TEXT: Pyromancer
  A Basic Fantasy RPG Supplement
  Release 2
  Copyright © 2009 Jason Brentlinger 
  and Chris Wolfmeyer
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement provides information for playing a fire elementalist, a form of “specialist” Magic-User, under the Basic 
  Fantasy Role-Playing Game rule system.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit  
  the website and download a copy.
  NEW CHARACTER CLASSES
  Pyromancer
  Pyromancers are “specialist” Magic-Users who focus on 
  the creation and manipulation of fire.  Because of their 
  expertise  at  creating  and  manipulation  of  fire, 
  Pyromancers always gain an additional +2 on saves vs. 
  any sort of magical or non-magical fire; however, such 
  characters suffer a penalty of -2 on saving throws vs. 
  magical or non-magical cold.
  See  the  Spells  section  for  the  list  of  spells  for 
  Pyromancers, as well as descriptions of those spells that 
  have been added.
  Pyromancers do the same “kind” of magic as normal 
  Magic-Users, such that they are able to learn spells from 
  each other; however, only those spells listed as available 
  to both classes may be so learned.
  SPELLS
  Below  are  listed  spells  available  to  the  Pyromancer 
  subclass described above.
  First Level Spells
  1
  Athame of Fire
  2
  Detect Magic
  3
  Fire Bolt
  4
  Half Burn
  5
  Produce Flame
  6
  Read Languages
  Second Level Spells
  1
  Aura of Fire
  2
  Consuming Fire
  3
  Fireball
  4
  Flaming Blade
  5
  Heat Metal
  6
  Protection from Fire
  Third Level Spells
  1
  Dispel Magic
  2
  Blinding Burst
  3
  Flaming Path
  4
  Phoenix Flight
  5
  Wall of Fire
  Fourth Level Spells
  1
  Blaze Punch
  2
  Conjure Fire Elemental
  3
  Daze Flame
  4
  Molten Iron
  5
  Remove Curse*
  Fifth Level Spells
  1
  Explosive Blaze
  2
  Fire Suppressor
  3
  Flame Explosion 
  4
  Flame Web
  5
  Teleport
  Sixth Level Spells
  1
  Aura of Fire Other
  2
  Flame Strike
  3
  Incinerate
  4
  Fire Swarm
  DESCRIPTION OF NEW SPELLS
  Athame of Fire
  Range:  0 ft.
  Pyromancer 2
  Duration:  1 min./level
  A fire appears in casters hand and takes the shape of a 
  dagger. Melee attacks with the athame deals 1d4 points of 
  fire damage with an additional +1 point of fire damage 
  per two caster levels. The athame may not be thrown as a 
  normal dagger and instead if the fire leaves the caster's 
  hand it is immediately extinguished. This spell may be 
  cast while the caster is in melee range and acts as a 
  magical weapon.
  
  A BASIC FANTASY SUPPLEMENT
  PYROMANCERS
  Aura of Fire
  Range:  self
  Pyromancer 2
  Duration:  1 turn
  This spell covers the caster's body in hot red flames that 
  move as the caster does. The flames do not harm the 
  caster or any possessions carried, but will do 1d6 points 
  of fire damage to anyone  that comes  in contact  with 
  them.  In particular, anyone attacking the recipient with a 
  one-handed  melee  weapon  will  suffer  this  damage. 
  Likewise, anyone damaged in melee by the caster with a 
  one-handed weapon will suffer this damage in addition to 
  any done by the attack.
  Aura of Fire Other
  Range:  touch
  Pyromancer 6
  Duration:  1 turn/level
  This spell acts as Aura of Fire but is allowed to be cast on 
  any willing subject.
  Blaze Punch
  Range:  self
  Pyromancer 4
  Duration:  1 round/level
  This spell causes the caster's hands to burst into flames, 
  producing light equal to that of a torch. This spell allows 
  the caster to make two melee touch attacks that deals 
  3d6. While this spell is in effect, the subject cannot hold 
  or  use  any  items,  however  items  worn  still  work  as 
  normal.
