Pyro Sphere
This spell-form is a favorite among those of the Ruby Order, especially when dealing with another magick wielder in combat. It is especially effective when forced to fight in regions where the terrain itself may be disadvantageous, allowing one to alter the terrain around them in a method tried, true and tested. If you don't like it, burn it to ash.
Effect
Basic Effects: Weaving the current of Doitean in a more assertive and sustainable manner than many other offensive spell forms, you bring it to enough concentration of the Ruby Manna to manifest a ten foot wide sphere of flame, swirling like a contained small firestorm. This sphere manifests at a point of your choosing. Any creature that ends its turn within 5 feet of the sphere must make a Agility Defensive Test, or take 2d6 fire damage, gaining both the Ablaze and Blinded (1) Conditions. Those whom make the Defensive Test successfully take half damage but gain neither condition.
Each round you commit to maintaining this spell-form, during that action you may have the sphere move at a speed of 30 feet. Moving it over terrain, even magickal terrain such as an Entanglement patch caused by an Emerald Magister, will burn away any combustible parts of the terrain, such as plant matter. If you ram it into a creature, that creature is immediately subject to the damage and the defensive test, and the sphere stops moving this turn. If you ram it into a wall of a building or some other obstacle of that ilk, if possible, it ignites and is now on fire, and the sphere ceases to move this turn. When moving the sphere, you can direct it over barriers of a hieght of ten feet or less in height, along with it being able to jump over pits fifteen feet or less across. The sphere sheds bright light for some thirty feet, and dim light another twenty or so beyond that.
Firestorm: If a target that would be at risk of taking damage already suffers from the Ablaze condition, the damage increases to 2d10.
Each round you commit to maintaining this spell-form, during that action you may have the sphere move at a speed of 30 feet. Moving it over terrain, even magickal terrain such as an Entanglement patch caused by an Emerald Magister, will burn away any combustible parts of the terrain, such as plant matter. If you ram it into a creature, that creature is immediately subject to the damage and the defensive test, and the sphere stops moving this turn. If you ram it into a wall of a building or some other obstacle of that ilk, if possible, it ignites and is now on fire, and the sphere ceases to move this turn. When moving the sphere, you can direct it over barriers of a hieght of ten feet or less in height, along with it being able to jump over pits fifteen feet or less across. The sphere sheds bright light for some thirty feet, and dim light another twenty or so beyond that.
Firestorm: If a target that would be at risk of taking damage already suffers from the Ablaze condition, the damage increases to 2d10.
Side/Secondary Effects
Tier II Effects: Damage increases to 3d6 and 3d10 respectively. Sphere has a 40 foot movement speed now.
Tier III Effects: Damage increases to 4d6 and 4d10 respectively, Sphere has a 50 foot movement speed now.
Tier III Effects: Damage increases to 4d6 and 4d10 respectively, Sphere has a 50 foot movement speed now.
Manifestation
The only warning the cannon crew really had was a subtle sound of crackling, and the smell of burning from their left flank. Before they could react, the ball of pure flame came spinning up the side of the hillock, engulfing their ammunition wagon, causing a massive explosion, rending the three artillery men apart, as the sphere kept moving, dancing across the high ground towards the next artillery position.
Gestures & Ritual
Casting TN: 16, Tier II: 21, Tier III: 26
Related Discipline
Ruby Order
Related School
Pyromancy
Related Element
Doitean (Fire)
Effect Duration
Maintained (1 action), up to 1 minute
Effect Casting Time
1 Action
Range
90 feet
Applied Restriction
Target: A ten foot radius area focused on a point in range.
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