Thursday, July 24, 2025

OSE Class: Pyromancer

PYROMANCER

Requirements: None Prime requisite: INT Hit Dice: 1d4 Combat aptitude: Non-martial Maximum level: 14 Armour: None Weapons: Dagger, staff (optional) Languages: Alignment, Common


Pyromancers are adventurers who study the arcane arts of fire. Through this study, they have learned to cast magic spells.



ARCANE MAGIC
Magical research: A pyromancer of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a pyromancer reaches 9th level, they are also able to create magic items. 
Spell casting: Pyromancers carry spell books containing the formulae for arcane spells. The spell casting chart (opposite) shows both the number of spells in the pyromancer’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level pyromancer has one spell in their spell book, selected by the referee (who may allow the player to choose). 
Using magic items: As spell casters, pyromancers are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). 


COMBAT
Pyromancers can only use daggers and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat. 


Pyromancers and Staves (Optional Rule)
Optionally, pyromancers may be allowed to wield a staff in combat. 


AFTER REACHING 11th LEVEL
A pyromancer may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will then arrive to study under the pyromancer. 


Level Restrictions

The following races may be necromancers, with level limits as noted:


▶ Drow: 8th level.

▶ Elf: 8th level.

▶ Half-elf: 9th level.

▶ Human: Unlimited.




Pyromancer Level Progression           Saving Throws                Spells


Level

XP

HD

THAC0

D

W

P

B

S

1

2

3

4

5

6

1

2

3

4

5

6

7

8

9

10

11

12

13

14

0

2,500

5,000

10,000

20,000

40,000

80,000

150,000

300,000

450,000

600,000

750,000

900,000

1,050,000

1d4

2d4

3d4

4d4

5d4

6d4

7d4

8d4

9d4

9d4+1*

9d4+2*

9d4+3*

9d4+4*

9d4+5*

19 [0] 

19 [0] 

19 [0] 

19 [0] 

19 [0] 

17 [+2] 

17 [+2] 

17 [+2] 

17 [+2]

17 [+2]

14 [+5]

14 [+5]

14 [+5]

14 [+5]

13

13

13

13

13

11

11

11

11

11

8

8

8

8

14

14

14

14

14

10

10

10

10

10

9

9

9

9

13

13

13

13

13

12

12

12

12

12

8

8

8

8

16

16

16

16

16

14

14

14

14

14

11

11

11

11

15

15

15

15

15

12

12

12

12

12

8

8

8

8

1

2

2

2

2

2

3

3

3

3

4

4

4

4

1

2

2

2

2

3

3

3

3

4

4

4

1

2

2

2

3

3

3

3

4

4

1

2

2

3

3

3

3

4

1

2

2

3

3

3

1

2

3

3

* Modifiers from CON no longer apply.                       D: Death / poison; W: Wands; 

                                                                                           P: Paralysis / petrify; B: Breath attacks; 

                                                                                           S: Spells / rods / staves.




PYROMANCER SPELLS


1st Level

1. Aura Fire

2. Burning Dart

3. Burning Hands

4. Dancing Lights

5. Endure Fire

6. Firewater 

7. Flare

8. Melt

9. Produce Flame

10. Pyrotechnics

11. Read Magic

12. Wall of Smoke


2nd Level

1. Blazing Beam

2. Combust

3. Circle of Flame

4. Detect Magic

5. Fire Barrier

6. Flaming Sphere

7. Heat Metal

8. Improving Burning Hands

9. Produce Continual Flame

10. Resist Fire

11. Scorching Ascent

12. Stinking Cloud


3rd Level

1. Dispel Fire

2. Explosive Runes

3. Fire Ball

4. Fire Shield

5. Fire Trap

6. Flame Arrow

7. Flame Walk

8. Flaming Blade

9. Hellhound Summon

10. Minute Meteors

11. Pillar of Flame

12. Protection from Fire


4th Level

1. Conjure Lesser Fire Elemental

2. Dispel Magic

3. Fire Breath

4. Fire Charm

5. Fireplace Travel

6. Fire Wings

7. Heatstroke

8. Melt Metal

9. Raise Temperature

10. Smoke Form

11. Wall of Fire

12. Watchful Fire Eye


5th Level

1. Azure Flame

2. Charcoal Touch

3. Commune with Fire

4. Cone of Fire

5. Conjure Fire Elemental

6. Deadly Fire Trap

7. Delayed Fire Ball

8, Fireplace Warp

9. Improved Wall of Fire

10. Improved Smoke Form

11. Solid Smoke

12. Transmute Rock to Lava


6th Level

1. Chariot of Fire

2. Conflagration

3. Fiery Constrictor

4. Fire Storm

5. Flesh to Charcoal (Flesh to Charcoal)

6. Great Wall of Fire

7. Incendiary Cloud

8, Internal Fire

9. Meteor Swarm

10. Shadowcast

11. Unburn Cloak

12. Widespread Explosive Runes




1st LEVEL SPELLS



AURA FIRE 
Duration: 2 turns        
Range: 60’ 

Selected objects or creatures in range are outlined with a lambent, crimson fire.

▶ Targets: The caster must be able to perceive or detect the targets. 
▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. 
▶ Harmless: The fire does not cause damage. 
▶ Counters invisibility: The flickering fire makes invisible targets visible. 
▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. 


