Hazar2005-01-08 23:58:06
Here we go. A little bare bones, but I'm going to add more with time. Please critique!
PYROMANCY
Fireproof - The flames do not harm those who have mastered it.
Lvl. 1 Fire Resistance.
The pyromancer may not be set on fire.
Eruption
*1 power*
*1 power*
By exploiting cracks in the earth, the pyromancer brings lava and fire to the surface, turning the area into a volcanic location. If another holds the area as demsne, you may force the eruption and attempt to break their meld.
Meld - Merge your magics with volcanic auras of the land.
The primary power of pyromancy is to build the mage's own flaming, lava-filled domain. By creating a meld between the volcanic elements in a location and himself, either magical or in locations with natural lava, he thus builds his demesne. Each new meld must be adjacent to another. While in his demesne, they can sense who walks among the lava flows and watch who enters and leaves. To check on its status, reading the DEMESNE's aura itself will show the location of its centre, and the number and duration of pyromantic effects within. A demesne can be dissolved at any time.
Influence - Hold sway within your demesne.
For some reason, those you seek to influence pay more attention when the fires around you obey your every whim.
Centre - Return to the center of the volcano.
Instantly returns the caster to the center of his demesne.
Sparks - Heated sparks ignite spontaneously.
Sparks crackle and jump from the ground to little effect - however, occasionally one attaches itself to an enemy in the demesne, setting him alight and providing slight damage.
Embers - Burning coals scorch the soles of landbound enemies.
Those foes unfortunate enough not to be levitating over the pyromancer's embers take constant burning damage from the searing heat.
Salamanders - Tiny lizards of fire dwell among the lava flows.
The pyromancer summons the small salamanders from the lava he rules to harass his enemies with bite and spark, causing them a loss of balance and a chance of minor damage.
Flare - A beacon of fierce red light flares in a target's eyes.
*1 power*
Emitting a beam of intense pyromantic magics from her hands, the pyromancer can blind and damage an enemy. In addition, the light is visible to all in the region, and the location of the flare can be discerned from it.
Mirage - The flickering light of the fire inside a Pyromancer's domain can cause confusion and false visions.
*3 power (Eternal Flame)
Mirages occur within the mage's demesne from time to time, causing confusion and mental ailments amongst his enemies.
Travel - Vanish and appear in a flash of fire, instantly travelling to your enemy's side.
Vanishing and reforming instantly beside others can only be performed if both mage and target are in the demesne.
Cracks - Burrowing will not allow escape.
Cracks opened in the ground allow the mage's demesne to affect that below it (to bedrock) as well.
Summon - A flash of fire finds your enemy at your feet.
*3 power*
Within your demesne, you may quickly summon those therein.
Smoke - A smoky haze chokes opponents.
Smoke clouds the vision of all within the demesne, obscuring vision in locations where it strikes as completely as a blizzard, and also deals minor asphyxiation damage to the mage's enemies as they choke on the dust.
Firerain - Fire falls from the sky.
*3 power (Eternal Flame)*
Raging fires fall from the sky to smite all who surround the Pyromancer.
Burn - Sometimes you just want things to burn.
Sets the room aflame, with all the effects of a normal fire.
Summon - A flash of fire finds your enemy at your feet.
*3 power*
Within your demesne, you may quickly summon those therein.
Whitefire - Whitefire is the fire of cleansing and redemption.
*8 power (Eternal Flame)*
The searing, cleansing flames of Whitefire rage across the Pyromancer's body, annihilating all of his afflictions - and all of his defenses.
Brushfire - Ignite the forests of the wilds.
*3 power*
Causing the magma flows of a demesne to erupt around her, the pyromancer can start forest fires in heavily-wooded areas around the world.
Lavaflow - Lava destroys much of what it touches.
The pyromancer allows the molten lava of his demesne to flow freely, destroying any items on the ground and causing minor damage.
Lavaworm - The pyromancer summons a molten lavaborne to be his guard and companion.
*10 power (Eternal Flame)*
A molten lavaworm will come to the aeromancer's aid, shifting instantly between the surface and the deep lava vents when the mage can concentrate, without disrupting their balance. It will also leap to the defence at a perceived attack.
