Skip to content

Fire Magic

Rules system: homebrew Sancturi system (March 2019 draft). Legacy design material, not canon for play.

Lore page: Arcane Colleges.

The spell compendium for the five Schools of Pyromancy, the Fire domain, whose opposite is Water.1 It is the latest of the college documents and uses its own four ranks, Apprentice (orders 1-6), Adept (7-12), Master (13-18) and Grandmaster (19-24), rather than the thirteen-tier ladder of the other colleges (Arcane Colleges). Cards are written for most Apprentice spells and five Adept spells.

Schools of Pyromancy

The bracketed letter is the school's second element (Light, Earth, Dark, Air).

Rank Incendics: Conjure Flame Thermokinetics: Heat & Light (L) Vulcanology: Melting & Magma (E) Ruination: Consume/Destroy (D) Pyrodynamics: Combustion (A)
Apprentice (1-6) Ignite 1 (Minor); Firebolt 3; Firebrand 5 (Minor) Scorching Ray 2; Warmth 2 (Minor); Torchlight 4; Repel Heat 6 Bubbling Earth 4; Lava Fountain 6; Lavalance 6 Darkfire 3; Fire Within 4 (Minor); Orb of Incineration 6 Concussive Shield 2 (Guard); Fireblast 5; Flame Arc 6
Adept (7-12) Backblast 7 (Guard); Fire Nova 9; Flame Strike 10; Wall of Fire 12; Summon Fire Elemental Furnace 8; Heartfire 8; Column of Incandescence 9; Heat Metal 11; Thaw Create Magma Mephit 8; Lava Cloak 9 (G); Lava Shower 10; Melt Metal 12; Melt Stone Extinguish 8; Ignite Wildfire 8; Accelerant 10; Wildfire Bolt 12; Incendiary Cloud Fireball 9; Concussive Nova 10
Master (13-18) Wreath of Flames (Fire Shield); Rain of Embers Inferno; Summon Radiant Elemental Summon Magma Elemental; Wall of Magma Incendiary Barrier; Summon Wildfire Elemental Pyroblast; Summon Phoenix
Grandmaster (19-24) Mantle of Fire Control Temperature Meteor Swarm Chaos Fire Volatile Ember (bomb)

The domain worksheet of December 2018 spells the magma school Vulconomy. The overview's "Concussive Nova 10" has its card titled Concussive Blast.

Card key

Each card gives the school, the casting kind (Minor, Standard, Guard, Ritual) and the order; casting time and how the casting can be stopped (Uninterruptible, Interruptible (Focus), Interruptible (Concentration) or Preventable); range and MP cost; area and attack; duration and save. Most "Empower" lines are "??". S is a bonus added to damage that the document does not define; [Skill] is the caster's skill.

Apprentice spells

Spell School, order Casting Effect
Ignite Incendics, Minor 1 1 Minor; Interruptible (Focus); 90'; 2 MP; 1 object; Invocation, Fire; instant Ignites the target, setting it alight: +1 Burning.
Concussive Shield Pyrodynamics, Guard 1 1 Minor; Uninterruptible; 5'; 2 MP; 1 attack; Guard, Thunder; concentration; save none. Guards: Magical Bulwark, Physical & Aural, Melee, Ranged, Area A guard Reaction creating a blast of force to knock back would-be attacks and attackers.
Scorching Ray Thermokinetics, Standard 2 1 Standard; Preventable; 120'; 3 MP; 1 object; Evocation, Fire; instant; empower +3: +1 second, +2: +S damage to first A beam of intense heat for 2 seconds, burning for 2d4 fire damage per second. The beam can stay on one target or move to different targets in range each second within a 90-degree arc; each second or target needs a separate Hit roll. "STILL NEEDS BALANCE!"
Warmth Thermokinetics, Minor 2 1 Minor; Interruptible (Focus); 90'; 2 MP; 1 object or creature; [Skill] turns Warms the target: 2 Frost Absorb and Chilled reduced by 1 per turn while active.
Firebolt Incendics, Standard 3 1 Standard; Interruptible (Focus); 120'; 3 MP; 1 object or creature; Evocation, Fire; instant A small cone of fire at the target; on a Hit, 2d6+S fire damage.
Darkfire Ruination, Standard 3 1 Standard; Interruptible (Focus); self; 3 MP; [Skill] turns A ball of darkfire in your hand. It gives no visible light but heat like a normal fire; looking closely in the right light, one sees the twisting air currents. It does not harm you or your clothing. Touch attacks with this hand deal 2d4 Fire damage, and Evocation spells cast with it are darkfire instead of normal fire, though any fires they start are normal. Creatures with Darkvision see darkfire as easily as normal fire.
Fire Within Ruination, Minor 4 1 Minor; Interruptible (Focus); self; 3 MP; concentration While active, raise the damage die size of fire effects you cast by consuming health equal to the dice used (2d4 to 2d6 for 2 health), plus 1 health per additional target.
Torchlight Thermokinetics, Standard 4 1 Standard; Interruptible (Concentration); 60'; 3 MP; 1 object or creature; Evocation, Fire; concentration A floating 6" ball of fire lighting like a torch: bright light for 30', dim for the next 30'. A Minor action moves it up to 60'; touching or hitting an object deals 1d4 Fire damage.
Bubbling Earth Vulcanology, Standard 4 1 Standard; Preventable; 200'; 6 MP; 2 squares per [Skill]; concentration Small amounts of bubbling lava are forced out of any natural, non-watery surface (dirt or stone), in any contiguous shape set at casting up to the spell's area. Flammable objects in it almost certainly ignite. A creature entering must make an Acrobatics check vs 5 or take 2d8 Fire damage, for every affected square entered and at the start of each turn it stays in one.
Fireblast Pyrodynamics, Standard 5 1 Standard; Interruptible (Concentration); 120'; 5 MP; 1 object or creature; Invocation, Fire/Thunder; instant A focused target explodes in a fiery blast: 1d8 fire and 1d8+S thunder damage.
Firebrand Incendics, Minor 5 1 Minor; Interruptible (Concentration); 30'; 4 MP; 1 weapon; concentration Enchants a weapon in range (sword, axe, arrow, etc.) with powerful fire: +1d6 fire damage while you concentrate.
Flame Arc Pyrodynamics, Standard 6 1 Standard; Interruptible (Concentration); self; 6 MP; 30' cone; Evoke, Area, Fire/Thunder; instant An exploding arc of flame between 90 and 180 degrees (adjustable): 1d6 thunder and 2d4+S fire damage to all creatures in the area.
Lavalance Vulcanology, Standard 6 2 Standard; Preventable; 120'; 6 MP; single target; Evoke, Ranged, Fire; instant A projectile of pure lava, slow to fashion but searing: 4d10+Q fire damage on a Hit.
Lava Fountain Vulcanology, Standard 6 1 Standard; Preventable; self; 9 MP; Evoke, Ranged, Fire; concentration up to [Skill] A lava fountain in a 10x10 area of natural earth (dirt or stone). Round 1 it bubbles and is easily avoided; round 2 it reaches full size; pooled lava spreads to 15' from centre at round 3, 20' at 4, 25' at 6, 30' at 9, 35' at 13, 40' at 18, 45' at 24, and so on. It burns or melts anything it touches. A creature standing or moving in the lava takes 8d8 fire damage; through the fountain itself, 16d8. Once per turn, as a Standard Action, the caster can spew a lava bomb at a target within 60' (−4 to hit for its slowness; 3d8+S damage).
Orb of Incineration Ruination, Standard 6 1 Standard; Interruptible (Concentration); 120'; 3 MP; 5x5 area; Fire; concentration up to [Skill] A glowing fiery red orb 2' across, summoned within 20', hovering 1'-3' off the ground and moved up to 30' per turn as a Minor action at walking pace. A creature may spend one Reaction to avoid it for the whole turn; one that cannot takes 4d6 fire damage.
Repel Heat Thermokinetics, Standard 6 1 Minor; Interruptible (Focus); 90'; 3 MP; 1 object or creature; [Skill] turns Repels heat: 2 Fire Absorb and Burning reduced by 1 per turn while active.