BURNING DART
Duration: 1 turn        
Range: 150’ 

This spell conjures a dart of fire that the caster may choose to shoot at a visible target within range. 

▶ Hit: The dart hits unerringly (no attack roll or saving throw is required). 
▶ Damage: The dart inflicts 1d6+1 damage. 
▶ Higher level casters: May conjure more darts: two additional darts are conjured per five experience levels the caster has gained (i.e. three darts at 6th–10th level, five darts at 11th–15th level, etc.). Multiple darts may be directed at a single target. 


BURNING HANDS
Duration: Instant        
Range: 5’

A fan of searing flame shoots from the caster’s fingertips, targeting creatures and objects in front of the caster.

▶ Damage: Creatures caught in the flames suffer 1 damage per level of the caster.
▶ Flammable materials: Are ignited. This includes flammable materials carried or worn by creatures. 
▶ On fire: A creature in contact with burning material (e.g. their clothing) suffers 1 damage per subsequent round, for up to 3 rounds. 
▶ Extinguishing: Burning creatures can spend a round to extinguish the fire.


DANCING LIGHTS
Duration: 1 turn
Range: 40’ + 10’ per level 

Lights under the caster’s control are conjured and may be directed to move anywhere within range. The caster may choose to conjure one of the following types of light: 

1. Torches: 1–4 lights that resemble torches or lanterns, casting the appropriate volume of light. 
2. Spheres: 1–4 glowing spheres, resembling will-o-the-wisps. 
3. Humanoid: A single, glowing, humanoid form. 


ENDURE FIRE
Duration: 6 turns per level
Range: The caster or a creature touched

The subject is granted protection against non-magical heat or fire.

▶ Cancellation: The spell ends immediately if the recipient is affected by any form of magical heat or fire (e.g. fire ball, fire breath). 


FIREWATER
Duration: Special (see below)
Range: Touch 

The caster transmutes a volume of water into a volatile, flammable liquid, like strong alcohol and lighter than water. 

▶ Ignition: If the firewater is exposed to flame, fire, or even a spark, it erupts into intense flames. 
▶ Damage: Any creature caught in the flames suffers 2d6 hit points of damage. 
▶ Dissipation: The firewater rapidly evaporates and becomes inert within 1 round; must be ignited within that time. 


FLARE
Duration: 1 round
Range: Touch 

Conjures a brilliant streak of light that shoots directly upwards into the sky. 

▶ Visibility: The flare is intensely visible in both daylight and darkness. It can be seen up to 5 miles away, plus 1 mile per level of experience of the caster.
▶ Purpose: Used outdoors, the flare can indicate the caster's position or transmit simple messages. 
▶ Color: The caster can control the color of the flare. This allows for the creation of simple codes for communication (e.g. red for danger, yellow for retreat). 

MELT
Duration: 1 round per level
Range: 30’

This spell rapidly increases the temperature within a 5’ radius.

▶ Ice: Melts up to a cubic yard of ice in 1 round. 
▶ Snow: Melts up to 2 cubic yards of snow in 1 round. 
▶ Cold-based creatures: Suffer 2 points of damage per level of the caster (save versus spells for half). 

Non-cold-based creatures: Are unaffected by this spell. 


PRODUCE FLAME
Duration: 3 turns per level 
Range: The caster 

A flame springs to life in the palm of the caster’s hand. 

▶ The caster: Is unharmed by the flame. 
▶ Light: The flame casts light that clearly illuminates a 30’ radius. 
▶ Touching objects: Flammable objects touched with the flame catch on fire. 
▶ Control: During the spell’s duration, the caster can make the flame disappear and reappear at will. 
▶ Throwing the flame: The caster may drop the flame or throw it up to 30’. This ends the spell (though fires started by the magical flame may persist).  


PYROTECHNICS

Duration: Special 

Range: 160′ 


This spell manipulates an existing source of fire. It has two usages; using either immediately extinguishes the originating flame. Especially large fires are only partially extinguished by a pyrotechnics spell. 


▶ Fireworks: Dazzling coloured fireworks erupt from the flame. Onlookers within 120′ must save versus spells or be blinded for 1d4+1 rounds. 

▶ Smoke: A writhing trail of smoke billows from the flame and fills a 30′ radius area. This smoke obscures vision beyond 2′ and lingers for 1 round per caster level. 



READ MAGIC

Duration: 1 turn 

Range: The caster 


By means of read magic, the caster can decipher magical inscriptions or runes as follows: 


▶ Scrolls: The magical script of a scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future. 

▶ Spell books: A spell book written by another arcane spell caster can be deciphered. 

▶ Inscriptions: Runes or magical words inscribed on an object or surface can be understood. 

▶ Reading again: Once the caster has read a magical inscription using read magic, they are thereafter able to read that particular writing without recourse to the use of this spell. 



WALL OF SMOKE

Duration: 1 turn 

Range: 60’ 


A wall of roiling smoke is conjured at a location of the caster’s choosing within range. 


▶ Area: The smoke fills a 10’ cube area per level of the caster. 

▶ Vision: The smoke blocks normal vision and infravision. 

▶ Strong winds: Can clear the smoke before the spell’s duration has expired.



OSE Class: Pyromancer

PYROMANCER Requirements: None Prime requisite: INT Hit Dice: 1d4 Combat aptitude: Non-martial Maximum level: 14 Armour: None Weapons: Dagg...