Redfire - Redfire is the hungry fire of consumption.
*5 power (Eternal Flame)*
Redfire rages across the Pyromancer's unfortunate target, causing minor damage while destroying any herbs in his inventory, pocketbelt, or pipe.
Firestaff -
*10 power (Eternal Flame)*
>
A charred staff of burned, crystallized wood and volcanic obsidian, a Firestaff is one of the most potent weapons a Pyromancer has at his disposal. By pointing it at a target, the Pyromancer causes a jet of searing fire to shoot at his opponent. By whirling the staff, stray sparks will help the Pyromancer to discover those in hiding, while raising it will cloak him a shield of shimmering flame. Finally, twirling the staff will lead to a explosion of fire and blasting force that has a chance of forcing the mage's enemies from the room.
Fireskin - Your skin ripples with living flame.
*8 power*
Fire ripples across your body, providing several benefits. While the form is maintained, fire attacks cost less mana, white flames will burn away afflictions, any firey realm can be transversed safely, fire attacks will deal less damage to you, and those who strike you will take some damage as they are licked by your firey aura.
Blaze - Consume your enemy in a sudden burst of brilliant, devouring flame.
*8 power (Eternal Flame)*
Flame devours all - especially your opponents.
Firestorm - The mage's call sets an area ablaze with all manner of fire.
*8 power (Eternal Flame)*
A magical storm brings the air to life with aeromantic magics, filling the demesne with embers, salamanders, sparks, smoke, lavaflows, cracks, and mirages.
Inferno - Bring about an apocalypse of fire and destruction.
*10 power (Eternal Flame)*
Breaking his staff will cause untold destruction in the vicinity of the pyromancer. Lava bursts from the ground, blocking the exits, digging, and burning those present. Flame and sparks dance in the air, causing more damage and confusion, and also preventing departure to the air. However, all other pyromantic effects in the area are eclipsed by the disaster and dissolve.
PYROMANCY
Fireproof - The flames do not harm those who have mastered it.
Lvl. 1 Fire Resistance.
The pyromancer may not be set on fire.
Eruption
By exploiting cracks in the earth, the pyromancer brings lava and fire to the surface, turning the area into a volcanic location. If another holds the area as demsne, you may force the eruption and attempt to break their meld.
Meld - Merge your magics with volcanic auras of the land.
The primary power of pyromancy is to build the mage's own flaming, lava-filled domain. By creating a meld between the volcanic elements in a location and himself, either magical or in locations with natural lava, he thus builds his demesne. Each new meld must be adjacent to another. While in his demesne, they can sense who walks among the lava flows and watch who enters and leaves. To check on its status, reading the DEMESNE's aura itself will show the location of its centre, and the number and duration of pyromantic effects within. A demesne can be dissolved at any time.
Influence - Hold sway within your demesne.
For some reason, those you seek to influence pay more attention when the fires around you obey your every whim.
Centre - Return to the center of the volcano.
Instantly returns the caster to the center of his demesne.
Sparks - Heated sparks ignite spontaneously.
Sparks crackle and jump from the ground to little effect - however, occasionally one attaches itself to an enemy in the demesne, setting him alight and providing slight damage.
Embers - Burning coals scorch the soles of landbound enemies.
Those foes unfortunate enough not to be levitating over the pyromancer's embers take constant burning damage from the searing heat.
Salamanders - Tiny lizards of fire dwell among the lava flows.
The pyromancer summons the small salamanders from the lava he rules to harass his enemies with bite and spark, causing them a loss of balance and a chance of minor damage.
Flare - A beacon of fierce red light flares in a target's eyes.
Emitting a beam of intense pyromantic magics from her hands, the pyromancer can blind and damage an enemy. In addition, the light is visible to all in the region, and the location of the flare can be discerned from it.
Mirage - The flickering light of the fire inside a Pyromancer's domain can cause confusion and false visions.
Mirages occur within the mage's demesne from time to time, causing confusion and mental ailments amongst his enemies.
