Pyromancy - Burninatin' the Countryside
Aug 12, 2018 13:16:48 GMT -6
Post by Traskus on Aug 12, 2018 13:16:48 GMT -6
This spell school has equivalency with Evocation.
New keywords found here.
Pyromancy 1
Brand
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Touch
Duration: Indefinite
The caster marks an object or living being with a burn. This burn can be used to identify the caster, and the caster can use it to know the exact location of the target within 100m.
Cauterize
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 20
Action: Half Action
Keywords: Touch
Duration: Instant
The caster burns a bleeding point. It hurts, but it makes the bleeding stop. The target loses one wound. If the target is suffering from the blood loss condition, that condition ends.
Firebolt
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Duration: Instant
One target within 50m takes XkY e damage with the fire property, where X is the effective pyromancy level to cast and Y is half the effective pyromancy level to cast (rounding up).
Lights/Lights Out
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Instant
The caster extinguishes fires in the room. Either you may start small fires or any small fire within 10m of the caster is snuffed out. Anything larger than a bonfire is beyond their ability to extinguish or create.
Salamander's Blessing
Pyromancy 1
Pyromancy + Charisma
Action: free action
Keywords: Combo-OK, Somatic, Subtle
Duration: Instant
The blessing of the Salamanders chapter is upon you. This spell may be used as a test to avoid catching fire or resisting the effects of heat.
Torch
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (free action)
You create a ball of glowing psy-flame, roughly as powerful as a glow-lamp. It may come from anywhere on your body, and pulses with rhythm of your heartbeat. It can be any color, but produces no heat or other non-visible radiation.
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Touch
Duration: Indefinite
The caster marks an object or living being with a burn. This burn can be used to identify the caster, and the caster can use it to know the exact location of the target within 100m.
Cauterize
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 20
Action: Half Action
Keywords: Touch
Duration: Instant
The caster burns a bleeding point. It hurts, but it makes the bleeding stop. The target loses one wound. If the target is suffering from the blood loss condition, that condition ends.
Firebolt
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Duration: Instant
One target within 50m takes XkY e damage with the fire property, where X is the effective pyromancy level to cast and Y is half the effective pyromancy level to cast (rounding up).
Lights/Lights Out
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Instant
The caster extinguishes fires in the room. Either you may start small fires or any small fire within 10m of the caster is snuffed out. Anything larger than a bonfire is beyond their ability to extinguish or create.
Salamander's Blessing
Pyromancy 1
Pyromancy + Charisma
Action: free action
Keywords: Combo-OK, Somatic, Subtle
Duration: Instant
The blessing of the Salamanders chapter is upon you. This spell may be used as a test to avoid catching fire or resisting the effects of heat.
Torch
Pyromancy 1
Test: Pyromancy + Charisma
Target Number: 10
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Concentration (free action)
You create a ball of glowing psy-flame, roughly as powerful as a glow-lamp. It may come from anywhere on your body, and pulses with rhythm of your heartbeat. It can be any color, but produces no heat or other non-visible radiation.
Pyromancy 2
Allure of the Flame
Pyromancy 2
Pyromancy + Charisma
TN: 20
Action: Half Action
Keywords: Combo-OK, Mind-Affecting, Social, Somatic
Duration: Concentration (reaction)
Fire is dangerous, but beautiful and alluring. The caster conjures up a harmless flame, drawing the attention of everyone around. Compare the focus power test to the mental defense of everyone within 10m. Anyone with a lower mental defense than the test is allured and fascinated by the flame unless they spend one Resolve, in which case they can pay attention or ignore it at their leisure.
How the affected react to the flame is random. They could desire to touch it, attack/abduct the caster, or attempt to extinguish it.
Fire Aura
Pyromancy 2
Test: Pyromancy + Charisma
TN 20
Action: Full Action
Keywords: Somatic, Touch, Verbal
Duration: One scene
The touched weapon's damage type becomes E and it deals +1 damage per effective pyromancy level.