Adept spells

Spell School, order Casting Effect
Backblast Incendics, Guard 7 1 Minor; Uninterruptible; 5'; 2 MP; 1 attack; Guard, Fire; concentration; save none. Guards: Magical Instinct, Aural, Ranged or Area A guard Reaction blast of fire that can consume fire, frost and acid effects. On success it can redirect ranged fire effects to another target within 30' (the guard roll is the attack roll). Only the caster is protected.
Create Magma Mephit Vulcanology, Ritual 8 ritual, 30 minutes; Preventable; 120'; 3 MP; [Skill] days Builds a magma mephit from a fae magma spirit drawn from the magma; needs a considerable magma source (a lava fountain or natural volcano). Only one fae spirit may be bound to you at a time; you may release it at any time and it collapses into a small pool of magma. "TODO: Magma Mephit STATS."
Extinguish Ruination, Standard 8 1 Standard; Interruptible (Focus); 120'; 6 MP; 30' radius; Evocation, Fire; instant Extinguishes all normal fire in the area, drawing it into the caster, who takes 1 fire damage per 5x5 area of fire. Magical fire is dispelled as Dispel Magic with advantage, dealing 1 damage to the caster per spell order. Creatures of fire, such as fire elementals, take 3d8+Q mystical damage (necrotic, psychic or radiant, whichever they resist least), ¼ of it dealt to the caster. Burning creatures lose their burning stacks, the caster taking damage equal to the stacks. A caster who took 5 or more damage is empowered with fire: advantage on fire damage for their next fire attack within 3 turns.
Furnace Thermokinetics, Standard 8 1 Standard; Interruptible (Focus); 150'; 6 MP; 1 object or creature, 150' radius; Evocation, Fire; concentration up to 1 hour Intense heat radiates from a chosen object or creature (an unwilling one must be hit with an evocation); walls and other heat-resistant obstacles contain it, and the target is immune. The heat rises 100 degrees each turn; each 100 degrees above 200 deals 1d6 damage per turn, up to 3200 degrees (30d6). It falls 100 degrees per square from the centre, so at maximum it reaches 150' (30 squares).
Heartfire Thermokinetics, Standard 8 1 Standard; Interruptible (Focus); 120'; 3 MP; 20' burst; Evocation, Fire; instant A red fire bursts in the area, outlining the creatures in it: they are Burning 3 and shed light like torches while Burning, and gain no benefit from concealment, blur, displacement, invisibility or similar effects.

Omitted cards

Nine Adept cards are placeholder copies of Firebolt's text ("You launch a small cone of fire at your target. On a Hit, it deals 2d6+S fire damage.") with only the name, school and order changed, and are not reproduced: Ignite Wildfire (Ruination 8), Column of Incandescence (Thermokinetics 9), Fireball (Pyrodynamics 9), Fire Nova (Incendics 9), Lava Cloak (Vulcanology Guard 9), Lava Shower (Vulcanology 10), Accelerant (Ruination 10), Concussive Blast (Pyrodynamics 10) and Flame Strike (Incendics 10). Master and Grandmaster spells have names only.

The document ends with a design question: "Why don't we just double MP pools? Instead of have most things cost 50% ???"


  1. Fire and heat in the current rules: Fire and Heat ↩