Travel - Vanish and appear in a flash of fire, instantly travelling to your enemy's side.
Vanishing and reforming instantly beside others can only be performed if both mage and target are in the demesne.
Cracks - Burrowing will not allow escape.
Cracks opened in the ground allow the mage's demesne to affect that below it (to bedrock) as well.
Summon - A flash of fire finds your enemy at your feet.
Within your demesne, you may quickly summon those therein.
Smoke - A smoky haze chokes opponents.
Smoke clouds the vision of all within the demesne, obscuring vision in locations where it strikes as completely as a blizzard, and also deals minor asphyxiation damage to the mage's enemies as they choke on the dust.
Firerain - Fire falls from the sky.
Raging fires fall from the sky to smite all who surround the Pyromancer.
Burn - Sometimes you just want things to burn.
Sets the room aflame, with all the effects of a normal fire.
Summon - A flash of fire finds your enemy at your feet.
Within your demesne, you may quickly summon those therein.
Whitefire - Whitefire is the fire of cleansing and redemption.
The searing, cleansing flames of Whitefire rage across the Pyromancer's body, annihilating all of his afflictions - and all of his defenses.
Brushfire - Ignite the forests of the wilds.
Causing the magma flows of a demesne to erupt around her, the pyromancer can start forest fires in heavily-wooded areas around the world.
Lavaflow - Lava destroys much of what it touches.
The pyromancer allows the molten lava of his demesne to flow freely, destroying any items on the ground and causing minor damage.
Lavaworm - The pyromancer summons a molten lavaborne to be his guard and companion.
A molten lavaworm will come to the aeromancer's aid, shifting instantly between the surface and the deep lava vents when the mage can concentrate, without disrupting their balance. It will also leap to the defence at a perceived attack.
Redfire - Redfire is the hungry fire of consumption.
Redfire rages across the Pyromancer's unfortunate target, causing minor damage while destroying any herbs in his inventory, pocketbelt, or pipe.
Firestaff -
A charred staff of burned, crystallized wood and volcanic obsidian, a Firestaff is one of the most potent weapons a Pyromancer has at his disposal. By pointing it at a target, the Pyromancer causes a jet of searing fire to shoot at his opponent. By whirling the staff, stray sparks will help the Pyromancer to discover those in hiding, while raising it will cloak him a shield of shimmering flame. Finally, twirling the staff will lead to a explosion of fire and blasting force that has a chance of forcing the mage's enemies from the room.
Fireskin - Your skin ripples with living flame.
Fire ripples across your body, providing several benefits. While the form is maintained, fire attacks cost less mana, white flames will burn away afflictions, any firey realm can be transversed safely, fire attacks will deal less damage to you, and those who strike you will take some damage as they are licked by your firey aura.
Blaze - Consume your enemy in a sudden burst of brilliant, devouring flame.
Flame devours all - especially your opponents.
Firestorm - The mage's call sets an area ablaze with all manner of fire.
A magical storm brings the air to life with aeromantic magics, filling the demesne with embers, salamanders, sparks, smoke, lavaflows, cracks, and mirages.
Inferno - Bring about an apocalypse of fire and destruction.
Breaking his staff will cause untold destruction in the vicinity of the pyromancer. Lava bursts from the ground, blocking the exits, digging, and burning those present. Flame and sparks dance in the air, causing more damage and confusion, and also preventing departure to the air. However, all other pyromantic effects in the area are eclipsed by the disaster and dissolve.
Unknown2005-01-09 00:05:01
would need super tweaking down, especially the passive lvl 3 resistance
Shiri2005-01-09 00:07:08
*sputter* Damn, man, I tried to race you to it when you PMed me, but you got home before I finished. Having said that, since Pyromancy's rather shorter on the ol' abilities than the other demesne skillsets, I may as well post a few of my skills, and you can add them as you like.
Brushfire - Ignite the forests of the wilds.
*3 power*
Causing the magma flows of a demesne to erupt around her, the pyromancer can start forest fires in heavily-wooded areas around the world.
Sparks - Heated sparks ignite spontaneously.
