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Upon learning any pyromancy, you gain conjure flame as a free spell known; pyromancies operate on use of conjure flame and its sub abilities, regardless if its color is available to you or not.
Conjure Flame (red) As a move action, you may create a flame in your hand. This flame sheds bright light within 20 feet, dim light for another 20 feet, and it persists for up to 10 minutes, until thrown as an attack, or consumed by some other ability. If thrown, you make a ranged (dexterity) attack with a range of 30ft/90ft, dealing fire damage based on your cantrip dice on hit, and adding your dexterity modifier to the damage dealt. You may only have a number of flames created by this ability active equal to your circle rank at any time; creating flames above this amount ends the oldest instance of flame (arts that consume a flame to have a persistent effect count against this limit).
- [0FP, A +1FP] Flash Fire: You may use your conjured flame as a melee weapon in the splash group (you are proficient with your flame in this way) without expending it. Your flame has a reach of 5ft and deals fire damage equal to your spell die on a hit. You may spend focus points if your attack is successful, increasing the fire damage done by one additional roll of your spell die for each focus point spent, and igniting (1d6) the target if you spend at least 2 focus points, increasing the ignite damage by +1d6 for every 2 additional focus points spent.
- [2FP, A +1FP] Fire Breathing: As a standard action, you may spend 2 FP to breathe through your conjured flame, filling a 15ft cone with fire. Creatures within this cone take fire damage equal to your cantrip dice + 1d8 per focus point spent, with a basic dexterity save, creatures that fail this save are also ignited (2d6). For every 2 additional focus points spent, the ignite damage increases by +1d6.
- [3FP, A +2FP] Fire Storm: You may split your flame as you throw it, throwing two additional flames of the same type. You may target different creatures with each flame. For every 2 FP spent, you may throw one additional flame.
- [4FP, A +1FP] Fire Burst: You throw your flame to a point within its maximum range, where it explodes in a 20ft burst that deals 5d8 fire damage, +1d8 damage per additional FP spent, with a basic dexterity save. Creatures that fail this save are also ignited (3d6) for 1 round, plus an additional round per 2 total FP spent on this art.
- [6FP, A +1FP]
- [8FP, A +1FP]
New Conditions:
- Ignite. A creature affected by Ignite takes fire damage at the start of each of its turns. It may attempt a dexterity saving throw on its turn, with a DC equal to the original effect, to end Ignite early (this save is allowed for the conditions that replace ignite as well). The damage dealt by Ignite is listed in the effect entry; multiple sources of ignite stack, but each instance of ignite after the first has its damage reduced by 1 die.
- Break. (Replaces Ignite) A creature affected by Break loses all physical resistance it possesses and calculates its AC as only 10 + its dexterity modifier for the duration of the replaced ignite. A constitution saving throw is required to end Break early.
- Frostbite. (Replaces Ignite) A creature affected by Frostbite takes cold damage equal to the maximum of the first damage roll of the Ignite it replaces, this damage is increased by half (rounded up) if the creature is currently affected by frostbite. That creature has its movement speeds decreased by half for the duration of the replaced Ignite, and suffers difficulty +1 to all attack rolls and saves until the end of its next turn. A constitution saving throw is required to end Frostbite early, and it also ends early if the creature takes any fire damage.
- Static. (Replaces Ignite) A creature affected by static take additional lightning damage when attacked or whenever they move 10 feet, equal to the number of dice of ignite they would have suffered. Static has the same duration as the Ignite it replaces.
- Toxic. (Replaces Ignite) A creature affected by Toxic first loses any resistance to poison damage it may have, then treats any immunity to poison as if it were resistance instead. It takes poison damage at the start of each of its turns equal to the Ignite that Toxic replaced, and is poisoned for the duration of the replaced Ignite. A constitution saving throw is required to end Toxic early.
First Circle
Acidic Fumes (red)
When creating a flame from your conjure flame, you may choose to instead make it a corrosive flame. Half the dice of a corrosive flame (thrown or turned into an effect) are one size smaller and instead deal acid damage that is dealt a second time at the end of an affected creature's turn.
