More actions
No edit summary |
|||
Line 71: | Line 71: | ||
:'''<u>Inefficient Cast:</u>''' (Expert+) | :'''<u>Inefficient Cast:</u>''' (Expert+) | ||
:*'''Lightning Shield:''' Manifesting a swirling sphere of defensive lightning that spins about the Fulgurist for as long as they concentrate, detonating against whatever intersects with it. | :*'''Lightning Shield:''' Manifesting a swirling sphere of defensive lightning that spins about the Fulgurist for as long as they concentrate, detonating against whatever intersects with it. | ||
:*'''Chain Lightning:''' Lashing out at three targets at once with a lightning strike, originating from the caster within 1/5th the Fulgurist's maximum range. Additional target per tier of skill cast above Expert, up to 5 targets. | :*'''Chain Lightning:''' Lashing out at three targets at once with a lightning strike, originating from the caster within 1/5th the Fulgurist's maximum range. Additional target per tier of skill cast above Expert, up to a maximum of 5 targets. | ||
:*'''Stormdance:''' Call down a storm of undirected lightning strikes at random upon a vast area within one's maximum range. | :*'''Stormdance:''' Call down a storm of undirected lightning strikes at random upon a vast area within one's maximum range. | ||
:*'''Shock Breath:''' A cone of static electricity reaching out to the Fulgurist's maximum range that stuns targets caught in its whorls of electricity. Resisted by equivalent skill in Fitness. | :*'''Shock Breath:''' A cone of static electricity reaching out to the Fulgurist's maximum range that stuns targets caught in its whorls of electricity. Resisted by equivalent skill in Fitness. |
Latest revision as of 08:49, 7 March 2025

Within Fulgur lies as much potential for great innovation and ingenuity as there is potential to set the world on fire. Fulgur requires
a Minor Merit to pursue.
Fulgur
History
Galdr, and by extension Fulgur, is one of the most ancient forms of Arcana; it has existed since before even the Faefolk and predates the Metaphor of Aeris over which it holds governance. As such, its true origins have been lost to the winds of time. Like the other elemental Arcana, practitioners of Fulgur can be found within any society that allows or puts value unto the arcane arts and many that don’t. It has proven invaluable to the development of any industry that utilizes fire or electric currents.
Acquisition

Like all forms of Galdr, Fulgur is spread from one sorcerer unto another. Unfortunately, only about half of initiates survive.
- In order to begin, the mark of Fulgur is inscribed into the tissue (be it skin, muscle or bone) using the initiator's aether and then bodily fluids of the donor - most often blood - are offered to the initiate, forcing the student to undergo their spiritual trial forthwith.
- At first, all they will experience is pain. Their nerves will feel like they’ve been set alight and their blood will feel like it is boiling. As the initiation progresses, small areas of flesh will conflagrate, expanding outwards and burning tissue away. Though they are all uniquely unpleasant, Fulgur is noted to have one of the most distinctly painful initiations out of all Galdr. However, provided nothing too vital is immolated beyond repair, the initiate will level out and their symptoms will wane into moderate Mageburn over the course of a few hours. Rarely, the initiation might last up to a day.
Mageburn Symptoms
- Lesser: Hyperhidrosis, Fever, Light Sensitivity, Lethargy
- Moderate: Minor Heatstroke Symptoms, Muscle Soreness, Bright Spots/Flashes (Obscuring Vision)
- Greater: Heastroke, Localized Spontaneous Combustion, Vision Loss
- Total Conflagration: The mage will lose control of themselves, combusting into a sentient, flaming elemental. They will likely become maddened by the constant pain they experience in this state.
Spells
Like all Galdr, Fulgur uses the Metaphor of Aether to cast.
Pyromancy
The most flexible spell within a Fulguri’s repertoire is their ability to conjure and manipulate flame. Below are various Pyromancy techniques sorted by their cost in Spell Reserves:
- Free Cast:
- Spread Flame: An ability to make embers linger so long as concentration is maintained, causing flames to spread more quickly across flammable materials.
