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Eruption - unknown -
ARCANEOCCULTPRIMALPYROMANCY

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
300 feet A point you can see in range targeting a 15 foot radius. Instant/10 minutes Power Save/Fortitude Save
Description
One of the harder subsets of Pyromantic Magicks, the ability to manipulate Doitean through stone and sand beneath your feet, where you cannot see it, and by feel bring it to life in a forceful release to the surface. This spell-form is generally considered one of the most difficult, a real stepping stone in the growth of a pyromancer towards true mastery of their connection to Doitean.


Spell-Weave DCs: 21, Tier II: 26, Tier III: 31

Weaving the flow of Doitean beneath the ground by feel and understanding, unable even with Aethersight to see what you are doing, you exercise your control and understanding of the flow of Flames at a pinnacle of higher skill, until you achieve the desired effect, mimicking on a small scale, a volcanic eruption. All creatures in the effected area must make a Power Save. Those that fail take 3d6 fire damage and 3d6 bludgeoning damage as the ground erupts beneath their very feet. They also are afflicted by the Ablaze (3) Condition, and are blasted from their feet, knocked Prone to just outside the effected area. A critical Failure sees them afflicted with Ablaze (6) instead. A successful save takes half damage and is merely thrown Prone. A critical success somehow takes no damage, suffering only Ablaze (1) and is thrown Prone.

The affected area becomes a small volcanic crater, blinding smoke and fumes rising from it, with a knee deep pool of bubbling magma still within it. This lasts for 10 minutes as the magma pool cools and solidifies. During that time, movement across here is almost impossible unless a creature can somehow pass over top without entering the magma, and doing so requires double movement costs (so moving 5 feet costs 10 feet of movement.) Further more, any creature that ends its turn within the effected area must make a Fortitude Save, taking 2d10 fire damage and suffering Blind (1) on a failed save. On a critical failure, they take double damage, on a successful save they take half damage and on a critical success they take no damage nor are they afflicted with Blind. The blind lasts for 1 round after they exit the affected area.

Tier -1: Fail to cast, Roll Minor Miscast.
Tier 0: Fail to cast
Tier II: Damages increase by 1d6 for the initial blast. Radius increases to 20 feet.
Tier III: Damages increase by 1d6 for the initial blast. Radius increases to 25 feet.

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