The Gift of Fire
Pyromancy 2
Pyromancy + Charisma
TN: 20
Action: Free Action
Keywords: Mind-Affecting, Social, Somatic, Touch
Duration: One scene
Not just able to bring fire forth, but to inspire others as fire has done. The affected target gains +1k1 to all Academic Lore and Performer tests per 2 Pyromancy levels to cast.
Fireball
Pyromancy 2
Test: Pyromancy + Charisma
Target Number: 20
Action: Half action
Keywords: Attack, Combo-OK, Ranged touch, Somatic, Verbal
Duration: Instant
Make a ranged attack with a 50m range with blast (level*2). The targets hit takes XkY e damage with the fire property. X is equal to the effective pyromancy level to cast and Y is equal to half the effective pyromancy level to cast (rounded up).
Solar Flare
Pyromancy 2
Test: Pyromancy + Charisma
Target Number: 20
Action: Half Action
Keywords: Saving Throw, Somatic, Verbal
Duration: Instant
The caster creates a flash of light that blinds those taken unaware. Everyone within 30 meters must make an Arcana + Wisdom saving throw, if they fail they are blinded for three rounds. If they have bionic eyes they gain an additional +2k0 on the saving throw.
Pyromancy 2
Pyromancy + Charisma
TN: 20
Action: Half Action
Keywords: Combo-OK, Mind-Affecting, Social, Somatic
Duration: Concentration (reaction)
Fire is dangerous, but beautiful and alluring. The caster conjures up a harmless flame, drawing the attention of everyone around. Compare the focus power test to the mental defense of everyone within 10m. Anyone with a lower mental defense than the test is allured and fascinated by the flame unless they spend one Resolve, in which case they can pay attention or ignore it at their leisure.
How the affected react to the flame is random. They could desire to touch it, attack/abduct the caster, or attempt to extinguish it.
Fire Aura
Pyromancy 2
Test: Pyromancy + Charisma
TN 20
Action: Full Action
Keywords: Somatic, Touch, Verbal
Duration: One scene
The touched weapon's damage type becomes E and it deals +1 damage per effective pyromancy level.
The Gift of Fire
Pyromancy 2
Pyromancy + Charisma
TN: 20
Action: Free Action
Keywords: Mind-Affecting, Social, Somatic, Touch
Duration: One scene
Not just able to bring fire forth, but to inspire others as fire has done. The affected target gains +1k1 to all Academic Lore and Performer tests per 2 Pyromancy levels to cast.
Fireball
Pyromancy 2
Test: Pyromancy + Charisma
Target Number: 20
Action: Half action
Keywords: Attack, Combo-OK, Ranged touch, Somatic, Verbal
Duration: Instant
Make a ranged attack with a 50m range with blast (level*2). The targets hit takes XkY e damage with the fire property. X is equal to the effective pyromancy level to cast and Y is equal to half the effective pyromancy level to cast (rounded up).
Solar Flare
Pyromancy 2
Test: Pyromancy + Charisma
Target Number: 20
Action: Half Action
Keywords: Saving Throw, Somatic, Verbal
Duration: Instant
The caster creates a flash of light that blinds those taken unaware. Everyone within 30 meters must make an Arcana + Wisdom saving throw, if they fail they are blinded for three rounds. If they have bionic eyes they gain an additional +2k0 on the saving throw.
Pyromancy 3
Burning Hands
Pyromancy 3
Test: Pyromancy + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: (Pyromancy)/turns
The caster's hands are enveloped in flame. The caster must spend a resource point. Their unarmed attacks may substitute pyromancy for strength when rolling damage and grants the attack the incindiary property.