  Blinding Burst
  Range:  100'+10'/level
  Pyromancer 3
  Duration:  instantaneous
  This spell causes a blinding burst of fire in a 20 ft. radius 
  that blinds all creatures for 2d8 rounds. A save vs spells is 
  allowed to negate the effect.
  Conjure Fire Elemental
  Pyromancer 4
  Range:
  240'
  Duration:
  special
  This spell is exactly like the Conjure Elemental spell for 
  magic users except it is limited strictly to Fire Elementals.
  Consuming Fire
  Range:
  touch
  Pyromancer 2
  Duration:  instantaneous
  The target must be a combustible object. Once touched, 
  the target is set aflame. If the target is being worn by a 
  creature, the creature suffers 1d8 points of damage with 
  no save allowed. Target item will burn until put out or 
  consumed. If wearer continues to wear the burning item, 
  they will suffer 1d4 points of damage per round until fire 
  is extinguished.
  Daze Flame
  Range:  100'+10'/level
  Pyromancer 4
  Duration:  1 round/level
  This spell causes a blinding burst of fire in a 20 ft. radius 
  that paralyzes all creatures for 2d8 rounds, doing 3d6 
  points  of  fire  damage.  A  save  vs  spells  is  allowed to 
  negate the effect.
  Explosive Blaze
  Range:  25'+5'/level
  Pyromancer 5
  Duration:  6 rounds
  This spell causes a ring of fire to explode upward from the 
  ground engulfing the target. The target of this spell takes 
  6d6  points  of  fire  damage  on  the  initial  round.  Each 
  round thereafter subtract 1d6 from the previous round for 
  the next 5 rounds.  A save vs. Spells for half damage is 
  allowed each round.
  Fire Bolt
  Range:  100'+10'/level
  Pyromancer 1 
  Duration:  instantaneous
  This spell causes a magical bolt of fire to dart forth from 
  the  caster's  fingertip  and  strike  its  target,  dealing  3d4 
  points of damage. The bolt strikes unerringly, even if the 
  target is in melee combat or has less than total cover or 
  total concealment. Specific parts of a creature can’t be 
  singled out. Inanimate objects are not damaged by the 
  spell. Normal save vs fire can be used to half the damage.
  For every two  levels beyond the 1st, an additional 1d4 
  damage is dealt – giving a total of 4d4 at 3rd level, 5d4 at 
  5th level, etc with a maximum of 9d4 at 13th level or 
  higher. All damage must be done to a single target.
  Fire Play
  Range:  20'+5'/level
  Pyromancer 1
  Duration:  1 round/level
  This spell allows the caster to animate a small fire of at 
  least  campfire  size.  The  fire  acts  as  a  miniature  fire 
  elemental with stats: AC 13, HD 2, #At 1, Dam 1d6, Mv 
  40', Sv F2, Ml 10 and is limited to the range of the source 
  fire (20' + 5'/level) and not the caster, however the caster 
  must also be within this range.
  Fire Suppressor
  Range:
  100'+10'/level
  Pyromancer 5
  Duration:
  1 hour/level
  This  spell  causes  all  fire  within  a  20  ft.  radius,  both 
  magical and non, to be immediately extinguished. No fire 
  can be lit within the area. All fire coming into the area is 
  immediately  stopped  and  splashes  outward  from  the 
  impact point to all sides.
  2
  
  PYROMANCERS
  A BASIC FANTASY SUPPLEMENT
  Fire Elementals are immediately destroyed and all other 
  flaming creatures have their flames extinguished as long 
  as they remain in the area of effect. 
  This spell may not  be cast on any living or movable 
  object, thus making the effect stationary.
