Pyromancy

Pyromancy is the art of creating and controlling fire. Students of this discipline are known as pyromancers or pyrokinetics. Less charitable souls, and some who have been on the receiving end of their abilities frequently refer to them as “Pyromaniacs”. Few indeed, however question the effectiveness of a master pyrokinetic on the battlefield.

Pyromancy Discipline Tree:

PyromancyInverted.png

Line 1 (Burning Fist, Cauterize, Fire Bolt, and Blinding Flash) powers cost are all 100xp Line 2 powers are 200xp, etc.

Note: Any Pyromancy power that inflicts damage may also set the target on fire. The target must pass an Agility test or catch on fire. Once a character is on fire, he suffers 1d10 damage (not reduced by normal armour) and takes 1 level of Fatigue each Round until the fire is extinguished. Any character can try to extinguish the flames by passing an Agility test as a full round action. This test is modified to Agility +20 if they stop, drop, and roll.

Power Descriptions

Call Flame (Free)

Focus Time: Half Action
Sustained: Yes
Range: Self

The ability to summon fire with thought. This allows you to conjure a small flame (about the size and intensity of a burning torch) into your palm which pulses slightly in time with your heartbeat. The primary purpose of this power is not to attack, but rather it is used to set things alight or as fuel for other Pyrokinetic powers such as Sculpt Flame. While this power is in effect, you cannot use your hand for anything else besides holding the flame.

Additionally, this power adds 2 points of damage to your unarmed attacks and makes them energy attacks. (Normally for you unarmed does 1d5)

This requires no activation roll and does not count against you for the purposes of sustaining multiple powers. But it does still require a half action to activate.


Burning Fist (100 xp)

Focus Time: Half Action
Sustained: Yes
Range: Self

With intense concentration, you wreathe your hands in waves of shimmering flame. Your unarmed attacks deal 1d10 + SB + Psy Rating Damage. In addition, your unarmed strikes do not count as having the Primitive special quality.

This is comparable to sword/las pistol damage.


Cauterize (100 xp)

Focus Time: Half Action
Sustained: No
Range: Touch

You can lay your hands on an open wound and sear it shut. While this does not restore any wounds to the subject, it does count as medical attention and can thus save the critically wounded from bleeding to death. This spell can also be used for similar tasks, such as branding. Your hands must be bare to cast this spell successfully.


Flaming Sword of Rhuin (200 xp)

Focus Time: Half Action
Sustained: Yes
Range: Touch

A firey sword materializes in your grasp. Tearing quality. The sword deals 1d10 + Psy Rating + SB and a Penetration value equal to the Psy Rating. The blade has a physical core of concentrated psy energies meaning that the blade can parry and be parried. The flaming weapon is not destroyed when parried by a power weapon. When invoked at Psy Rating 5, the flaming sword gets the Power Field quality.

(Tearing means you roll 2d10 and keep the better of the two) This is equivalent to a chain sword in damage at low levels, and becomes more powerful than a power sword at higher levels.


Endure Flames (300 xp)

Focus Time: Half Action
Sustained: Yes
Range: Self

You are immune to Damage from Fire and Fire based weaponry. Further, you are impervious to the effects of extreme environmental heat, and reduce the Damage dealt to you by Plasma, Las, and Melta weaponry by half before reduction by your Toughness Bonus and Armour. The effects of this power extend to your gear and clothing.

Additionally, reduce the damage from Plasma, Las, and Melta weaponry by 1 per Psy Rating.


Douse Flames (300 xp)

Focus Time: Full Action
Sustained: Yes
Range: 5m x Psy Rating centered on you.

Douse flames allows you to instantly extinguish all fires within range as well as interfere with fire-based weapons such as flamers, causing them not to function for as long as they are within range of the power although their fuel may still spray forth. Note that chemically flammable substances, such as promethium, that burn continuously once exposed to the air, burst back into flame the moment the power's effect ends or as soon as the chemical is brought outside of Range


Wall of Fire (300 xp))

Focus Time: Full Action
Sustained: Yes
Range: 5m x Psy Rating.
Height: 3m
Width: 1m
Length: 3m x Psy Rating

Allows you to place an immobile barrier of flame that lingers for as long as you will it. You can place it anywhere within range and even on top of foes, though they are allowed an Easy (+20) Agility Test to get out of the way. Anyone crossing the wall or failing the test, take 1d10 + Psy Rating Energy Damage (ignoring armor) and must make an Agility Test again or catch on fire.


Molten Man(400 xp)

Focus Time: Half Action
Sustained: Yes
Range: Self

While active, this Technique bestows the following effects:

  • All weapons, clothing and gear you’re currently carrying and wearing burst into flames and are permanently destroyed.
  • You are immune to Damage from Fire and Fire based weaponry.
  • You reduce the Damage dealt to you by Plasma, Las and Melta weaponry by half before reduction by your Toughness Bonus and Armour.
  • Gain a Fear rating of 3
  • Add (Psy Rating) / 2 to Toughness Bonus.
  • Anything within 5m of you suffers 1d5 E Damage each Round. Any flammable material in this Radius will ignite.
  • Your unarmed attacks deal 1d10 + 5 + Psy Rating+ SB Damage, a Penetration value equal to the Psy Rating, and counts as having the Power Field quality.
  • After this power lapses, the user suffers 1d5 levels of Fatigue.