Sparks crackle and jump from the ground to little effect - however, occasionally one attaches itself to an enemy in the demesne, setting him alight and providing slight damage.
Embers - Burning coals scorch the soles of landbound enemies.
Those foes unfortunate enough not to be levitating over the pyromancer's embers take constant burning damage from the searing heat.
Smog - A smoky haze chokes opponents.
Smog clouds the vision of all within the demesne, obscuring vision in locations where it strikes as completely as a blizzard, and also deals minor asphyxiation damage to the mage's enemies as they choke on the dust.
Flashfires - The mage's call sets an area ablaze with all manner of fire.
*8 power (Eternal Flame)*
A magical storm brings the air to life with aeromantic magics, filling the demesne with embers, sparks, cinders, smog, lavaflows, cracks, and mirages.
Oilspill - Flammable oil covers an opponent.
Dousing a target in thick oil until cleansed causes pyromantic effects to be stronger than normal, increasing fiery damage.
Goukakyu - A stream of fire streams from glands by the mage's mouth.
Producing a stream of burning oil from the mouth of the pyromancer, allows it to be ignited by a slight spark, setting alight and dealing fire damage to an opponent, or enhancing the natural ability of a dracnari.
But damn, man, that sucks. Yours are better than mine.
Brushfire - Ignite the forests of the wilds.
Causing the magma flows of a demesne to erupt around her, the pyromancer can start forest fires in heavily-wooded areas around the world.
Sparks - Heated sparks ignite spontaneously.
Sparks crackle and jump from the ground to little effect - however, occasionally one attaches itself to an enemy in the demesne, setting him alight and providing slight damage.
Embers - Burning coals scorch the soles of landbound enemies.
Those foes unfortunate enough not to be levitating over the pyromancer's embers take constant burning damage from the searing heat.
Smog - A smoky haze chokes opponents.
Smog clouds the vision of all within the demesne, obscuring vision in locations where it strikes as completely as a blizzard, and also deals minor asphyxiation damage to the mage's enemies as they choke on the dust.
Flashfires - The mage's call sets an area ablaze with all manner of fire.
A magical storm brings the air to life with aeromantic magics, filling the demesne with embers, sparks, cinders, smog, lavaflows, cracks, and mirages.
Oilspill - Flammable oil covers an opponent.
Dousing a target in thick oil until cleansed causes pyromantic effects to be stronger than normal, increasing fiery damage.
Goukakyu - A stream of fire streams from glands by the mage's mouth.
Producing a stream of burning oil from the mouth of the pyromancer, allows it to be ignited by a slight spark, setting alight and dealing fire damage to an opponent, or enhancing the natural ability of a dracnari.
But damn, man, that sucks. Yours are better than mine.
Hazar2005-01-09 00:09:35
QUOTE(HaydenSilverleaf @ Jan 8 2005, 07:05 PM)
would need super tweaking down, especially the passive lvl 3 resistance
27340
Well, everyone else pretty much has immunity to their own element, but fire is a commonly used element, so I didn't want to make the Pyromancers invincible. I'll think on it.
Unknown2005-01-09 00:11:29
Think of the pyro duels inthe arena, fire would be severely weakened. Do the Moondancers have passive resistance? Geos? Aquas? Not sarcasm, a real question.
Shiri2005-01-09 00:15:26
QUOTE(Hazar @ Jan 9 2005, 01:09 AM)
Well, everyone else pretty much has immunity to their own element, but fire is a commonly used element, so I didn't want to make the Pyromancers invincible. I'll think on it.
27342
Moonies have level 1 magic resistance, geomancers are immune to sickening and taint, and Aquamancers are immune to drowning and stillwater and suchlike.
I reckon that level 3 is a bit too much though, and it wouldn't actually use level 3 in the description I reckon, so I suggested
Fireproof - Fear no fire.
The pyromancer's skin becomes covered in a thick, viscous, black substance, immunising her to ignition and siroccos, and reducing heat and fire damage dealt to her.
Heatwave - Generating a sudden rise in temperature scalds and injures all caught within.
