Pyromancer

This is a Mage who has chosen the fire element as their main focus of spells.

Requirements: Must have a total of at least 10 months in spells, including at least 5 months worth of Fire Elemental spells (if taken through a class, this 5-month - but not the 10-month - requirement is fulfilled if the equivalent skill costs of the Mage's Fire Elemental spells would be at least 5 months), which must include the Fireball spell.

Limitations: Weapon max: 1, No elemental spells other than Fire. No other magical orders. Gain the 'Vulnerable to Water' disadvantage. If the character already had this disadvantage before entering this order, the character also becomes phobic and allergic to it as well, and can not willingly approach within 20' of any significant body of water (anything more than a large puddle), nor can they attack or go near anyone wielding or affected by any obvious water spells.

Advantages: The Pyromancer's Fire Elemental spell chant lengths are all cut in half - except for their Fireball recharge chant, which is unaffected. Burning the body of a Pyromancer takes twice as long as normal.

Cost Name Abilities Prerequisites
2 Dabbler (Pick 1) Scorch Ignite & Cremate Spells
  Fire Shield None
2 Beginner (Pick 1) Fire Armor Protection from Fire
  Wall of Fire Fire Shield
2Amateur (Pick 1) Double Magic Missiles Magic Missile Spell
  Immune to Fire Fire Armor
2Skilled (Pick 1) Fire Form Scorch & Immune to Fire
  Unsearchable Focus None
2 Master (Pick 1) Fast Fireball Fireball Spell
  One-Handed Fireball Fireball Spell

Dabbler Abilities

Scorch: Caster places one hand on a dead or inanimate object and says "Ignite, you are on fire" or "Ignite, this is on fire" and drops a fire prop on the item or body to be lit. The object/person is instantly set on fire regardless of (and also dispelling) any Soak effect or other fire protections (except the Drench ability of the Hydromancer - which does prevent this spell from working on the object or body).

Alternatively, this spell can be cast like the Cremate spell with the chant reduced to: "Cremate, I destroy this item" and the ability to destroy items that are Soaked (but not those that are Drenched).

This spell may be cast with weapons in hand, but the hand that touches the object to be lit or destroyed must be empty and the caster may not move while speaking his or her chant.

Fire Shield: Caster carries a roll of red duct tape and a marker. Caster chants a 20 word chant with no weapons in hand while placing red duck tape in a circle at most 10' across. The caster MUST write "Magic Wall of Fire - can not cross, can only attack across with fire attacks, destroyed by disenchant or any water attack" clearly on the circle of tape. Once this is complete, the spell's effects begin.

The caster must be within this circle, and must remain there. If anyone disenchants the circle, or hits it with any water attack, the spell immediately ends, and the caster must pick up the entire circle before taking any other action. Any exclusively fire attacks pass through the circle without harming it and can harm the occupants, water attacks destroy the circle and also harm the occupants, any other attacks that cross the circle do not effect the occupants - occupants should call "Immune" when hit by these. The occupants may not try to use non-fire attacks on people outside the circle. It is the caster's responsibility to be sure all occupants of the circle understand the effects of this spell.

Beginner Abilities

Fire Armor: Equivalent to 2 levels (4 points) of the Magic Armor spell, but this armor must be colored and decorated to look like their chosen element. This is in addition to any Magic Armor the player may already have - and that existing armor (or other Magic Armor Spells learned later) must also now be colored as their element. The mage may not have more than 2 points of armor on any location unless the mage has enough magic and fire armor (combined) to more than cover all 6 major locations (front, back, right leg, left leg, right arm & left arm) with 2 points of armor. In that case, some locations can have 3 points of armor - provided all other locations have at least 2 points allocated to them.