- Spark: An ability to create sparks by gesturing, potentially sparking tinder alight while providing the Fulgurist with a dangerous fidget toy.
- Boil: An ability to bring water to boil slowly over some minutes by submerging ones hands in it.
- Heat: An ability to generate and share the warmth of internal body heat at a touch.
- Efficient Cast:
- Enkindle: Lighting an object or one's own hands aflame by touch for as long as one concentrates on the spell, including when thrown or fired as a projectile. Does not harm the object or oneself. May not be cast as a Conjuration.
- Firebolt: Lobbing a basketball-sized flame that explodes for half the Fulgurist's maximum radius.
- Throw Flame: Lifting existing flames and causing them to "jump" towards a target within range.
- Flame Sphere: Gathering nearby flame into a large volume and holding onto it for as long as one concentrates, from which other Pyromancy may be Multi-Cast. Manifesting this without nearby flames would be a Standard Cast.
- Standard Cast: (Journeyman+)
- Flamestrike: Raising a wall of flame within all or parts of a specified area after a delay.
- Fireball: Lobbing a ball of flame which creates an explosion of the Fulgurist's maximum radius.
- Flame Wave: Emitting an explosion of flame originating from the caster, up to the Fulgurist's maximum radius.
- Inefficient Cast: (Expert+)
- Flame Volley: Trading control for a hail of numerous Firebolts, wreathing destruction across a scattered area within range.
- Dragons Breath: Emitting flames in a cone out to ones maximum range.
- Plasma Ray: Creating a narrow ray of plasma that trades width for speed, swiftly reaching out to melt through targets.
- Animated Flame: Creating a "walking" or "flying" flame to perform a specified task which then rises into a shape the size of the Fulgurist's maximum volume. It would have the same skills as the Fulgurist, exploding in a blast of flame upon contact with the enemy.
- Flamespeak: Orchestrating the crackles of an existing flame within sight of a Scried Mirror to resemble ones voice and visage. The manipulation will last until doused even if the mirror is shattered or turned away.
These are examples of what's possible, but one's imagination might be used to devise new forms of Pyromancy. If you aren't sure, ask Haruspex or Vicissitude.
Fulguratio
Through a special technique, the Fulguri may alter the flames of their Pyromancy and convert them to electric current. One may simply create arcing bolts of lightning, but a keener mind will find ways to manipulate the electric currents all around them.
- Free Cast: (Journeyman+)
- Static Shock: Imparting a startling static shock upon another, enough to cause discomfort or surprise.
- Efficient Cast: (Journeyman+)
- Shock: Shocking someone by touch or through a conductive object with a sustained current capable of momentarily stunning their muscles or restarting a stalled heart. Resisted by equivalent skill in Fitness.
- Stun Weapon: Wreathing a held object or ones hands in swirling electricity that shocks another on contact, momentarily stunning them. Resisted by equivalent skill in Fitness.
- Kinetics: Sending electricity through one's own muscles to expand or contract them explosively with strength beyond what is normally possible. Requires 50 Experience in Medical to target specific muscle groups and tendons in a useful manner. Will almost certainly injure the self without equivalent skill in Fitness AND Acrobatics (if jumping) or a Combat Skill (if striking). Does not function as a Conjuration, and it may only be cast upon the self.
- Standard Cast: (Journeyman+)
- Lightning Weapon: Wreathing a held object or ones hands in swirling lightning that detonates against whatever it clashes with.
- Lightning Bolt: Lashing out with a lightning strike originating from the caster within 1/5th the Fulgurist's maximum range.
- Lightning Strike: Calling down a natural lightning strike from an existing storm cloud, at a distance of up to the Fulgurist's maximum range.
- Inefficient Cast: (Expert+)
- Lightning Shield: Manifesting a swirling sphere of defensive lightning that spins about the Fulgurist for as long as they concentrate, detonating against whatever intersects with it.
- Chain Lightning: Lashing out at three targets at once with a lightning strike, originating from the caster within 1/5th the Fulgurist's maximum range. Additional target per tier of skill cast above Expert, up to a maximum of 5 targets.