A burst in local heat causes damage to all inhabitants of the room it is targetted at.
in its place and the place of one of the roomwide attacks, since they went a bit heavy to my sight.
Oh, and you might want to change that wyvern to carry them through lava. Don't just copy my Cloudsucker verbatim, I can still see the "aeromancer" words left over. Also, do something with a hunting horn for the wyvern if you like, just so my subsonic things do something more useful. :D GOod job still though!
Silvanus2005-01-09 00:19:58
Pyrocast Fireshield
Power - 10
Your fireshield will absorb all fire attacks and heal you with the fire damage.
Edit: For one day, and can only be used once a month.
Power - 10
Your fireshield will absorb all fire attacks and heal you with the fire damage.
Edit: For one day, and can only be used once a month.
Hazar2005-01-09 00:20:57
Added:
Sparks, courtesy Shiri.
Smoke, originally smog, courtesy Shiri.
Ignite, the fun skill I forgot to put in, courtesy myself.
Embers, courtesy Shiri (notice a pattern here?).
Firestorm, originally Flashfires, courtesy Shiri.
And Brushfire, courtesy Shiri.
(Shiri, courtesy of Shiri.)
Sparks, courtesy Shiri.
Smoke, originally smog, courtesy Shiri.
Ignite, the fun skill I forgot to put in, courtesy myself.
Embers, courtesy Shiri (notice a pattern here?).
Firestorm, originally Flashfires, courtesy Shiri.
And Brushfire, courtesy Shiri.
(Shiri, courtesy of Shiri.)
Hazar2005-01-09 00:22:56
I need something to replace Safety. I like the name Fireproof, but I need to know what it would -do-. Help?
Shiri2005-01-09 00:23:27
Can't have it called ignite, there's already an elementalism skill called that.
Unless it improved on the original ability. Hrm.
Fireproof - Fear no fire.
The pyromancer's skin becomes covered in a thick, viscous, black substance, immunising her to ignition and siroccos, and reducing heat and fire damage dealt to her.
That's what I reckon. It would reduce heat and fire by maybe level one, and protect her from ignition (via the elementalism skill, you know, the "on fire" affliction) and siroccos. I do like Silvanus' idea though, let me reword it for him.
Firebreathe - Absorb fire for nourishment as though it were water.
*5 power*
For a brief time, the pyromancer can energise her body with pyromantic magics, allowing her to breathe and absorb fiery attacks into herself and convert the energy into a restorative oil.
Also, just another idea,
Snuff - Extinguish the fire of an individual's soul.
Draining an opponent's body heat into herself, the pyromancer can restore her mana by reducing foes to shivering.
Unless it improved on the original ability. Hrm.
Fireproof - Fear no fire.
The pyromancer's skin becomes covered in a thick, viscous, black substance, immunising her to ignition and siroccos, and reducing heat and fire damage dealt to her.
That's what I reckon. It would reduce heat and fire by maybe level one, and protect her from ignition (via the elementalism skill, you know, the "on fire" affliction) and siroccos. I do like Silvanus' idea though, let me reword it for him.
Firebreathe - Absorb fire for nourishment as though it were water.
For a brief time, the pyromancer can energise her body with pyromantic magics, allowing her to breathe and absorb fiery attacks into herself and convert the energy into a restorative oil.
Also, just another idea,
Snuff - Extinguish the fire of an individual's soul.
Draining an opponent's body heat into herself, the pyromancer can restore her mana by reducing foes to shivering.
Shamarah2005-01-09 00:30:15
Aww, man. I wanted to do this one! Oh well, here's what I had so far:
Fireborn - The flames shall not harm you.
Your affinity with fire is so great that even being lit on fire cannot harm you.
Firestorm - Call down flaming meteors to strike all.
PYROCAST FIRESTORM
Damage Type: 50% Heat, 50% Blunt
You can summon down a fierce storm of small, firey meteors to strike all people except yourself in your location. Alternatively, it may be cast in another direction.
Volcanize - Create a volcanic environment.