Wall of Fire: Caster carries a roll of red duct tape and a marker. He or she can use this spell to place a "wall" up to 10' long anywhere solid enough to support a wall. He or she performs a prepared 50-word chant with no weapons in hand, then lays out the duct tape, writing "Magical Wall of Fire - can not cross, can only attack across with fire or water attacks, destroyed by disenchant or any water attack" clearly on the tape. Once this is complete, the wall will exist and function just as the Fire Shield ability, except that the player may leave the area of the spell. Only one wall for each caster of this ability may be in existence at any one time.

If interrupted before completing the wall, the spell fails and the "wall" should be pulled up immediately. The caster can remove the wall at will simply by pulling up the tape.

Amateur Abilities

Double Magic Missiles: This doubles the number of magic missiles that can be carried by the mage. Note this includes a missile that has been converted into a Fireball or other attack, but does not double the number of these attacks, just the number of normal missiles before this conversion. So, for example, a mage with a Fireball and another Magic Missile (2 Magic Missiles total) would have 1 Fireball and 3 Magic Missiles after taking this ability (4 Magic Missiles total).

Immune to Fire: Caster becomes immune to all exclusively fire attacks and their body can never be burned. Note that items with more than one attack form are not stopped, only the fire part will be. For example, a fire sword will not affect the mage with its fire effect, but it is still a sword and can still hurt the mage as such.

Skilled Abilities

Focus becomes unsearchable: This removes the need for a mage's focus to be searchable - regardless of requirements to the contrary of any spells the mage knows.

Fire Form: Caster can turn his or her body into pure elemental fire. To do this, the caster sheaths or puts down all weapons and spell props and dons a full body costume (covering at least the torso, legs and arms) that is colored red, orange, and yellow and covered in ribbons of these colors. Then the caster performs a prepared 100 word chant and the spell activates.

While in this form, the character may cast no spells (except for the below exceptions), nor use any weapons, nor may the caster speak (Caster may say "Burn", "Crackle", "Fire", etc... to draw attention to themselves, but they may not communicate ideas with speech). The caster must continually move to maintain this spell - if the caster stops moving at any point, the spell must immediately be ended.

While in this form, the caster is immune to all attacks except those from magical weapons or water attacks. The caster also gains 2 protection ribbons, which can only be used against non-instant-kill water attacks. Magical weapons and (once the protection ribbons are expended) normal water attacks do normal damage to the caster. Instant kill water attacks have a special effect on the caster - see below.

While in this form, the caster may use his or her Scorch ability at will. He or she may also destroy any readily flammable items (NOT including bodies) that are the size of a door or smaller (or a door-sized section of a larger object - such as a wooden wall), by simply performing a 100-count while touching it with both hands. The mage may cast his or her Fireball spell once while in this form with a silent casting chant - but the Fireball spell can not be recharged while in Fire Form.

Should the mage chose to end this spell - or should the mage be required to end it due to them failing to continually move - the mage should squat down into a ball, say a different 100 word chant, and then remove the costume props. After the chant is complete, the spell's effects end, but the mage may take no other actions until the costume props for this spell are completely removed.

There are disadvantages to this form however. If the mage is killed by either a magical weapon or a normal water attack while in this form, the mage dissipates into smoke. The mage should lie on the ground and assume the invisible pose in the spot where he or she died for a full half-hour, after which his or her essence has reformed enough that people can see his or her remains and he or she can be raised normally. It is possible for the mage to be raised while invisible, but only by a priest who him/herself can see invisible things and the invisibility does NOT continue once the character is raised. However, if the character is killed while in fire form by an instant-kill water attack (eg: Concussion, Mud Blob, Ice Boulder), the mage's elemental form is completely neutralized and the mage is instantly and permanently dead.

Master Abilities

One-Handed Fireball: Caster's fireball can now be thrown as a one-handed item. The other hand is now free to hold a one-handed weapon or other prop.

Fast Fireball: Caster's fireball recharge chant length is cut to 100 words, and the casting chant is now just "Fireball". (If the changes to these spells do not pass at the next council meeting, this ability will instead be: "Caster's Fireball recharge chant length is cut in half").