- Stormdance: Call down a storm of undirected lightning strikes at random upon a vast area within one's maximum range.
- Shock Breath: A cone of static electricity reaching out to the Fulgurist's maximum range that stuns targets caught in its whorls of electricity. Resisted by equivalent skill in Fitness.
These are examples of what's possible, but one's imagination might be used to devise new forms of Fulguratio. If you aren't sure, ask Haruspex or Vicissitude.
When paired with the Stormcalling of Zephyr, Fulguratio can be even more devastating.
Infernosight
By invoking this spell with an Efficient Cast, the Fulguri’s eyes blaze with an inner fire, thereby allowing them to perceive heat signatures and see through darkness with an enhanced, fiery vision. At higher tiers, they’ll even be able to see heat signatures through structures.
Flameweaver’s Embrace
Through this technique, the Fulguri may truly embody the fire that burns within. They may convert parts of their bodies to flame, and at its height, entirely shift themselves into a blazing inferno.
It should be noted that when playing with fire, a Fulguri must be careful. Any of their spells can set their clothing or other possessions on fire provided they are not made of fire retardant materials or otherwise enchanted. The mage themselves might be one with the flames, but mundane objects certainly are not.
Tiers of Mastery
Novice
Just a spark of potential, the novice Fulgur will be kept busy familiarizing themselves with wielding such a dangerous and destructive element.
- Pyromancy:
- The novice is equivalent to a tinderbox or a box of matches at this point, only capable of producing sparks and small, consistent flames.
- On average, the flame temperature is about 1,000 °C (1,800 °F), similar to a flickering candle.
- Fulguratio:
- As a novice, this spell is inaccessible.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The novice can see heat signatures and the world will appear as if lit by candlelight.
- Their sight radius is about 10ft centralized around the caster.
- Flameweaver's Embrace:
- At first, a novice may only use this spell to stabilize or increase their body temperature, such as in situations where they are in cold environs.
- Conversation takes 15 seconds.
- Pyromancy:
Apprentice
The apprentice may create their first bolts of flame now, able to weave arcs of fire through the air and operate with more alacrity than before.
- Pyromancy:
- They are capable of fire bolts, sustaining small bursts of fire, and similar acts.
- On average, the flame temperature is about 1,100 °C (2,012 °F), similar to a dim candle.
- Fulguratio:
- As an apprentice, this spell is inaccessible.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The apprentice can see heat signatures and the world will appear as if lit by candlelight.
- Their sight radius is about 15ft centralized around the caster.
- Flameweaver's Embrace:
- At apprentice, the Fulguri may create fiery accoutrements that dance over their skin, but may only cover small patches of skin at once.
- Conversation takes 12 seconds.
- Pyromancy:
Journeyman
Finally achieving a solid, infernal foundation, the Fulguri will be able to pick up Fulguratio at this stage and begin learning to wield electricity.
- Pyromancy:
- The journeyman can wield balls of flame as large as a man with greater aetheric ease.
- On average, the flame temperature is about 1,400 °C (2,600 °F), similar to the hottest part of a candle flame.
- Fulguratio:
- In place or alongside their flames, the Fulguri may now weaponize sparkling electric currents similar in potency to their Pyromancy.
- Fulguri of keener minds may employ more fine-tuned electric effects; useful in things like technomagical advancements, artificing, etc.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The Journeyman can see heat signatures and the world will appear as if lit by torchlight.
- Their sight is now more acute than before, with details being sharper even in the dimmer light.
- Their sight radius is about 20ft centralized around the caster.
- Flameweaver's Embrace:
- They may make more drastic changes, such as shifting the equivalent of entire limbs over to flame.
- Conversation takes 6 seconds.
- Pyromancy:
Expert
As an expert, a Fulguri has truly become a devastating force of flame.
- Pyromancy:
- The expert’s flames are devastating, able to craft infernos all their own.
- The Fulguri can infuse their flames with aspects of other personal magics they may possess that are also expert or higher.