- [Augment Fire Breathing] Acid Fog: You may choose to have your fire breathing ability instead deal acid damage. If you choose to do so, the area created remains filled with acidic fog until the end of your next turn, and it cannot ignite creatures. Creatures that begin their turn in the fog take acid damage at the start of their turn, and creatures that move into the fog on their turn take the same damage the first time they move through it. This acid damage is equal to the number of damage dice from this casting.
- [Augment, +3 FP] Armor Break: As a reaction when you are using a corrosive flame on an effect that causes ignite, you may instead inflict Break on affected creatures. As armor break is a separate art, it does not affect the maximum FP you may spend on the triggering Art.
Branding Iron (red)
You may place your flame from conjure flame into a melee weapon. For 1 minute, it deals additional fire damage equal to your focus die.
- [Augment, +1 FP] Flash Brand: On a successful hit with a melee weapon affected by branding iron, you may spend focus points to deal an additional roll of your focus die for each point spent. If it is a weapon you are wielding, this is a free action, but if another creature is wielding it, it requires you to spend a reaction to use flash brand.
- [1FP, A +1FP] Cauterize: As an action, you may use a metal implement (such as a weapon or tool) to touch a creature (a melee spell attack if the target is unwilling) suffering one of the following conditions, spending the associated FP cost of that condition, to remove that condition from that creature. The target takes 1 point of fire damage for every FP spent. Bleeding (1 FP), Charmed (1 FP), Frightened (2 FP), Paralyzed (4 FP), Poisoned (2 FP), Stunned (6 FP). You may instead grant the target 3 temporary hit points for each point of fire damage dealt to it, turning the fire damage into temporary hit point burn, rather than cure a condition.
Consume Warmth (black)
When creating a flame from your conjure flame, you may choose to instead make it a consuming flame. A consuming flame deals necrotic damage instead of fire, and inflicts Frostbite instead of Ignite.
- [Augment Flash Fire, +1 FP] Devour Warmth: When using Flash Fire, you gain 2 temporary hit points per dice of damage it deals, which last for 1 minute.
- [4FP, A +1FP] Greater Consume Warmth: As a standard action, you may spend 4 or more focus points to deal cold damage in a 20 foot radius of yourself, gaining temporary hit points equal to one-half the total damage dealt. Creatures within this area, excluding yourself, take cold damage equal to your cantrip dice + 1d8 per focus point spent, or half as much damage on a successful constitution saving throw. The temporary hit points granted by this ability last for 1 minute.
Fire Lash (red)
When creating the flame from your conjure flame, you may choose to shape it into a whip. You are proficient with this whip, and it functions as a whip but it instead deals fire damage equal to your spell die instead of the normal damage of a whip. This whip cannot be used as a flame.
- [3FP] Flame Whorl: As a standard action, you may spend 3 focus points to make a spell attack against a creature within 10 feet of you deal fire damage equal to your cantrip dice and entangle it as with net (the escape DC and HP of the net are based on your spell save DC), and a creature so entangled takes fire damage equal to your cantrip dice at the start of each of its turns while it is entangled. Maintaining flame whorl requires concentration, and counts as an instance of your conjure flame, or you may sacrifice your Fire Lash instead.
- [4FP, A +1FP] Snakeflame: As a standard action, you may spend 4 focus points to send your fire lash out as if it were a serpent, leaving a trail of fire in its wake. Beginning in a space adjacent to you, it may move up to 30 feet and does not provoke opportunity attacks. This snakeflame may move through spaces occupied by a creature, and deals fire damage equal to your cantrip dice plus 1d8 per focus point spent to that creature when it does so. A successful dexterity save halves this damage, and a creature may only take damage from your snakeflame once per turn. For each additional focus point you spend, the distance the snakeflame may move increases by +10 feet.
Icefire (red)
When creating the flame from your conjure flame, you may choose to have it manifest instead as icefire, giving it a cold, blue color. Icefire deals cold damage instead of fire damage, functions normally underwater, and inflicts Frostbite instead of Ignite.