Endure Flames
Pyromancy 3
Test: Pyromancy + Charisma
Target Number: 20
Action: Half action
Keywords: Combo-OK, Somatic, Verbal
Duration: One scene
The caster can endure the most severe flames, allowing them to walk through fire unharmed. The caster is immune to the fire condition and Flame weapons, as well as halves all damage from plasma or melta weapons before other damage calculation. This extends to their clothes and equipment.
Flameborn Spirit
Pyromancy 3
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Material, Somatic
Duration: Instant
Material: a pound of charcoal
The caster calls upon the spirits of fire to serve him. One fire elemental is summoned to serve the caster for the duration of the scene. If he wishes for it to fight, he must give it rocket fuel.
Sacred Hearth
Pyromancy 3
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Combo-OK, Material, Mind-Affecting, Social, Somatic
Duration: One week
Material: a phoenix feather
A hearth is the mark of a home, whatever shape it takes. The caster designates a controlled indoor fire to affect. That fire cannot expand or send sparks flying and anyone in the area the hearth warms recovers two extra Resolve per day, and lastly anyone with a mental defense lower than the focus power roll has their dispositions increased by one step of friendliness towards all others.
Pyromancy 3
Test: Pyromancy + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: (Pyromancy)/turns
The caster's hands are enveloped in flame. The caster must spend a resource point. Their unarmed attacks may substitute pyromancy for strength when rolling damage and grants the attack the incindiary property.
Endure Flames
Pyromancy 3
Test: Pyromancy + Charisma
Target Number: 20
Action: Half action
Keywords: Combo-OK, Somatic, Verbal
Duration: One scene
The caster can endure the most severe flames, allowing them to walk through fire unharmed. The caster is immune to the fire condition and Flame weapons, as well as halves all damage from plasma or melta weapons before other damage calculation. This extends to their clothes and equipment.
Flameborn Spirit
Pyromancy 3
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Material, Somatic
Duration: Instant
Material: a pound of charcoal
The caster calls upon the spirits of fire to serve him. One fire elemental is summoned to serve the caster for the duration of the scene. If he wishes for it to fight, he must give it rocket fuel.
Sacred Hearth
Pyromancy 3
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Combo-OK, Material, Mind-Affecting, Social, Somatic
Duration: One week
Material: a phoenix feather
A hearth is the mark of a home, whatever shape it takes. The caster designates a controlled indoor fire to affect. That fire cannot expand or send sparks flying and anyone in the area the hearth warms recovers two extra Resolve per day, and lastly anyone with a mental defense lower than the focus power roll has their dispositions increased by one step of friendliness towards all others.
Pyromancy 4
Dragon's Breath
Pyromancy 4
Pyromancy + Charisma
TN: 30
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Somatic
Duration: Instant
The breath of the great fire wyrms and other great beasts. The caster makes a ranged attack with the profile of a flamer that cannot jam. This spell can satisfy the breath keyword.
Fire in the Night
Pyromancy 4
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Combo-OK, Mind-Affecting, Saving throw, Social, Subtle
Duration: One week
Fire was one of the first tools, made to ward off threats and keep its wielder safe. The caster blesses a controlled fire like a torch or a hearth, to ward the area in a 20m radius. All mundane wild animals stay well away from it, and sapient mundane beings must roll Arcana + Composure over the focus power test to breach the area or even attack something in it unless you allow it.
Anything affected by the spell in the area will immediately leave it unless they pass the saving throw.
Flame Body
Pyromancy 4
Test: Pyromancy + Charisma
Target Number: 30
Action: Full Action
Keywords: Focus, Somatic, Verbal
Duration: concentration (free action)
Focus: a matchbox
The caster's body becomes pure fire and flame, showing severe burns and burning blood. Any and all non-magical equipment the caster is holding or wearing (except the matchbox) are immediately consumed by fire. Any melee weapon that strikes the caster has a 70% chance of being destroyed after inflicting damage following the rules of the power field property. The caster's unarmed attacks have the fire property. As long as the power is sustained, the psyker also gains the stuff of nightmares trait. After the spell ends, the caster suffers 1d5 levels of fatigue.
