The Spells of Pyromancy
High Porthosian Version
High Porthosian Version
Pyromancy is one of the most common practices of magic in the world of TSC. With prominent religions like Reedianism centering around the sun, Pyromancers are one of the most culturally revered mages, to the point where they are always considered as an important asset in society.
There are 2 common natural sources in the art of Pyromancy; burning objects, and The Sun. There is a third source however, with the stars, but only the High Priestess is known to harness it.
Should the mage use a burning object as a source, they will extinguish the fire as they grab more of it for themselves.
If a mage uses the sun as a source however, they can get as much of it as long as they can see it, although of course, there have been many cases of pyromancers going blind due to staring at the sun for too long, so a good manite would, although oftentimes expensive, would be your best bet at solving this problem.
Pyromancers are typically separated into 2 levels. An Emberian Pyromancer is a low level mage who can only access the source of fire through the flames of burning objects. Selyrian Pyromancers are fire mages who can access the source of fire using both burning objects, and the sun.
The more a pyromancer moves up in rank, the hotter, longer in range, and more intense their fire becomes.
A fire Spark spell is usually a small conjured flame. By using this spell, a mage can produce either a spark, a small flame the size of a candlelight, or a focused torch that may burn more than 10 000 degrees Celsius. This is mostly used by explorers entering dark caves, staff members who wish to light up a room, or arcwelders who wish to build metal objects.
Rank Difference:
Novice Rank can conjure a spark.
Fledglings can create a candlelight-like fire.
Graduates can increase the temperature of the fire to 400 °C.
Adepti can increase more to 1 000 °C, and can use them on 3 fingers.
Rectors can use all of their fingers and can burn 2 000 °C. This variant of the spell is sometimes colloquially known as 'Fire Claws'.
Archmages can go for 5 000 °C
Sages' limits reach up to 6 000 °C
Archsages and above can reach up to 8 000 °C. To increase the temperature further, they must combine its magic with Electromancy.
Also known as ‘The Smither’s Spell’, this spell grants you the ability to conjure a fire shield around you to prevent burn damage, helping you to weather hot environments like burning buildings or even magma.
Rank Difference:
‘Magma Explorers’ are usually the ones who do this, as well as veteran blacksmiths. Desert Travelers also use this to prevent themselves from dehydration. This ability drains your mana over time, and your mage rank depends on how hot the temperature is you can weather.
The degrees of the hot objects or surfaces influence how much mana gets drained over time. The hotter something is, the more mana it takes for you to protect yourself from it, which could potentially lead to Sorcerer’s Syndrome if not turned off.
Used by amateur students or Mage Fighters in the military, this spell creates a fireball the size of a large cooking bowl. This usually deals heavy burns to the enemy. Casting this spell takes usually 3 seconds, and often has a distance of 70 meters. This is good for close combat.
Rank Difference:
Apprentices can throw a fire punch that doesn't have any force, but can cause burns 2nd degree burns if it is a constant direct hit. Just 1 hit won't do any damage, and is similar to glancing your skin on an open flame for a moment. It also takes 3 seconds to conjure this. The fire for this typically burns up to 250 °C
Graduates can conjure fires that have a certain force, and can burn up from 400 - 600 °C.
Adepti can increase the temperature of the fire to 1000 °C
Rectors can increase more to 2000 °C
Commonly used by Pyromancer soldiers, this spell casts a ball of flame, which can be slinged for medium to long distances. It deals massive burn damage to individuals who get caught on this flame, when it comes in contact with a target it will burst covering the target for a brief moment and have a knockback effect due to the force of impact.
Rank Difference:
Graduates can sling a 200 °C fireball 3 feet in diameter for up to . It does not explode on impact but its fire can spread slowly.
Only Adepti and above can make their fireball explode on impact. The force is relative to your rank.
Worldbuilder's Note
Adepti's fireballs have the same explosive power as that of a hand grenade, while Archmages can have that of a French 75 mm field gun.
Archsages can have the same explosive power as that of a M120 Mortar, while Masters are known to create craters the size of Lochnagar Crater.
Commonly used by spellswords, this spell gives the user the ability to attach fire on a non-flammable material, such as swords, and other objects. This is typically used by Mage chefs, and spellswords who wish to use a flaming sword. This is also used as an execution method, or a way to easily light up a fire.
Rank Difference:
Adeptus mages can only use this spell when they touch the object they wish to set fire to. Their temperature can reach up to 500 °C
Archmages and above are able to set an object ablaze as long as that object is constantly connected with the pyromancer via mana. Their temperature can reach up to 1000 °C. They however, need to be close to the object with the limit being 10 meters
Sages can make the flame go up to 1 500 °C and have an effective distance of 20 meters
Archsages can make the flame go up to 3000 °C and have an effective distance of 30 meters
This is a defensive spell used to distract enemies, as well as creating a visual wall to the enemy. Flame walls can reach up from 1 meter (Adeptus) to 500 meters (Master) depending on the level and magical strength of the mage.
One of the most common abilities of the Selyrian Pyromancers, second to Ignis Pila. It is one of the safest expert spells, and often used by the military of Hreinngar on their campaigns, such as in Vontur. By gathering fire essence from a neaby source, it will grant you the ability to bring out a surge of flame from the palm of your hand, similar to that of Spiritus Draconis, but in a more precise manner, with a longer range.
For Archmages, Manus Draconis also gives the user the ability to propel themselves, if they aim their hands downwards. This also gives the ability to knock back enemies who are hit with this spell.
This ability allows you to breathe fire out of your mouth, similar to that of a dragon. The range of this attack is low often only reaching 10 meters, but it is usually widespread and very hot. Because of the location where the fire is put out, this is one of the most dangerous, as the using abilities close to the head means that your luxen lines will grow from your lips, which means it is easy to be at risk of Sorcerer's Syndrome.
This spell is the beginning of being a very high level Pyromancer. Mages who use this type of spell are often known as 'Electromancers'.
Fulminis Manu is a spell that grants the pyromancer the ability to turn flame essence into electricity, making anything they touch be electrified. This is sometimes present in hospitals where a dying patient needs to have an electric shock to come back alive. While rare, there have been cases where a sage has used this spell to kill a knight wearing steel armor.
Grants the user the ability to shoot bolts of lightning from their hand. The longer the duration of the lightning, the more mana is used.
Sages typically can only shoot up to 2 seconds before their luxen lines grow to their upper biceps. This shock of arcalumenary vein growth usually ends up in severe headaches and coughing of blood. For ranks above sages however, this effect is lessened.
Elders are known to fire a spray of lightning, and this often results in instant death for enemies hit by this.
Ictus Lucendi is a spell that uses the heat essence of the sun to bring down a lightning strike that has a very high explosive power. This is extremely rare, but is common to be used by Mushroom farmers.
Masters and above can cast a red lightning, which has a burning temperature so severe that it atomizes the enemy. To counter this, a person can hide, or simply wear a mana nullifier to redirect the lightning.
Grandmaster Roffirian Alkenson once used this spell to fend off an entire army of giants in the War of The Titans, and it caused a severe explosion that resulted in hundreds of thousands of soldiers dead on both sides in just a single moment. Since then, all grandmasters have steered clear away from this spell and no one has tried this.
Worldbuilder's Note
It's a fucking nuke.
No one is allowed to use this spell unless it's approved by the permissions council.
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