Mage PathThe Lettered Mind

Fire

Channels flame as a living force, inviting destruction and rebirth in equal measure.

Pick Tree

14 picks along the Fire path. Pair them with the general Mage class picks.

Level 2

Fire Aura

Free Action10 SPFire

Choosing this locks Fire as your Specialization. When you cast a Fire Spell, you may choose to begin emitting a Fiery Aura over a 2 meter radius. The aura lasts for rounds equal to your FCS bonus. You may end the Aura as a Free Action on your turn. You gain 10 Movement Speed while the Aura is active and any time you cast a Fire Spell, the Aura bursts, dealing 1d8 Fire(1) damage to characters inside it. Damage die and uses per rest are increased by 1 at levels 5 & 9. You cannot Cast Cold Damage spells while Fire Aura is active.

  • Spell
  • AoE
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Engulf in Flames

1/2 Action·20 WP12 SPFire

Requires: Pick: Fire Aura

Use ½ Action to engulf an area you can see within 10 meters of you in flames. A volume with a radius of up to 2 meters is completely covered in flames, igniting any Flammable Free objects. Characters inside must succeed an AGI Save against your INT Check or gain Fire(2) Rating, if they succeed, they move to closest free adjacent space that is not on fire. If there is no space available, they fail the save. Characters already on Fire gain 1 Rating automatically. You may also choose a single target to engulf instead of an area. Usable equal to half of FCS Bonus per day.

  • Spell
  • AoE
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Level 3

Requires: Pick: Fire Aura

Your Fire affinity has altered your Manabarrier to become swirling with Fiery Magic. Any time you cast Manabarrier while Fire Aura is active, your Aura grows to surround you in Flames, increasing your Defense Rating by 2 and avenging Melee Attacks against you with 1d4 Fire (0) Damage.

  • Utility
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Level 4

Requires: Pick: Fire Aura

You understand the spirit of the flames, becoming more in control with the fiery chaos. Whenever you would deal damage to allies with Fire, you may choose up to 3 who are unaffected by it, not including yourself.

  • Utility
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Eruption I

1 Action·30 WP18 SPFire

Requires: Pick: Fire Aura

Use 1 Action to erupt a 2 meter radius Pillar of fire from the ground forcing everyone in the area to succeed on a AGI(15) Roll or take 2INTdie+INT Bonus Fire(2) Damage. INT Bonus is doubled for targets already on Fire. You may use this ability once (once / twice) per rest.

  • Spell
  • AoE
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Requires: Pick: Fire Aura, Eruption I

Use 1 Action to erupt a 2 meter radius Pillar of fire from the ground forcing everyone in the area to succeed on a AGI(15) Roll or take 2INTdie+INT Bonus Fire(2) Damage. INT Bonus is doubled for targets already on Fire. You may use this ability once (once / twice) per rest.

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Requires: Pick: Fire Aura

You become immune to Fire effects while Fire Aura is active. Any Fire Rating you would receive from a Spell heals you for 5 WP instead.

  • Utility
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Level 5

Phoenix Form

1 Action·50 WP50 SP

Requires: Pick: Fire Aura

Transform into a Phoenix - a being of pure fire. Gain flight, immunity to Fire damage, and all your attacks deal Fire damage with +3 dice. You may cast Fire school spells normally while in Phoenix Form. Your presence deals INT Bonus Fire damage to all creatures within 5m at the start of your turn. When Phoenix Form ends or you are reduced to 0 HP, your soul condenses into a diamond while your corporeal body scatters as ash. For the first 12 hours the diamond is dormant. After 12 hours it begins to emit red and orange light and grows increasingly hot and uncomfortable to carry. Nearby ashes begin drawing toward it. At the 24 hour mark the gathered ashes have condensed into a black and grey lump resembling the body of the Fire Mage. The diamond briefly flashes with brilliant light, the ashes burst into flames, and the Fire Mage rises anew with full HP and WP. While inside the diamond, the Mage is trapped in an infinitely reflecting kaleidoscopic prism. They may hear things happening outside as if listening through glass - words get jumbled, vision is unjarring and near impossible to clearly decipher. They exist in a timeless state, unable to differentiate a moment from an hour. The diamond can be destroyed to prevent resurrection. While the diamond is dormant (first 12 hours), the bearer gains Fire Resistance(3).

  • Spell
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Level 6

Pyretic Siphon

Bonus Action + 1 Action35 SP

Requires: Pick: Fire Aura

Choose a creature within 10 meters with Fire Rating. Reduce their Fire Rating by up to 3 (your choice). For each point consumed, choose one effect: - Deal 1d10 Fire damage to the target (only when targeting enemies) - Recover 4 WP - Add +1 to your next Fire spell's hit roll this turn You may use Pyretic Siphon once per turn. Fire Rating reduced this way does not deal its normal tick damage. When used on an ally, you may only choose the WP recovery option.

  • Utility
  • Single Target
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Level 7

Requires: Pick: Fire Aura, Phoenix Form

While in Phoenix Form, the first time each round a creature within 5 meters is reduced to 0 HP by Fire damage, you absorb their dying flame and recover WP equal to your INT Bonus. Additionally, when your soul enters the diamond, choose one ally present at the moment of collapse: for the full 24-hour dormant period, that ally gains Fire Resistance(3) and can communicate with you through the diamond once, receiving a single clear sentence instead of jumbled sound. The ally feels your presence as warmth in their hands.

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Level 8

Requires: Pick: Fire Aura

You may shape and sustain your fire effects with precision. When you cast a Fire spell that creates a persistent area effect (Wall of Fire, Fire Storm, Smoke Cloud, Engulf in Flames area), you may reshape the area as a Bonus Action on subsequent turns - moving it up to 5 meters, changing its shape within the same total area, or splitting it into two separate zones of half size each. Additionally, persistent fire effects you control no longer require concentration - you may maintain up to two simultaneously.

  • Utility
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Level 9

Requires: Pick: Fire Aura, Phoenix Form, Undying Ember

While your soul resides within the diamond, you may cast spells from any school you know that center on or target the bearer. Spells cannot target anyone other than the bearer or areas centered on them. WP is drawn from your remaining pool. You cannot regenerate WP while inside the diamond. You may communicate one clear sentence per hour to the bearer.

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Immolating Detonation

Bonus Action + 1 Action·10 WP35 SP

Requires: Pick: Fire Aura

Choose a creature within 20 meters with Fire Rating. All Fire Rating stacks on the target ignite simultaneously and are consumed. Each stack deals 10 Fire damage. The target loses all Fire Rating after detonation.

  • Single Target
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Level 10

Conflagration

1 Action·40 WP50 SP

Requires: Pick: Fire Aura

For 1 round, you become fire. You lose your physical form entirely - melee and ranged weapon attacks pass through you harmlessly. You are immune to all physical damage. You ignore difficult terrain, walls, barriers, and gaps - you may pass through any space that isn't airtight. Your movement speed doubles. Every creature you move through or adjacent to during your movement takes INT Bonus Fire damage and gains Fire(5) instantly. Objects you pass through ignite. You may not cast spells or use abilities during Conflagration - you are not a caster, you are the element. At the end of the round your body reforms at your current position.

  • Spell
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Mage · FireØMEN: After Dragons