- Icy Whorl: (3 FP; Deals cold damage in a 20ft burst originating from a point within 20 feet of you; bonus damage to "soaked" creatures)
Inner Fire (black)
You may consume a flame created by your conjure flame as a swift action, taking true damage equal to your spell die, and are ignited (spell die); this ignite deals true damage and lasts for 1 minute or until you dismiss it as a move action. While ignited in this way, you gain accuracy +1 to all attack rolls, and may apply your charisma modifier to weapon damage rolls.
- [2FP, A +1FP] Broil: As a standard action, you may automatically deal fire damage equal to your cantrip dice to a creature you can perceive within 60ft of you. You suffer true damage equal to the number of damage dice dealt by this art, and you may choose to have the creature be ignited (2d6) but you suffer damage equal to this ignite's damage dice whenever they take the ignite damage. For every additional FP spent, the damage dice increases by +1d8, and the ignite may be increased by +1d6.
- [3FP, A +2FP] Cleansing Flame: As a swift action, you may consume one of your flames, taking true damage equal to your spell die, but clearing any one of these temporary negative conditions (Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned) from you. You may use this ability even if the condition would prevent your action. For every 2 additional FP spent, you may remove one additional condition.
- If you spend 5FP you may remove a permanent version of one of these conditions as a standard action.
Levin Bolt (red)
When creating a flame from your conjure flame, you may choose to have it manifest as a levin bolt, a string of electricity. A levin bolt has a range of 60/180ft when thrown, and any fire damage from arts using the levin bolt are converted to lightning damage (including when thrown). Levin bolts cannot ignite creatures, and instead cause Static.
- [1FP, A +2FP] Levin Sparks: As a move action, you may create weaker, but longer lasting levin bolts called levin sparks. You may use levin sparks as a ranged weapon in the splash group, and they have a range of 15/45ft, dealing lightning damage equal to your spell die on a successful hit. Levin sparks are not expended on use, but this effect lasts for 1 minute. For every 2 additional FP spent on levin sparks, you gain a +1 bonus to attack and damage rolls with them, and their range increases by +5/+15ft. Levin sparks cannot be used as flames.
- [1FP, A +2FP] Levin Spear: As a swift action, you convert any number of your levin bolts into levin spears. These spears may be wielded as a melee weapon in the spears group (you are proficient with levin spears and may use the polearm group masteries with them), or thrown with a range of 150ft/600ft, dealing your cantrip damage and inflicting Static 1 on a successful hit. When used as a melee weapon, they persist until the start of your next turn before being expended. The static inflicted by levin spears lasts for 3 rounds. For every 2 additional FP spent, the Static inflicted by levin spears increases by +1.
- [3FP, A +3FP] Roiling Thunder: As a standard action, you may expend a levin bolt to conjure up a 5ft³ storm cloud within 30 feet of you. While active, up to 1 minute, you may launch a levin bolt from the cloud's position as a swift action each round. For every 3 additional FP spent, you may convert one additional levin bolt into a storm cloud, and launch an additional bolt from a cloud each turn as part of the same action (a cloud may only launch one bolt each round).
Poison Breath (red)
(breathe fire and flash fire deal poison damage and poisons instead of ignites, deals poison damage while poisoned.)
- (some sort of mist effect that can be hit with fire to cause explosion/flare up effect)
Searing Rebuke (white)
You may consume the flame created by your conjure flame as an action, gaining temporary hit points equal to the damage your flame would deal plus your level, which last for 10 minutes. While you have these temporary hit points, enemies that attack you take damage equal to your proficiency bonus and are marked for up to 3 rounds. Any ally that attacks a marked creature may consume the mark to gain a +1d4 bonus to their attack roll.
- Shining Brand: As an action, you may consume all marks created by your searing rebuke, dealing radiant damage to the marked creatures equal to your cantrip dice, +1d8 per focus points spent. Creatures damaged by shining brand must make a constitution saving throw or emit light as a torch and be blinded for 1 round. The duration of the light (but not the blindness) increases by 1 round for each focus point spent. Allies that attack creatures emitting light created by shining brand may consume 1 round of its duration to gain the same effect as if consuming a mark created by searing rebuke.