  Fire Swarm
  Range:  25'+5'/level
  Pyromancer 6
  Duration:  1 round/level
  This spell allows the caster to call forth a swarm of flaming 
  bees. The swarm moves and attacks as the caster directs 
  dealing  4d6  points  of  fire  damage  to  the  attacked 
  creature. The swarm may move 30 feet per round but is 
  restricted to remain within the range of the caster. No roll 
  is needed for the attack and no save is allowed.
  Fire Web
  Range:  10' per level
  Pyromancer 5
  Duration:  2 turns/level
  Fire Web creates a many-layered mass of strong, flaming 
  strands, filling a volume of 8,000 cubic feet (equivalent to 
  eight 10'x10'x10' cubes). The strands are similar to spider 
  webs but far larger, tougher, and on fire. These masses 
  must be anchored to two or more solid and diametrically 
  opposed points or else the web collapses upon itself and 
  disappears; within this limitation, the caster may choose 
  any arrangement of webs he or she wishes, up to the limit 
  of range and the given 8,000 cubic foot volume. The 
  caster may choose to create a smaller volume if he or she 
  wishes.  
  Anyone in the area of effect when the spell is cast must 
  make a save vs. Spells.  If this save succeeds, the creature 
  is dealt half damage during the time they are in the web. 
  Creatures caught in the area of effect are entangled but 
  can move at half speed. Every round a creature is within 
  the limits of the web, they take 3d6 points of fire damage. 
  Such entangled creatures may not cast spells or perform 
  normal attacks; whether other actions are possible is left 
  to the GM to decide.  Once an entangled creature leaves 
  the area of effect of the web, it will be able to act normally 
  again.
  The strands of the flame web spell are on fire. Therefore, 
  the flame web cannot  be burned down and lasts the 
  entire duration.
  Flame Explosion
  Range:  15'
  Pyromancer 5
  Duration:  instantaneous
  This spell causes a explosion of fire to originate from the 
  caster dealing 1d8 points of fire damage and an additional 
  1d8 points  for every  two levels beyond  the  1st to all 
  creatures within 15' of the caster.
  Flame Strike
  Range:  60'
  Pyromancer 6
  Duration:  instantaneous
  A Flame strike produces a vertical column of divine fire 
  roaring downward (cylinder of 10' radius, 30' high). The 
  spell deals 6d8 points of damage to any creatures within 
  the area of effect. A save vs. Spells for half damage is 
  allowed.
  Flaming Blade
  Range:  touch
  Pyromancer 2
  Duration:  1 min./level
  This spell causes a non-magical or magical weapon to 
  light aflame. This magical flame does not hurt the weapon 
  or the user and causes the weapon to deal fire damage. 
  Any successful hit causes an additional 1d6 points of fire 
  damage.  Any  non-magical  weapon  under  this  spell  is 
  treated as magical for the duration of the spell.
  Flaming Path
  Range:  25'+5'/level
  Pyromancer 3
  Duration:  instantaneous
  This spell creates a path of fire to erupt from the ground 
  without causing damage to the ground. The fire erupts in 
  a straight line 5 ft. wide and extends 50 ft. from target 
  spot. Anything along the fire's path takes 1d6 points of 
  fire damage per level. Any solid non-creature object will 
  cause the path to end.
  Half Burn
  Range:  100'+10'/level
  Pyromancer 1 
  Duration:  5 min./level
  All non-magical fires within a 30 ft. radius burn twice as 
  long at half the intensity. Any effected magical fire does -1 
  damage per dice. All effected fires take twice as long to 
  extinguish and if someone catches fire from an effected 
  fire it does half damage.
  Half Burn can also be prepared as  Double Blaze 
  doing the exact opposite of what is described above.
  Heat Metal
  Range:  25'
  Pyromancer 2
  Duration:  7 rounds
  This spell causes a single item made of ferrous (iron-
  based) metal to become hot for a brief period of time. 
  The affected item is warm to the touch immediately, and 
  then  becomes  progressively  hotter  each  round  as 
  indicated on the table below. The damage roll indicated is 
  applied to any creature holding or wearing the affected 
  item; a brief touch does no damage.