- On average, the flame temperature is about 1,600 °C (2,900°F), similar to a blow torch.
- Fulguratio:
- The creation of brilliant bolts of lightning is much easier at expert than before, though they may only create one per cast.
- Fulguri of keener minds may employ more fine-tuned electric effects; useful in things like technomagical advancements, artificing, etc.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The expert can see heat signatures and the world will appear as if lit by torchlight.
- They may see heat signatures through walls.
- Their sight is now more acute than before, with details being sharper even in the dimmer light.
- Their sight radius is about 30ft centralized around the caster.
- Flameweaver's Embrace:
- With alacrity, the expert can conflagrate up to half of their bodies to flame at ones.
- Conversation takes 4 seconds.
- Pyromancy:
Master
The master is capable of raining down hellfire upon anything they see fit to destroy.
- Pyromancy:
- The master’s flames are a devastating force, able to craft infernos all their own.
- The Fulguri can infuse their flames with aspects of other personal magics they may possess that are also expert or higher.
- On average, the flame temperature is about 1,995 °C (3,620°F), similar to a propane torch.
- Fulguratio:
- The creation of brilliant bolts of lightning is much easier at master than before; they may generate a couple bolts per cast or a particularly potent individual blast.
- Fulguri of keener minds may employ more fine-tuned electric effects; useful in things like technomagical advancements, artificing, etc.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The master can see heat signatures and the world will appear as if lit by torchlight.
- They may see heat signatures through walls.
- Their sight is now more acute than before, with details being sharper even in the dimmer light.
- Their sight radius is about 60ft centralized around the caster.
- Flameweaver's Embrace:
- A master may shift their entire bodies to flame.
- Conversation takes 2 seconds.
- Pyromancy:
Apotheosi
The Svaragni is a beautiful nightmare, as radiant as they are destructive.
- Pyromancy:
- The Svaragni wields their flames at ⅔ the aether cost of a master.
- They can infuse their flames with aspects of other personal magics they may possess.
- On average, the flame temperature is about 3,000 °C (5,400°F), around the temperature of oxy-acetylene welding.
- Fulguratio:
- The Svaragni is capable of generating localized lightning storms for up to 15 seconds at a time.
- They may generate a couple bolts per cast or a particularly potent individual blast.
- Fulguri of keener minds may employ more fine-tuned electric effects; useful in things like technomagical advancements, artificing, etc.
- Infernosight:
- The spell will cost aether on its invocation, and then the equivalent cost of a new cast will be sapped from the Galsterei every 15 minutes Infernosight is active.
- The Svaragni can see heat signatures and the world will appear as if lit by torchlight.
- They may see heat signatures through walls.
- Their sight is now more acute than before, with details being sharper even in the dimmer light.
- Their sight radius is about 120ft centralized around the caster.
- Flameweaver's Embrace:
- A Svaragni may shift their entire bodies to flame in the blink of an eye and then rapidly combust further, expanding outward far swifter than flames would ever be capable of naturally.
- Conversation is instantaneous.
- Pyromancy:
Contrivances
To craft with Fulgur, one must find and work alongside a Fulguri or acquire the Arcana themselves. Galdr, having stemmed from Aether itself, does not provide materials from the Galsterei, but rather, the Galsterei infuses the crafts with their Aether and thus their intent. Otherwise, Contrivances may be crafted from the Galsterei's Sundered Alkahest directly.
Some examples of crafts a Fulguri might assist with include:
- Enchanted lamps with nigh permanent burn times.
- Entirely fire retardant materials of all types.
- Various weaponry, such as flamethrowers.
- Enchanted ammunition
- Potions that may act as bombs
- Potions that may act as salves to burns
- Artificing components, etc.
”Ever since I accepted that Fulguri as an apprentice, work in my shop has been quite a bit smoother. The control he holds over
the flames offers an incredible edge to our overall efficiency, and profits have skyrocketed! Honestly, I might ask the boy to give
me the Arcana once I feel he’s a good enough smith– wouldn’t want to potentially leave him without a teacher.” - A Town Blacksmith