PYROMANCERS
 

Wizards who channel magical energy to create and manipulate fire are called Pyromancers. Pyromancers are a fairly common type of Wizard because their powers can be used to lead offensive strikes, defend towns, and halt raging fires. Pyromancers can even perform powerful divination magic.

Among Humans, Pyromancers were once greatly feared. Wizards sought out this path because of the practical destructive powers of fire. The most hateful and destructive Pyromancers could and did burn entire towns to the ground. To protect themselves, villages, towns, and governments responded by recruiting children with Magical Aptitude and training them as the equivalent of militia and fire-fighters. It became tradition to expose such Wizards to Law and Religion in order to (hopefully) teach them responsibility and ethics. The result is that most Pyromancers are highly honorable and moral (or carefully pretend to be). Most of them have been trained as much in Law and Religion as in Magic. Pyromancers often have direct ties to local governments as well as churches. Most most are expected to help put out fires in emergencies. In return they tend to receive acceptance among common folk.

Pyromancers are expected to behave in an honorable and helpful manner. Most Pyromancers wear a symbol to indicate their goodwill and training. This symbol is a silver or steel down-turned cresecnt with stylized flames rising from the upper edge. While no specific "social contract" exists regarding the behavior of Pyromancers, commoners generally expect them to be helpful, and often defer to older respected Pyromancers when decisions are to be made. Pyromancers not displaying the Crescent-and-Fire will be distrusted, and any Pyromancer behaving in an aggressive or irrational manner will be looked upon with suspicion or disgust, especially if they are wearing the Crescent-and-Fire. Of course this is merely a regional, cultural, and racial tradition among Humans. Other places and other races have different views.

CHARACTER CREATION:

Required Advantages
Magical Awareness (5 Points) AND
      Pyromancy 1 (10 Points) OR
      Pyromancy 2 (20 Points) OR
      Pyromancy 3 (30 Points)

Social Effects
-2 Reaction sans Crescent-and-Fire
+2 Reaction with Crescent-and-Fire
-2* Reaction for 'dangerous'
    behavior
 
*-2 more with Crescent-and-Fire

Common Advantages
Literacy (variable)
High Pain Threshold (10 Points)
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Common Disadvantages
Honesty (-10 Points)
Truthfulness (-5 Points)
Duty to Local Government (Variable)
Duty to Local Church (Variable)

Common Skills
Theology
Thaumatology
Law
First Aid
Spell Throwing
Fencing
Magic Jet
Basic Militia / Guard Skills