PYROCAST VOLCANIZE
PYROCAST FORCEVOLCANIZE
Power: 1 (any)
You may temporarily volcanize almost any environment, turning it into a firey location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location.
Meld - Merge your magics with volcanic lands.
AQUACAST MELD
AQUACAST SENSE
AQUACAST WATCH ON/OFF
AQUACAST DISSOLVE
DEMESNE
Build a demesne. Same as Geomancy/Aquamancy/Druidry meld, but requires volcanized rooms.
Influence - Increase your sway over others within your demesne.
Within your own demesne, you will find your ability of influence to be more effective.
Flames - Flames lick about the bodies of your enemies.
PYROCAST FLAMES
Flames will shoot up from the ground, damaging your enemies and lighting them on fire. This may be cast in one room or throughout your demesne.
Center - Move to the center of your demesne.
PYROCAST CENTER
Casting this spell within your demesne will move you to its center.
Steamjets - Steam scalds the feet of your enemies.
PYROCAST STEAMJETS
Steaming jets will open up beneath your opponents, scalding their feet. With scalded feet, they will be hurt if they attempt to move. It can be cast in a single location or throughout your demesne.
Pyroquake - Call upon magma to push people away.
PYROCAST PYROQUAKE
In a volcanic environment, you can call upon the magma beneath you to quake the ground beneath enemies, knocking them down and pushing them out in a random direction. This only happens when you actually use it, and will not work on its own.
Smokeclouds - Clouds of white smoke obscure vision.
PYROCAST SMOKECLOUDS
Summoning clouds of smoke will disrupt everyone's vision except yours, allowing them to see nothing about where they are, including possible exits. It can be cast in a single location or throughout your demesne.
Travel - Teleport yourself to anyone in your demesne.
PYROCAST TRAVEL
Power: 3 (any)
You may travel to anyone within your demesne instantly.
Lavastream - Streams of lava burn your opponents' limbs.
PYROCAST LAVASTREAM
Streams of lava will shoot up from the ground, wrapping themselves around a random limb of your opponent and scalding it horribly. This can be cast in a single location or throughout your demesne.
Salamander - Summon a giant salamander.
PYROCAST SALAMANDER
Power: 10 (Eternal Flame)
You can summon a salamander from the depths of the Elemental Plane of Fire. It can be mounted as a legendary steed and ordered to kill enemies. The power cost for summoning will be considerably less if summoned on the Elemental Plane of Fire.
Burnbranches - Fire burns branches of the trees.
PYROCAST BURNBRANCHES
Flames will shoot up from the ground in your demesne, burning away the branches that enemies sit upon and forcing them to fall to the ground. This can be cast in a single location or throughout your demesne.
Tendrils - Make your enemies gag.
PYROCAST TENDRILS
Tendrils of smoke drift into the mouths of your opponenents, causing them to involuntarily gag and briefly lose balance. This can be cast in a single location or throughout your demesne.
Summon - Summon your enemies to you.
PYROCAST SUMMON
Power: 3 (any)
Works just like Aquamancy/Geomancy summon.
Firewalls - Summon walls of flame.
PYROCAST FIREWALLS
Power: 1 (Eternal Flame)
When this spell is cast in a single room, every exit within the room will be covered by a firewall. When it is cast throughout your demesne, random exits throughout it will be covered by firewalls.
Smokepull - Clouds of smoke pull enemies to the ground.
PYROCAST SMOKEPULL
Clouds of smoke surround everyone flying in the sky, pulling them forcefully to the ground hard enough to overcome levitation defenses. This can be cast in a single location or throughout your demesne.
Temper - None can withstand the fire.
PYROCAST TEMPER
Power: 3 (Eternal Flame)
This will temporarily strip an enemy of one level of racial fire resistance. It has no effect on races without innate fire resistance.
Blackcloud - Summon a cloud of black smoke to cover an area.
PYROCAST BLACKCLOUD
PYROCAST CHOKE
Power: 7 (Eternal Flame) when summoning cloud
Power: 1 (Eternal Flame) when choking
Damage Type: 100% Asphyxation (when choking)
With the help of two other pyromancers, you may summon a black cloud to cover any single area. To do this, at least 50% of the area must be volcanized. When the cloud has been summoned, any Pyromancers in this area with the ability can cast Choke upon an opponent for one power.