Sight of Embers (white)
You may stare into the flame created by your conjure flame for 1 minute to gain precognitive insight. For the next hour, you gain 1 inspiration die equal to your focus die, and you may spend this inspiration die on any d20 roll you make, expending it on use. You may instead spend 2 FP when gaining insight to gain a number of inspiration die equal to your proficiency bonus, to a maximum number of inspiration die equal to the amount of FP you spend.
- Flamesight: As a bonus action (or as part of the same action to create it), you may consume the flame created by your conjure flame ability, granting yourself the ability to see perfectly in darkness, magical or not, for as long as you concentrate (up to 1 hour).
- Gaze of Embers: While under the effects of flamesight, you may spend 2 or more FP as an action to make a ranged spell attack against a creature you can see. On hit, that creature takes 2d8 points of radiant damage and must make a wisdom saving throw or become blinded for 1 round. Creatures that are blinded by gaze of embers take radiant damage equal to a roll of your focus die at the start of each of their turns. For each additional FP spent, the duration of the blinded condition is increased by 1 round; a creature may attempt another saving throw at the end of each of its turns to end this condition early.
Second Circle
Black Flames (red)
When creating the flame from your conjure flame, you may choose to instead create a black flame, a nearly lightless flame the color of shadow. Black flames deal radiant damage instead of fire damage, and do not shed light.
- [3FP, A +2FP] Snuff the Light: You may throw one of your black flames to a space within its maximum range, causing it to consume the light in a 20ft burst. Roll your cantrip dice and add your level to it; creatures within the burst with fewer hit points than the rolled result are instantly reduced to 0 HP, or 1 HP if they succeed on a constitution saving throw. For 1 minute afterward, the light level in the affected area is reduced by 1 step, and all creatures within it reduce any healing they receive by 15 points so long as they are in the area and for 1 round after they leave it. For every 2 additional FP spent, the healing reduction increases by +10 points and lasts +1 additional round.
- [3FP, A +3FP] God-Eating Flame: When you create a black flame, you may spend 3FP to imbue it with a life sapping force. Creatures that are ignited by a god-eating flame have their maximum hit points reduced whenever they take ignite damage, equal to the number of damage dice of the ignite. For every 3 additional FP you spend, you may create an additional god-eating flame, though this cannot put you above your maximum number of flames.
Chaos Flames (red)
When creating the flame from your conjure flame, you may choose to instead create a chaos flame. Chaos flames do not have a set damage type, instead choosing it at random.
To determine the damage of a chaos flame, select one of your cantrip dice rolled for damage, or a d8 if it does not roll cantrip dice. Its result is the type of damage the chaos flame deals.
1 = Force; 2, 3 = Radiant; 4, 5 = Fire; 6 = Half Radiant, Half Fire; 7 = Necrotic; 8 = Roll again, adding this result to the total damage and using the new die to determine damage. If another 8 is rolled on this new die, you may roll again, up to a number of additional damage dice equal to your proficiency bonus, at which point roll a d6 instead.
- [4FP, A +1FP] Chaos Orb: When throwing a chaos flame, you may spend 4 FP to cause it to erupt in a fiery explosion within its maximum range. The flame detonates in a 15ft radius, and creatures within take damage based on your cantrip scaling, +1d8 per total FP spent, with a basic dexterity save. Creatures that fail this saving throw suffer Frostbite (unlike normal frostbite, roll your cantrip dice for its damage, and its damage is the same type as chaos orb) for 5 rounds. For every additional FP spent, you may select one creature within 15ft outside of the burst to also be affected by chaos orb.
Envious Flame (green)
When creating the flame from your conjure flame, you may imbue it with captivating power. An envious flame deals half damage (rounded down), but affected creatures are charmed by you for 1 round and must succeed on a charisma saving throw or be charmed for an additional number of rounds equal to your proficiency bonus.
- [2FP, A +1 FP] Envy Health: You may expend an envious flame as a reaction whenever a creature within 30ft of you that you can perceive is healed, stealing up to 10 points of healing from that creature and applying it to yourself. For every additional FP spent, the amount you may steal increases by +5 HP.
