Fire is the breath of life, it gives comfort and the ability to transform, but it's also a dangerous and destructive tool with a will of its own.
It's perhaps for this reason that Hobgoblins and their kin are drawn to its inherently untamable nature. Perhaps the fire illuminates their own lust for power.
The study of Pyromancy is first an arcane discipline and uses the base Magic-User class, however, it draws from a completely different spell list. They can additionally receive either Divine Lore or Blacksmithing at first level. They can choose to gain a free purchase in either of these skills at level up instead of the free purchase of Arcane Lore.
Pyromancy is seen as a divine art, and its practitioners are akin to clerics. Pyromancers are most common among the Hobgoblin tribes of the Ban-Skald and their Half-Hoblingoblin children. The study of fire channeling can found among other races, with Grel and the Arran'aki being the next most common, but its not even close to the numbers that the Hobgoblins produce.
CASTING AS A PYROMANCER
The fact that pyromancers draw their spells from the divine spell list but still use Spell Points may seem confusing, but there is an easy way to figure out your spell costs. It's identical to figuring out the spell point cost of regular magic user spells (spell level x 20 + 80 or spell level x 10 + 40 for memorized spells.). You treat divine spells just like regular arcane spells, and while you can't expend additional spell points to buff them you will still need to memorize them to get the reduced spell cost.
Spells that are marked with the asterisk are special, these are spells of pure fire that draw on the most primal power of pyromancy. These spells are fueled by the fire in a Pyromancers heart, and always have the benefits of a memorized spell. They come with the added bonus of being usable even if a pyromancer has lost his spell book, and are automatically learned during a level up.
Spell List Key:
MU = Arcane Spell List
ZG = Zealot's Guide followed by guide #.
PHB = Player's Handbook clerical spell list
A
Amplify Illumination (MUA)
Feat of Strength (MUA)
*Fire Finger (MUA)
Jolt (MUA)
Repair (MUA)
Springing (MUA)
J
Candlelight (MUJ)
Sense Magic Aura (MUJ)
Extend Fuel (PHB)
Moderate Personal Climate (PHB)
Sense Divine Magic (PHB)
1
Pepper Spray (MU1)
*Scorch (MU1)
Flash Bang (ZG4)
Aggravate Pain (PHB)
Moderate Elemental Damage (PHB)
Sterilize (PHB)
*Searing Metal (PHB)
2
Shocking Touch (MU2)
Smoke Screen (MU2)
Torchlight (MU2)
*Fire Breathing 1 (ZG3)
Detect Poison (PHB)
Endure Heat (PHB)
Illumination: Torch (PHB)
3
Bedazzle (MU3)
*Flaming Missiles (MU3)
Pyrotechnic Display (MU3)
Veil of Darkness (MU3)
White Hot Metal (MU3)
Withstand Fire (MU3)
Alleviate Trauma (PHB)
Endure Cold (PHB)
Rejuvenate (PHB)
4
Enfeeble (MU4)
Fracture Object (MU4)
*Skipping Betty Fireball (MU4)
Strength of the Boar (ZG2)
Illusionary Fire (ZG4)
*Flaming Weapon (PHB)
Re-energize (PHB)
5
Entrancing Lightshow (MU5)
Heat Seeking Fist of Thunder (MU5)
Massive Smoke Screen (MU5)
Munz's Bolt of Acid (MU5)
Illumination: Lateran (PHB)
Therapeutic Touch (PHB)
6
Boost Strength (MU6)
*Flame Ball (MU6)
Stink Bomb (MU6)
*Fire Breathing 2 (ZG3)
Bless Weapon (PHB)
7
Low Light Vision (MU7)
Strength of the Stag (ZG2)
Smoke on the Water (ZG3)
Extreme! (ZG3)
Invigorate (PHB)
8
Exploding Script (MU8)
Force Grenade (MU8)
Illumination (MU8)
*Fire Breathing 3 (ZG3)
Extinguish (PHB)
9
Infravision (MU9)
Lightning Bolt (MU9)
Resist Fire (MU9)
Alleviate Fatigue (PHB)
*Fiery Furnace (PHB)
10
*Fireball (MU10)
Power Attacks (ZG2)
Sunburst 1 (ZG6)
Bless Weaponry (PHB)
11
Chlorine Gas Cloud (MU11)
Claymore (MU11)
Dense Fog (MU11)
*Fire Breathing 4 (ZG3)
12
Strength of the Bear (ZG2)
Hex, Arcane Spellcaster (ZG2)
EXTREME!! (ZG3)
Shill o' the Wisp (ZG4)
Analgesic (PHB)
Resist Acid or Caustic (PHB)
13
*Firewall (MU13)
Mist of Corralling (MU13)
Toxic Web (MU13)
Daylight (ZG6)
Blessed Warmth (PHB)
*Pillar of Fire (PHB)
14
*Fireball Volley (MU14)
*Fire Breathing 5 (ZG3)
Mortal Combat (ZG3)
Sunburst 2 (ZG6)
15
Phosgene Gas Cloud (MU15)
Strength of the Bison (ZG2)
Solar Bludgeon (ZG6)
Antitoxin (PHB)
White Energy Shroud (PHB)
16
Night Fighters (MU16)
Light Beam (ZG6)
Bless Weapons (PHB)
Enervating Blast (PHB)
17
EXTREME!!! (ZG3)
*Molotov (ZG3)
*Hail to Fire (PHB)
18
*Torrential Fireball (MU18)
Wall of Bronze (MU18)
Action Hero (ZG3)
19
Strength of the Oliphant (ZG2)
Sunburst 3 (ZG6)
White Energy Shield (PHB)
20
Nerve Gas Cloud (MU20)
Dragonspeak (ZG2)
*Fire Strike (PHB)
Showing posts with label Mages. Show all posts
Showing posts with label Mages. Show all posts
Sunday, October 16, 2016
Wednesday, September 21, 2016
Andalish Magic

Something must be down, the four concluded, they would have to steal the Riddle of Iron from their enemies. So they turned to cunning Cassandra, who was as willy as she was beautiful.
Cassandra went out and came to the giant smith Hastigi robed in wild winter. She seduced him and learned his secrets, learned the secrets of metal.
The Lady lead Hastigi back to Indavoll where he was bound with imprisoned with his own iron and magic to serve as their smith and servant till the end of time.
But Cassandra has a secret for from the union came a child, who bears no name. She head him on Andalis where he took his father's trade and taught it to the first Druids.
Andalish magic is forever linked with the outcast, the mule, and the half-breed. As such, the wild lands of the Young Kingdoms is dotted with hedge-mages living away from society but desperately needed by it, a love-hate relationship that has endured for ages.
While it has become divorced some from metal-working, the link between the two has never really disappeared in the minds of most of the Young Kingdoms and many Druids still practice ancient blacksmithing techniques to enchant blades with runes and secret blessing.

Most don't survive and die screaming, choking on their own blood.
Unwanted children, children born out of wedlock and bastards, as well as half-breeds, are also put through this ritual. Andalish custom puts more weight on the magical ability of such mules and it is a good way to get rid of the inconvenient child.
If the child lives through the Trail of Marks, he is apprenticed to the Druid, where his life becomes devoted to the study of Spearmetal. Most Druids are men.
Druids are the only Andals to worship the Chained One, the giant Hastigi, who taught them their trade. He is feared by the common Andal, being an enemy to their gawds since time immortal. His rites and rituals known only to his followers.
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