Incendiary Cloud
Pyromancy 4
Test: Pyromancy + Willpower
Target Number: 30
Action: Half Action
Keywords: Verbal, Somatic
Duration: Instant
You create a cloud of roiling fire, up to two five meter cubes per caster level. Within this cloud of flame, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn are set on Fire. The cloud dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth.
Pyromancy 4
Pyromancy + Charisma
TN: 30
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Somatic
Duration: Instant
The breath of the great fire wyrms and other great beasts. The caster makes a ranged attack with the profile of a flamer that cannot jam. This spell can satisfy the breath keyword.
Fire in the Night
Pyromancy 4
Pyromancy + Charisma
TN: 25
Action: Half Action
Keywords: Combo-OK, Mind-Affecting, Saving throw, Social, Subtle
Duration: One week
Fire was one of the first tools, made to ward off threats and keep its wielder safe. The caster blesses a controlled fire like a torch or a hearth, to ward the area in a 20m radius. All mundane wild animals stay well away from it, and sapient mundane beings must roll Arcana + Composure over the focus power test to breach the area or even attack something in it unless you allow it.
Anything affected by the spell in the area will immediately leave it unless they pass the saving throw.
Flame Body
Pyromancy 4
Test: Pyromancy + Charisma
Target Number: 30
Action: Full Action
Keywords: Focus, Somatic, Verbal
Duration: concentration (free action)
Focus: a matchbox
The caster's body becomes pure fire and flame, showing severe burns and burning blood. Any and all non-magical equipment the caster is holding or wearing (except the matchbox) are immediately consumed by fire. Any melee weapon that strikes the caster has a 70% chance of being destroyed after inflicting damage following the rules of the power field property. The caster's unarmed attacks have the fire property. As long as the power is sustained, the psyker also gains the stuff of nightmares trait. After the spell ends, the caster suffers 1d5 levels of fatigue.
Incendiary Cloud
Pyromancy 4
Test: Pyromancy + Willpower
Target Number: 30
Action: Half Action
Keywords: Verbal, Somatic
Duration: Instant
You create a cloud of roiling fire, up to two five meter cubes per caster level. Within this cloud of flame, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn are set on Fire. The cloud dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth.
Pyromancy 5
Blue Flare
Pyromancy 5
Test: Pyromancy + Charisma
Target Number: 35
Action: Half Action
Keywords: Attack, Combo-OK, Energy, Ranged Touch, Somatic
Duration: Instant
Make an attack that deals 6k4 damage +2 per effective pyromancy level at a range of up to 120m with the fire property.
Catalyst
Pyromancy 5
Test: Pyromancy + Charisma
Target Number: 35
Action: Full Action
Keywords: Attack, Combo-OK, Somatic
Duration: Concentration (reaction)
The caster projects a dome that disperses heat and energy away. This is a dome with a radius of 10m +1m per Pyromancy rating. Anyone inside this dome is immune to damage from fire and ranged weapons with the Flame property, and reduces other E-type damage from ranged weapons by half before other damage calculation.
Pyromancy 5
Test: Pyromancy + Charisma
Target Number: 35
Action: Half Action
Keywords: Attack, Combo-OK, Energy, Ranged Touch, Somatic
Duration: Instant
Make an attack that deals 6k4 damage +2 per effective pyromancy level at a range of up to 120m with the fire property.
Catalyst
Pyromancy 5
Test: Pyromancy + Charisma
Target Number: 35
Action: Full Action
Keywords: Attack, Combo-OK, Somatic
Duration: Concentration (reaction)
The caster projects a dome that disperses heat and energy away. This is a dome with a radius of 10m +1m per Pyromancy rating. Anyone inside this dome is immune to damage from fire and ranged weapons with the Flame property, and reduces other E-type damage from ranged weapons by half before other damage calculation.