- [4FP, A +2 FP] Dominating Flame: You may target a creature you have charmed with your envious flame, choosing what actions they will take on their next turn. You may only choose basic actions, such as attacking with a weapon, moving, or similar actions that are not casting an art or using a special ability. For every 2 additional FP spent, you may choose one additional creature to dominate in this way.
Explosive Orb (red)
When throwing the flame created by conjure flame, the target must succeed on a strength save or be knocked prone, and the flame deals splash damage, equal to the number of damage dice it would deal, to creatures adjacent to your target on a hit.
- [Augment +1FP, A +2FP] When throwing a flame, you may spend 1 FP to change it to instead target an area within its range, where it deals its damage in a 5ft radius with a basic reflex save. Creatures that fail this save are also pushed 5ft away from the center of the burst and knocked prone. For every 2 FP spent, the damage increases by +1d8 and the radius increases by +5ft.
- [Augment Fire Breathing] Dragon's Breath: When using your fire breathing ability, each FP spent above the base cost increases the length of the cone by +5ft.
- [Augment +2FP] As a reaction when you cast a pyromancy that deals damage in an area measured in feet (such as a cone or burst), you may expand that area by +5ft per 2 FP you spend on this augment.
Immolation (black)
(Ignite touched creature, giving it resistance to cold for duration. Can spend FP to increase duration of ignite, even if it saves to put it out.)
- Char: (melee spell attack deals hp burn based on fire damage target has taken in the last round, weakens its saves against further fire damage)
- Self-immolate: (can ignite self, not taking damage, but similar effect to efwein body of flame)
Levin Quiver (red)
You may create additional levn bolts when using conjure flame to do so, up to your proficiency bonus. This amount may exceed your normal maximum, but you may not use levin bolts created this way for pyromancies that do not call for levin bolts specifically.
- (lightning damage in a line by spending bolts, add focus die for each additional FP and bolt spent)
Sleeping Embers (black)
(place flame into other creatures as shortish ranged spell attack. Can spread as if ignite, but does not deal damage on its own. Attacks from other sources deal bonus fire damage based on focus die and can spread sleeping embers further.)
- (detonation effect, dealing large amounts of fire damage to all embered targets. Consume warmth synergy: detonating an ember within 20ft range grants you temp HP equal to focus die, adding together a single use of this effect)
Toxic Swamp (white)
(alters ground in an area to become rough terrain, creatures within can become poisoned and take poison damage. Sticks for 1 round after leaving area)
- (something to cause eruptions of toxic gas as a reaction)
- (something to ignite creatures affected by poison)
Warmth (white)
As an action, you may spend 3 FP and hold the flame created by your conjure flame high, and cause it to emit soothing light. Creatures within the bright light radius of this flame regain hit points equal to a roll of your focus die. If you maintain concentration on this ability, creatures within this bright light are also protected from extreme environmental cold for as long as you concentrate.
- Donate Warmth: (can transfer your temporary hit points to other creatures. They may spend a hit die to heal the amount you donate instead)
- Memory of Sunlight: As an action, you may spend 5 FP to create a small point of light within 50 feet of you. This point begins to emit sunlight, and continues to do so as long as you concentrate (up to 1 minute), providing bright light in a 30 foot radius and dim light in a further 30 feet. Creatures within the radius of bright light regain 2 hit points at the start of each of their turns; creatures with less than half of their maximum hit points receive double the amount of healing.
Third Circle
Brightfire Rays (red)
(affects conjure flame; allows you to deal radiant damage with certain pyromancies. This damage counts as sunlight.)
(gain resistance to fire. If you already have a permanent form of resistance to fire damage, you instead gain immunity.)
- (see investiture of flame)
Searing Blight (black)
(something akin to cloudkill; treated as both fire and poison for vulnerability purposes)
Spirit, Born of Flames (green)
(may create a flame echo of yourself. any damage dealt by it is fire damage; affected by Black Flames, Icefire, and Levin Spear.)
- (as conjure elemental, but only fire elemental. Can be affected by Black Flames, Icefire, and Levin Spear, but these only change the damage type.)
Fourth Circle
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