School of Magic - Fire
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The School of Fire focuses on the creation and manipulation of the flames. It is mostly fueled by the power of Cynder, the god of flames.
List of Spells
Grade | Name | Description | Casting time | Range | Duration | Focus | Voice | Meditate | Focusing | Heavy |
---|---|---|---|---|---|---|---|---|---|---|
0 | Firebolt | Deals 1d8 Fire Damage to the target. | Spell-Action | 10 Meter | None | Yes | Yes | No | No | No |
1 | Fireshield | Gain resistance to Fire Damage. Additionally, when taking physical melee damage, the attacker will take 1d4 Fire Damage. This will override any other existing Shield. | Spell-Action | Self | 1 Minute | Yes | Yes | No | No | No |
1 | Fleeting Heat | An enemy that moves out of your melee range will be burned with a Constitution 10 check. | Preparation | Self | None | No | No | No | No | No |
2 | Magmabomb | Hurls a burning rock at a target location. It will explode at the beginning of your next turn, dealing 2d4 Fire Damage to anyone within a 1 Meter radius of the rock. This damage can not be avoided by a defensive check. | Bonus-Action | 10 Meter | 1 Turn | Yes | Yes | No | No | No |
2 | Ignite | Deals 2d4 Fire Damage to the target. If hit, It will also burn the target for 3 turns with an Constitution 10 check. | Spell-Action | 10 Meter | 3 Turns | Yes | Yes | No | No | No |
3 | Path of Fire | Place a field of burning ash in a 5 Meter cube for one minute. Every Meter walked through this area will deal 1d6 Fire Damage. | Spell-Action | 10 Meter | 1 Minute | Yes | Yes | No | Yes | No |
4 | Fireball | Deals 4d6 Fire Damage to any creature in a 3-meter square around the impact spot. | Spell-Action | 10 Meter | None | Yes | Yes | No | No | No |
5 | Greater Fireshield | Gain immunity to Fire Damage. Additionally, when taking physical melee damage, the attacker will take 1d6 Fire Damage. This will override any other existing Shield. | Spell-Action | Self | 1 Minute | Yes | Yes | No | No | No |
6 | Focus Heat | Heats up a piece of metal like a weapon, armor, or locks. A weapon will potentially be dropped with a Constitution 12 check for 3 turns each turn, an Armor will potentially heat up to cause 4d6 Damage to the wearer for the next 3 turns with a Constitution 12 Check each turn. A lock will melt to the point of being unusable and open. | Spell-Action | 5 Meter | 3 Turns | Yes | Yes | No | Yes | No |
7 | Flame Meteor | Sends down a burning meteor on your foes. It will hit all creatures in 5 Meter square for 6d8 Fire Damage. Any creature hit will also burn for 3 turns with an Constitution 13 check. | Spell-Action | 20 Meter | 3 Turns | Yes | Yes | No | No | Yes |
8 | Cynder's Inferno | Choose up to 3 + Magic-Modifier targets. It will deal 6d8 Fire Damage to every target and will apply burning and the Focus Heat effect to every target hit for 3 turns with a Constitution 10 check. On a successful resist check, the target will still burn for 3 turns. | Spell-Action | 20 Meter | 3 Turns | Yes | Yes | No | No | Yes |