Title: Chapter 7: Pyromancy Author: Star_ Pastebin link: http://pastebin.com/L679MX6m First Edit: Monday 10th of November 2014 12:53:18 PM CDT Last Edit: Last edit on: Saturday 24th of January 2015 03:42:33 PM CDT Chapter 7: Pyromancy     ~*~*~*~*~*~*~   Ignite Fire [SL 5] Base dmg: N/A This very simple spell creates a small spot of strong heat, setting fire to readily flammable material such as cloth, paper or straw. It does not affect items that would not normally easily burn in a fire, and creates at most a small bit of discomfort against a living target. This is a spell almost half of any unicorn population knows, and is commonly one of the first spells taught in magic school. For that reason, many schools for young mages invest in fire-retardant books and paper.   Extinguish Fire [SL 5] Base dmg: N/A Prerequisites: Ignite Fire Instantly puts out any non magical fire in the area of effect. Has no effect on materials that are just very hot (molten steel, plasma, etc.).  This spell actually functions by slightly changing the properties of oxygen in the area to make it less capable of burning, and would in theory be dangerous for living creatures by inhibiting cell breathing, but creature's natural magic resistance resists this effect readily (Technically a person with a defective magic resistance system could be damaged by this spell).   Seek Fire [SL 8] Base dmg: N/A A divination spell that tells the caster the direction and approximate distance to the nearest fire source or source of intense heat. The caster may also specify a specific type of fire to look for, based on the fire's fuel (wood fire, alcohol fire, gas fire, etc.). This spell uses long distance modifiers. This spell is very handy for firefighting since it allows one to find hidden embers that may still be in a house after the main fire has been dealt with, and is commonly used by fire departments around Equestria for just that.   Warmth [SL 7] Base dmg: N/A Prerequisites: Ignite Fire  This refined heating spell is designed to keep a living creature comfortably warm in cold weather, avoiding the risk of frostbite or hypothermia. This effectively increases the subject's temperature up to 30C to the subject's optimal 'comfort level'. The spell offers no protection against magical cold attacks.  Handy for anyone living in the frigid cold, this ubiquitous spell is great to stay comfy and warm in almost any weather and almost any level of clothing. This spell was designed to last long and be very safe and easy, critical failures are often not dangerous at all and cause annoying fevers for a short while or similar. One can also make oneself or someone else unusually toasty warm with this spell, which can make for a very nice cuddling experience.   Combustion [SL 7] Base dmg: D2 Prerequisite: Ignite Fire This spell causes a target seen by the user to ignite in flames. If this is performed on a flammable object or an object under intense pressure, said object will explode. If this is performed on an enemy, the enemy takes damage, but they are able to shake the flames off instantly. A critical success causes double damage, while a critical failure causes 1 self damage.   Fireball [SL 7] Base dmg: D4 Prerequisite: Ember  The first projectile spell most mages learn, Fireball is one of the many classics of the fire college. This spell allows you to form and throw a ball of hot flame, as with usual missile spells. When it strikes something, it vanishes in a poof of flame. It is likely to set a flammable target alight.  Another of the few outright lethal spells commonly taught in magical schooling, Fireball is often the one or at least the first missile spell mages know. It's simple, classic, and effective, having good range and damage and being relatively simple spell technically.   Rain of Fire [SL 11] Base dmg: 1d6-1 Prerequisites: Create Fire Fiery droplets of rain from the sky onto the area of effect, causing 1d6-1 damage per round to all within. Creatures under the area of Rain of Fire take the damage at the end of their turns, if they leave the area within that turn, the damage is halved. The spell can only be cast outdoors. A large shield can be held upwards to protect from the rain, reducing damage to half if it is a normal shield, or negating it completely if it is a tower shield. The shield itself may take damage if it is made of wood or other flammable material. Readying a shield like this occupies your main hoof. Structures and other objects resist the rain as if it were fire as normal, see Environment in the Game Master's Guide for more info. Another trope classic in the pyromancer's inventory, Rain of Fire looks mean and bad and feels like it, too. It is a strong damage over time and is most effective when the enemy is confined and cannot escape the affected area. It is also highly effective in burning down wooden buildings or crops. This spell is frowned upon in Equestrian society, as there are far more effective defense spells with less collateral damage, but many adventurers still know and use it.