  3
  
  A BASIC FANTASY SUPPLEMENT
  PYROMANCERS
  Round
  Temperature
  Damage
  1st
  Warm
  None
  2nd-3rd
  Hot
  1d4 points
  4th-5th
  Searing
  2d4 points
  6th
  Hot
  1d4 points
  7th
  Warm
  None
  Incinerate 
  Range:  60'
  Pyromancer 6 
  Duration:  instantaneous
  This spell causes a thin line of fire to spring from the 
  caster's pointing finger. Any single creature or object (up 
  to  a  10x10x10  foot  cube  of  material)  is  entirely 
  incinerated,  leaving  behind  only  a  trace  of  ash.  An 
  incinerated creature’s equipment is unaffected.
  A  creature  that  makes  a  successful  save  vs.  Spells  is 
  unaffected.  The  ray  can target  only  one  creature  per 
  casting, if that target saves, the spell is wasted.
  Molten Iron
  Range:  25'+5'/level
  Pyromancer 4
  Duration:  instantaneous
  This spell causes one metal object to melt. The object will 
  begin  dripping  onto  the  ground  and  will  turn  into  a 
  puddle  within  1  round.  Non-magical  metal  items  are 
  allowed a save vs spells using the creature’s level or it's 
  own if higher or unwielded. Magical items are allowed a 
  save vs Spells +5/plus of bonus and effects using the 
  creature’s  level  as  a  base  or  it's  own  if  higher  or 
  unwielded.
  Phoenix Flight
  Range:  touch
  Pyromancer 3
  Duration:  1 turn/level
  This spell causes the arms of the subject to turn into wings 
  of fire that do not harm the subject or any items worn by 
  the subject. No items may be held during the duration of 
  this spell, rings and other items worn work as normal and 
  may continue to be worn. The subject of this spell can fly at 
  a speed equal to his or her normal ground movement rate 
  (as adjusted by encumbrance). The subject can ascend at 
  half speed and descend at double speed, with the same 
  maneuverability  as the subject  has when  moving on the 
  ground. Flying under the effect of this spell requires enough 
  concentration that no attacks or spells may be made during 
  the duration. The subject of a fly spell can neither charge nor 
  run, nor carry aloft more weight than his or her maximum 
  load.
  Should the spell duration expire while the subject is still 
  aloft, the magic fails slowly. The subject floats downward 
  120' per round for 1d10 rounds. If the subject reaches the 
  ground in that amount of time, he or she lands safely. If 
  not, the subject falls the rest of the distance, taking normal 
  falling damage. Since dispelling a spell effectively ends it, 
  the  subject  also  descends  in  this  way  if  the  spell  is 
  dispelled.
  Protection From Fire
  Pyromancer 2
  Range:  Touch
  Duration:  special
  If the caster touches himself or herself, this spell grants 
  temporary immunity to fire (normal and magic). When 
  the spell absorbs 12 points per caster level of magical fire 
  damage, it is discharged. Otherwise the spell lasts for 10 
  minutes per caster level. if the spell is cast upon another 
  creature  than  the  caster,  protection  from  fire grants 
  temporary immunity against normal fire. The spell also 
  offers a +4 bonus to saving throws against magical fire 
  and  if  the  save  is  successful,  the  creature  suffers  no 
  damage (and only 25% if the save fails). This version of 
  the spell lasts for 10 minutes per caster level.
  4
  
  PYROMANCERS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Pyromancers: A Basic Fantasy Supplement (hereinafter “the Supplement”) is 
  based on the System Reference Document v3.5 ("SRD"), which is Open Game 
  Content.    The text of the Open Game License itself is not Open Game  
  Content. Instructions on using the License are provided within the License itself.
  Designation  of Open  Game Content:   The entire  text  of the Supplement 
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  released under the Open Game License, Version 1.0a (reproduced below) as 
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Pyromancers:  A Basic Fantasy Supplement Copyright © 2009 Jason Brentlinger 
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  5
  
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