Inferno - Summon a conflaguration of flame.
BREAK STAFF
Power: 10 (Eternal Flame)
Damage Type: 25% Heat, 25% Asphyxation, 25% Blunt, 25% Unblockable
You may sacrifice your staff by breaking it and release an inferno of fire around you, dealing massive damage to everyone nearby. Even you will not be exempt from the inferno, but you will take significantly less damage than everyone else. You must be at full mana to use this ability.
I was going to come up with a few more things before I posted it.
Fireborn - The flames shall not harm you.
Your affinity with fire is so great that even being lit on fire cannot harm you.
Firestorm - Call down flaming meteors to strike all.
PYROCAST FIRESTORM
Damage Type: 50% Heat, 50% Blunt
You can summon down a fierce storm of small, firey meteors to strike all people except yourself in your location. Alternatively, it may be cast in another direction.
Volcanize - Create a volcanic environment.
PYROCAST VOLCANIZE
PYROCAST FORCEVOLCANIZE
Power: 1 (any)
You may temporarily volcanize almost any environment, turning it into a firey location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location.
Meld - Merge your magics with volcanic lands.
AQUACAST MELD
AQUACAST SENSE
AQUACAST WATCH ON/OFF
AQUACAST DISSOLVE
DEMESNE
Build a demesne. Same as Geomancy/Aquamancy/Druidry meld, but requires volcanized rooms.
Influence - Increase your sway over others within your demesne.
Within your own demesne, you will find your ability of influence to be more effective.
Flames - Flames lick about the bodies of your enemies.
PYROCAST FLAMES
Flames will shoot up from the ground, damaging your enemies and lighting them on fire. This may be cast in one room or throughout your demesne.
Center - Move to the center of your demesne.
PYROCAST CENTER
Casting this spell within your demesne will move you to its center.
Steamjets - Steam scalds the feet of your enemies.
PYROCAST STEAMJETS
Steaming jets will open up beneath your opponents, scalding their feet. With scalded feet, they will be hurt if they attempt to move. It can be cast in a single location or throughout your demesne.
Pyroquake - Call upon magma to push people away.
PYROCAST PYROQUAKE
In a volcanic environment, you can call upon the magma beneath you to quake the ground beneath enemies, knocking them down and pushing them out in a random direction. This only happens when you actually use it, and will not work on its own.
Smokeclouds - Clouds of white smoke obscure vision.
PYROCAST SMOKECLOUDS
Summoning clouds of smoke will disrupt everyone's vision except yours, allowing them to see nothing about where they are, including possible exits. It can be cast in a single location or throughout your demesne.
Travel - Teleport yourself to anyone in your demesne.
PYROCAST TRAVEL
Power: 3 (any)
You may travel to anyone within your demesne instantly.
Lavastream - Streams of lava burn your opponents' limbs.
PYROCAST LAVASTREAM
Streams of lava will shoot up from the ground, wrapping themselves around a random limb of your opponent and scalding it horribly. This can be cast in a single location or throughout your demesne.
Salamander - Summon a giant salamander.
PYROCAST SALAMANDER
Power: 10 (Eternal Flame)
You can summon a salamander from the depths of the Elemental Plane of Fire. It can be mounted as a legendary steed and ordered to kill enemies. The power cost for summoning will be considerably less if summoned on the Elemental Plane of Fire.
Burnbranches - Fire burns branches of the trees.
PYROCAST BURNBRANCHES
Flames will shoot up from the ground in your demesne, burning away the branches that enemies sit upon and forcing them to fall to the ground. This can be cast in a single location or throughout your demesne.
Tendrils - Make your enemies gag.
PYROCAST TENDRILS
Tendrils of smoke drift into the mouths of your opponenents, causing them to involuntarily gag and briefly lose balance. This can be cast in a single location or throughout your demesne.
Summon - Summon your enemies to you.
