Pyromancy
From ElanVital
Contents |
Basic Facts
Colloquial name: Fire Magic
Official name: Pyromancy
Most commonly used name: Pyromancy
Discovery: In 389, by Jacob Linden, the Proto-Elementalist.
Skill Definition: Pyromancy, also known as fire magic, is the spectacular ability to control plasma, a hot, ionized gas. Although it is not specifically command over fire, the extreme heat and energy of plasma results in a lot of the same actual effects. Though beautiful and flashy, pyromancy is a power that naturally tends toward destruction; constructive uses of plasma are not entirely common.
Common Uses: Combat is pyromancy's premier use; combat more against beasts rather than people, as the burns typically inflicted by pyromancy are quite horrifying and scar hideously. Its destructive potential is superb, however, and the pain of a plasma burn is enough to take a lot of creatures right out of a fight.
Secondarily, pyromancy is also used to light the streets of Petakova at night; lamp-men fill the streetlights with shining stars of it, similar to the one Jacob Linden likely used to find his way home. These small balls of incandescent gas can shine for hours as the gas slowly stabilizes, at which point they must be replenished again afterward. However, they are a renewable resource, and light without pollution as far as anyone can tell.
Skills Potentially Scaled
Glassblowing
Archaic Weaponsmithing
Blacksmithing
Cooking
Magic Combat
Rule Information
Rule Notes: Like all magical skills, the skill should only be rolled if it is not duplicating the effect of a mundane skill; if it is duplicating the effect of a mundane skill, roll that skill. For more information, read Magic. If Pyromancy is chosen to scale Magic Combat, the Celestian gains a negative scale to Suppression of the same degree, reflecting the innate increased strength of this already unstable power being very difficult to control.
Common Modifiers: Pyromancy is typically rolled at 0.
Combat Rules
Base Damage: 1
Bonus from Magic Combat?: Yes
Damage Type: Burn; treat with nursing.
Roll Result Chart
Terrible: Create small amounts of plasma; light perhaps a two foot radius around you as long as you concentrate on it.
Poor: Create larger amounts of plasma; heat things noticeably.
Mediocre: Create self-sustaining magelights that will last with no further effort of yours for half an hour.
Fair: Use plasma lenses to magnify objects to several times their original size. Create magelights that'll burn for an hour
Good: Boil water in a couple minutes, create magelights that'll burn for an hour and a half.
Great: Boil water in half a minute; keep yourself warm naked in a snowstorm. Create magelights that'll burn for two hours.
Superb: 'Create magelights that'll burn for three hours. Boil water in a few seconds. Keep the air around you in a ten-foot circle cozily warm on the very coldest of days.
Legendary: Separate plasma to create an ion difference and 'cast' lightning. Boil water instantly. Create a ten-foot diameter ball of plasma.