Breathe Fire(400 xp)

Focus Time: Half Action
Sustained: No
Range: Psy Rating x 3m

You breathe out a rolling gout of flame, similar to that of a Flamer. Unlike other powers, this one casts firey death out to the max range. All creatures in the flame's path, a cone-shaped area in a 30 degree arc, must make an Agility Test or take 1d10 + Psy Rating damage. Cover does not protect characters from this attack.


Fire Bolt (100 xp)

Focus Time: Half Action
Sustained: No
Range: 5m x Psy Rating

The psyker ignites the very air with the power of the warp, hurling balls of multi-hued flame at his unfortuante target. The psyker makes a Willpower Test to hurl warpfire at a single target within range. The target may dodge the attack, but suffers a -10 penalty to the Dodge Test for every degree of success the psyker scores on his Focus Power Test. The attack deals 1d10 E damage with +1 Damage per Psy Rating. The target must also make an Agility Test or be set on fire.


Blinding Flash (100 xp)

Focus Time: Half Action
Sustained: No
Range: 5m x Psy Rating

You focus blazing mental energy into a single point within your mind before releasing it all in a burst of searing bright light, blinding anyone who sees you and is within Range. Those with the appropriate glare shielding and beings that don't have visual sensory organs are immune. All those affected must make an Agility Test or be blinded for 1d5 Rounds. Blinded Targets automatically fail vision-based tests, move at half normal speed, and take a -20 on any test that involves fighting, movement, or reactions.

Note, that a Psyker may accidentally blind himself with this power (If he’s very stupid).


Sculpt Flames (200 xp)

Focus Time: Half Action
Sustained: Yes
Range: 5m x Psy Rating

You control the shape of the fires burning around you. With this power, you can intensify any flames or shape them to assume any appearance you desire. A successful use of this power allows you to do any of the following effects with an existing fire:

  • Double a fire’s area (assuming there are combustibles)
  • Diminish a fire’s aresa by half.
  • Spread fire into a number of 1 meter squares in any direction equal to your Willpower Bonus
  • Create crude shapes that resemble creatures, body parts, people or objects.
  • Cause a fire to burst, requiring all adjacent targets to test Agility, catching fire should they fail the test.
  • Cause a fire to spew smoke, filling three times the area of the fire (treat as fog)

Each round you can choose a new effect or apply the same effects to the same source of fire.

For every degree of success, you can perform an additional affect.
Also, at 1 degree of success, your images are easily recognized.
At 2 degrees, the images are near life like as if carved from flame.


Fire Storm (300 xp)

Focus Time: Half Action
Sustained: No
Range: 10m x Psy Rating
Area: 1m x Psy Rating Radius

Firestorm instantly creates an intense conflagration about your target as the air itself ignites burning all within. You can call a Fire Storm anywhere within range to a point you have line of sight to. The firestorm deals 1d10 + Psy Rating damage to all. Armour and Toughness Bonus applies.


Incenerate(400 xp)

Focus Time: Full Action
Sustained: Yes
Range: 3m x Psy Rating

Incinerate allows you to generate intense heat as well as flame. By psychically agitating the molecules in a tightly focused area, you create an effect even more devastating than a meltagun. However, incinerate requires you to concentrate on a single point, making it difficult to use against non-stationary targets requiring a Ballistics Test. Incinerate deals 2d10 + Psy Rating Energy Damage and has a Penetration value equal to twice the Psy Rating.

Each Round beyond the first that you use a Full Action concentrating on the target (it must remain within Range and line of sight), this Technique deals the Damage of the previous Round plus 1. The Ballistics Test must be repeated for mobile targets each round.


Holocaust(500 xp)

Focus Time: Half Action
Sustained: Yes
Range: You
Area: 6m

A legendary ability that few pyrokinetics are strong enough to even wield, much less have the courage to use. Holocaust calls forth a raging white-hot firestorm ignited by the Psyker's own soul. The flames of a Holocaust burn across dimensions, affecting the entities of the immaterium as well as material beings, but the cost is high as the psyker risks losing his own spirit to the fury of the conflagration. The fires of a Holocaust always burn outward from you, dealing (Psy Rating)d10 Energy Damage to all creatures and objects in the area. This damage bypasses Toughness and Armour. You take 1d10+1 Energy damage (ignoring Toughness and Armour) each round that you sustain this power. There is no immunity to the fires of a Holocaust and Warp Entities as well as other immaterial creatures, are burned as readily as the fleshbound. Those slain by Holocaust are killed forever.


GM Note:

Below was the first version that I used which I based off of the fire bolt power in Dark Heresy. But the multiple bolts were far too powerful. When Warpfire came out, I just copied that.

Fire Bolt (100 xp) (my first version)

Focus Time: Half Action
Sustained: No
Range: 25m x Psy Rating

Fire bolt allows you to create bolts of flame with your mind and hurl them at your foes. The appearance of these flames is up to you. For example, searing white light, or green-black spheres of obscenity-mouthing faces. You can direct the bolt at any target you can see within range. Make a willpower test to strike the target. On a hit, the bolt deals 1d10+5 Energy Damage.

For every degree of success, you generate an additional fire bolt. The max bolts you can summon equals the psy-rating you used to invoke this power. So if you pushed, and cast with 8, and rolled really well, you could be sliinging out 8d10+40 damage!!!! PUUUUUSH!!!!

Pyromancy

The Shilwulf Dynasty Eck Eck