College of Pyromancy
At this college you will learn to master the arts & disciplines of the element of Fire. Use these spells with caution -- many can cause an alarming amount of collateral damage to combustible materials; and a wizard who is too free with his flames will not be trusted by the community.
A wizard must be at least Seventh Level to attend this college. The tuition is 14,000 gp; the seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon successful completion of studies, you will be given the Flame Flick spell. The remainder of the college's spells will be available for you to purchase at the Guild.
Level Two
Flame Flick / 5 / --
A small spurt of flame from the finger, which may be "flicked" up to 15 feet away. It may ignite dry combustibles, or do 1-2 points of damage.
Level Three -- 2000 gp
IQ = 14, DX = 10
Fireball / [E] / 6 / range 100'
A glowing red 6 inch sphere hurtles to the target & explodes. The caster must make the appropriate DX SR to hit, or specify a terminal range for explosion. Damage is 2d, no adds. Higher levels either double the damage or the range.
Level Four -- 2500 gp
IQ = 16, DX = 11
Flame Out / [E] / 10 / range 50'
Extinguishes a campfire sized fire (or up to four torches). Higher levels put out larger fires (e.g., a bonfire = L6, a house fire = L8).
Invincible Flame / [D] / 14 / range 20'
Cast on an existing fire (up to bonfire size), this will cause it to continue burning as long as the fuel remains, regardless of presence of oxygen, high winds, even underwater, etc. Lasts one hour.
Sta-Cool / [D] / 15 / --
This renders the caster or one other person impervious to heat & immune to all fire damage (except magical flames created by a caster (or dragon) with greater IQ than this spell's caster) for one hour.
Hot Stuff / [D] [E] / 10 / range 20'
Raises the temperature of an object (up to hobbit size) by 20°F for one turn.
Level Five -- 3000 gp
IQ = 18, DX = 12
Hot Time / [D] [E] / 10 / range 50'
Raises the temperature in a 25 foot radius by 10°F for one turn.
Hell Gloves / [D] / 20 / --
Envelopes the caster's hands in flames. The caster will then do 1d damage by touch (each hand) as well as ignite flammables. This will also grow to envelop any hand-held weapons and add one die to their combat damage as well as render the attack magickal. Lasts one round.
Fire Vision / 26 / --
The caster may look into one fire and "see out of" any other fire within five miles. Lasts one turn.
Level Eight -- 5500 gp
IQ = 24, DX = 15
Armor of Flame / [D] / 35 / --
Swaths the caster's entire body in flames. This has all the same effects as the Hell Gloves spell. It also does 6d damage if grappling or being grappled. It also heats up any melee weapon used against the caster by 20°F per round. Lasts one turn.
Level Nine -- 6000 gp
IQ = 26, DX = 16
Fire Portal / 25 / --
Allows the caster to step into one fire and out of another up to five miles away.
Level Eleven -- 8000 gp
IQ = 30, DX = 18
Spontaneous Combustion / 40 / range 80'
Cause one victim to burst into flames and be instantly reduced to ashes. The target is allowed a SR on IQ at (the caster's level minus their level); if they succeed, they still take damage equal to the caster's IQ and their clothing is on fire.
Level Thirteen -- 9000 gp
IQ = 34, DX = 20
Fire Storm / [E] / 55 / --
A circular wave of raging flames spreads outward from the caster to a radius of 50 feet, doing (IQ × caster's Level) damage and igniting everything that might conceivably burn. Higher levels double the damage or the radius.