Cone of Flames
This is the most basic invocation for pyromancers. The caster's hands erupt with a spraying fire. The destructive intensity of this invocation is indistinguishable from natural occurring fire. However, more adept pyromancers can invoke a gelling agent that dispenses with the flame to stick to targets.
Casting Time: 1 Action |
Range: self-15 ft. |
Area of effect: 15 foot cone from self |
Damage: 2d10 + 1d10 For every 5th level. |
Effects: Each creature in a 15-foot cone must make a constitution saving throw. A creature who fails a saving throw is stricken with “burning” condition. |
Flaming Wind
More advanced invokers can breath fire when they become more skilled in controlling volatile flames. Invoking fire from the mouth is significantly harder to control but can travel farther and burn hotter than flames invoked from the hand.
Brimstone Bullet
This invocation requires the user to focus a great amount of energy and concentration into a single point to call forth the flaming brimstone. Rather than fireball which invokers call into being to damage a large area, the brimstone invoker is seeking to cause as much damage to a single target as possible. Brimstone bullet can cave-in chest plate armor and in some cases will even pierce straight through like superheated crossbow bolt.
Cindering Touch
Even invoked fire can lose its potency as soon as it leaves the point of origin. Mastering the cindering touch can allow the user to focus all the destructive intensity to their hands and invoke fires that burn with a far greater heat than projectile attacks. Cindering touch can even damage weapons and armor of an opponent, lessening their combat effectiveness.
Blazing Weapons
Questions born of false reputations around flaming weapons are often raised on how simply lighting a weapon on fire can increase damage rather than just make for a showy weapon. Invoking blazing weapons is not akin to dipping a weapon in oil and catching fire, but surrounding the weapon with a heat so intense as to pierce armor like parchment.
Casting Time: 1 Action |
Range: Self |
Duration: 3 Attacks, Activate every 5 turns |
Effects: Recipients of weapon's attack has AC set to 10 (5E.) Or physical resistance is cut by 50% (Custom Rules.) Target is also inflicted with "primed." |
Fireball
The caster's hands erupt with an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet unless they pass a physical resistance check.
Fire Storm
The user summons flaming meteors, raining fire down upon enemies all over the area causing explosions and shockwaves from massive impacts.
Burning Judgement
The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn.
Detonation
The user invokes an unstable inferno within themselves, requiring a heavy amount of focus as to not be consumed the the engulfing fires being stored within. A master level of pyromancy is needed to properly store such a massive amount of energy and release it outward without destroying oneself in the process.
Fire invocations have a focus on inflicting the "burning" status.
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