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Just Cause

Semiautomagic for Beginners

World of Darkness

Pyromageia

Pyromageia (0 to 00000)

The term Pyromageia is derived from the Greek words for “fire” and “magic”. It literally means “Fire Magic” and encompases aspects of traditional Pyrokinesis and traditional Pyromancy.

Pyrokinesis (from Greek ‘pyros’ or fire and ‘kinesis’ or motion) literally means “to move fire,” but more commonly denotes the ability to create and manipulate fire using only the mind. While Pyromancy (from Greek ‘pyros’, fire, and ‘manteia’, divination) is the art of divination by means of fire.

The most basic form of pyromancy is that in which the diviner observes flames, from a sacrificial fire, a candle, or another source of flame, and interprets the shapes that he or she sees within them. There are several variations on pyromancy, however.

  • 0 – Eopyro (Early Fire)
    Dice Pool: Intelligence + Occult + Pyromageia
    Time: Instant
    The first step in mastering Pyromageia is to learn control. With Eopyro, or Early Fire, the Pyromagi learns to ignite small already flammable items. Candle wicks, small pools of gasoline, dried papers, etc. The only requirement is that the item being ignited could be easily lit on fire by another source of flame. Typically the fires “created” in this fashion couldn’t hurt a person, but some Pyromagi are known to be malicious with this power to slight enemies.
    System: Simply make your Eopyro check, if successful the item is ignited and burns as normal.
    Willpower Dot: When a Pyromagi pours a little extra will into the effort, the flame burns super hot. Flammable sources are still required but with a success the flames inflict one point of lethal damage. With an exceptional success, two points are inflicted.
  • 00 – Pyromanteia (Fire Divination)
    Dice Pool: Resolve + Occult + Pyromageia
    Cost: 1 Willpower/2 Willpower
    Time: 3 Hours/2 Hours
    More traditional Pyromancers preform ritual divination with the use of flame in order to predict the future. This takes a break from controlling your power and focus around understanding and respecting the power of the flames. The Ritual can be preformed with as many people as you have dots in Pyromageia and the benefits shared with everyone who joins in.
    System: Spend One or Two points of Willpower (2 points lowers the duration of the ritual) and make the Pyromanteia check, with a success apply a +2 Modifier until Dawn or until the end of the next combat encounter.
    1. Alomancy – Divination by casting salt into a fire
      • Bonus is applied to Attack Dice Pool
    2. Capnomancy – Divination by smoke
      • Bonus is applied to Defense
    3. Sideromancy – Divination by burning straw
      • Bonus is applied to Initiative
    4. Plastromancy – Divination using heating pits carved into turtle shells
      • Bonus is applied to Movement
    5. Botanomancy – Divination by burning whole plants
      • Bonus is applied to Social Skill Dice Pools
    6. Daphnomancy – Divination by burning laurel leaves
      • Bonus is applied to Mental Skill Dice Pools
    7. Empyromancy – Divination by burning non-laurel leaves
      • Bonus is applied to Physical Skill Dice Pools
    8. Scapulimancy – Divination by burning into the scapulae
      • Bonus is applied to Morality Dice Pools
    9. Osteomancy – Divination heating bones to produce cracks
      • Bonus is applied to Derangement Dice Pools
    10. Causinomancy – Divination by burning non-specific objects
      • Bonus is applied to Pyromageia Dice Pools
Willpower Dot: Increases the bonus to +5 for same duration
  • 000 – Thermokrasia (Temperature)
    Dice Pool: Intelligence + Occult + Pyromageia (- Size of the area affected)
    Cost: 1 Willpower
    Time: Instant
    Thermokrasia permits a Pyromagi to increase the ambient temperature. When Thermokrasia is used to attack a moving target, treat the power as a ranged attack. Defense does not apply, and the temperature shift bypasses armor unless it has some type of thermal protection aspect or is a supernatural armor capable of protecting against heat. The attack also ignores cover, since the character can potentially lower temperatures over an area big enough to encompass even someone behind full cover. Thermokrasia affects the temperature of everything within the affected area, so living targets caught in the hot spot suffer an increase in body temperature commensurate with successes rolled.
    Short range is equal to a psychic’s Intelligence + Occult + Thermokrasia dots in yards. Medium range is twice that distance, and inflicts a –2 penalty on the pyromagi’s dice pool.
    Long range is twice medium range, and inflicts a –4 penalty on the pyromagi’s dice pool. The Size of the area affected is subtracted from the Thermokrasia pool. Thus, an attempt to heat a human-sized target suffers a –5 penalty. However, if the pyromagi can touch the object to be heated, a +2 bonus to the roll is gained.
    Once the pyromagi has successfully raised the temperature in a given location, he can do one of three things: (1) maintain the increased temperature as long as he concentrates, (2) release his concentration and let the temperature equalize normally or (3) use his Thermokrasia powers again to raise the temperature even further. Thus, with time and a prodigious amount of Willpower, a pyromagi can raise ambient temperature to incredibly high levels, although the absolute highest temperature that any pyromagi can achieve is roughly 2000 degrees Fahrenheit.
    Thermokrasia is especially deadly against humans, as a normal mortal caught within the area of effect is physically heated up as if caught in a giant microwave. Normal human body temperature is 98.6 degrees Fahrenheit.
    When Thermokrasia is used, a victim suffers a –1 penalty to Dexterity, Strength and Wits (and consequently, a –1 penalty to Initiative and possibly Defense, and a –2 penalty to Speed) for every five degrees of temperature increase for the duration of the pyromagi effect. If any of the victim’s Dexterity, Strength or Wits is reduced to zero by a pyromagi attack, the victim is immobilized due to heat prostration. If a victim’s body temperature is increased by 15 degrees or more, he suffers a point of lethal damage per turn spent subjected to the pyromagi attack.
    At temperatures of 200+, all living things suffer one point of aggravated damage per turn. Most paper and cloth combusts at just over 400 degrees, and wood catches fire and lead begins to melt at around 600 degrees. Surprisingly, vampires and other undead creatures are immune to ambient temperatures below 1500 degrees. However, in most cases, an undead creature’s clothing ignites somewhere between 350 and 500 degrees, inflicting aggravated damage as normal.
    Once a pyromagi ceases to focus her attention on a specific location, the site’s temperature equalizes normally. In the case of extreme temperature changes in excess of a 400-degree difference from the surrounding area, “equalize normally” may mean an explosive reaction, inflicting two dice of bashing damage on everyone within a radius equal to the Size of the area initially affected x5 in yards. The explosion also causes knockdown (see the World of Darkness Rulebook, p. 168). If the temperature shift is less than 400 degrees, the affected area returns to normal temperature at a rate of 10 degrees per minute.
    System: Spend 1 Willpower point and make the Thermokrasia check. Each success increases the temperature by 10 degrees.
    Willpower Dot: Instead of 10 degrees per success, Thermokrasia raises the temperature by 25 degrees.