PYROCAST SUMMON
Power: 3 (any)
Works just like Aquamancy/Geomancy summon.
Firewalls - Summon walls of flame.
PYROCAST FIREWALLS
Power: 1 (Eternal Flame)
When this spell is cast in a single room, every exit within the room will be covered by a firewall. When it is cast throughout your demesne, random exits throughout it will be covered by firewalls.
Smokepull - Clouds of smoke pull enemies to the ground.
PYROCAST SMOKEPULL
Clouds of smoke surround everyone flying in the sky, pulling them forcefully to the ground hard enough to overcome levitation defenses. This can be cast in a single location or throughout your demesne.
Temper - None can withstand the fire.
PYROCAST TEMPER
Power: 3 (Eternal Flame)
This will temporarily strip an enemy of one level of racial fire resistance. It has no effect on races without innate fire resistance.
Blackcloud - Summon a cloud of black smoke to cover an area.
PYROCAST BLACKCLOUD
PYROCAST CHOKE
Power: 7 (Eternal Flame) when summoning cloud
Power: 1 (Eternal Flame) when choking
Damage Type: 100% Asphyxation (when choking)
With the help of two other pyromancers, you may summon a black cloud to cover any single area. To do this, at least 50% of the area must be volcanized. When the cloud has been summoned, any Pyromancers in this area with the ability can cast Choke upon an opponent for one power.
Inferno - Summon a conflaguration of flame.
BREAK STAFF
Power: 10 (Eternal Flame)
Damage Type: 25% Heat, 25% Asphyxation, 25% Blunt, 25% Unblockable
You may sacrifice your staff by breaking it and release an inferno of fire around you, dealing massive damage to everyone nearby. Even you will not be exempt from the inferno, but you will take significantly less damage than everyone else. You must be at full mana to use this ability.
I was going to come up with a few more things before I posted it.
Shiri2005-01-09 00:33:31
Hah, we were all working on this, damn Hazar for beating Shamarah and I.
All that stuff is kinda similar, yep, but I -LOVE- temper. Hazar, use temper! Gooo!
Also, swap Wyvern for Salamander, I wanted to use the Wyverns for something else...
All that stuff is kinda similar, yep, but I -LOVE- temper. Hazar, use temper! Gooo!
Also, swap Wyvern for Salamander, I wanted to use the Wyverns for something else...
Erion2005-01-09 00:53:19
And wyverns belonged to the Wyvern Riders, not the Pyromancers.
Hazar2005-01-09 01:19:54
I interpreted the Wyvern riders for a sect of fighters within the Pyromancers.
Hazar2005-01-09 01:21:53
Furthermore, Fireproof changed. Look it up.
Shiri2005-01-09 01:22:06
Could be, but I saw them more as a sort of mounted-combat glaivewielder warrior group. They would have things with the wyvern to get them to attack, and the glaive for long-range stabbing and mounted fighting, and then when they dismounted use their tenketsu for closer physical injury.
Plus, you know, Salamanders are cooler. As in, um, hotter. Whatev. Better.
Plus, you know, Salamanders are cooler. As in, um, hotter. Whatev. Better.
Hazar2005-01-09 01:29:42
Okay, the wyvern-riders you just described sounded -way- overpowered. Just saying.
And aren't salamanders supposed to be...small?!?
And aren't salamanders supposed to be...small?!?
Shiri2005-01-09 01:33:31
Since Celestines/Nihilists can do much the same sort of thing with a demon or angel, I really don't think so.
Also, REAL salamanders are small, but who cares about reality? Since when were turtles big enough to eat a tiger shark, anyway?
Change the little ones you have to, like, pyreflies.
Also, REAL salamanders are small, but who cares about reality? Since when were turtles big enough to eat a tiger shark, anyway?
Change the little ones you have to, like, pyreflies.
Shamarah2005-01-09 01:38:12
QUOTE(Shamarah @ Jan 8 2005, 07:30 PM)
Salamander - Summon a giant salamander.
Erion2005-01-09 01:40:59
Heh, the Wyvern Riders were the warrior archetype for Gaudiguch.