, you make the terrain COLDER.
Tundra is FROZEN terrain. When you summon an elemental from a tundra, it will be ICE-typed. FIRE Mages are most powerful when on the TUNDRA. You deal x2 Damage when standing on TUNDRA.
Damage
Whenever you see that a spell is altered by the Elemental Attunement Mage Power, you will make the following changes to the spell:
Add Element (Fire) to the Damage-Keywords.
Add Fire to Damage Type.
Use 1d12 as the Weapon Die.
This spell now deals x2 Damage to Elemental (Ice)-Keyword Creatures.
Powers
Make the following alterations to your powers:
[Element] Bolt becomes Fire Bolt, and gains the effects listed under Damage.
Gift of [Element] becomes Gift of Fire, and does the following effect:
Fire can burn dead plant life, light hearthfires and candles, warm objects, melt ice, heat water, and so on.
[Element] Recovery becomes Flame Recovery, and gains the following effect:
Remove all BAD STATUS from the target, but they take 1d6 FIRE damage per STATUS it removes. Being immune to fire damage only removes the damage, not the effect.
Pyromancer Powers
Fire I
You smite your foes with the power of fire.
Active * Class, Magic, Ranged, Elemental (Fire)
Cost: 4 EP
Speed: 10
Effect: Deal 4d8+WILL Fire damage to one target.
Flame Restore
You summon purifying flame to aid your allies.
Active * Class, Magic, Ranged, Healing, All
Cost: 4 EP
Speed: 5
Effect: This spell heals for 2d10+WILL HP.
Heat
Caution: Hot
Active * Class, Magic, Burning
Cost: 5/10 EP
Speed: 10
Effect: For 5 EP, cast Burning 33% chance, or for 10 EP, cast Burning 95% chance.