Sigilic Pyromancy Mutations
Posted: Sun Nov 01, 2020 12:03 pm
Sigilic Pyromancy - Black Dragonling
Description
Fiercely and bravely honing her mind and body, Alphonse has pursued a rigid life dedicated to the philosophy of hard-won success and self-betterment towards one's goals, and these principles which have guided her help to shape the magic. Engaging with her Animus, Alphonse has found her abilities favoring a more bestial form.
Apprentice - Shrivenbreath
Never able to channel a Flame Lance properly, Alphonse could not figure out why until it dawned on her. Rather than channeling her Flame Lance like a javelin, Alphonse can instead draw the flames from the back of her throat and shoot them from her mouth. This ball of flame jettisoned from her mouth has the exact same functionality, speed, and power as her Flame Lance.
Journeyman - Draconic Enkindling
Hindering more than helping her Animus, Alphonse has foregone the use of separate Enkindled weapons entirely. Instead, she has learned to permanently Enkindle the natural weapons of her body. This works with claws, horns, teeth, and spikes located upon her limbs and appendages such as the tail or any manifested additional limbs and tentacles. One set of claws counts as one Enkindled weapon, left or right. A maw of teeth also counts as an Enkindled weapon, and should her claws be severed, teeth knocked out, et cetera, she must retrieve them and have each on her person to de-enkindle the set or else it will count towards her limit of Enkindled weapons. Enkindled natural weapons are specific to the Template they are enchanted upon, meaning she can use her Animus abilities to draw upon the Enkindled teeth of one form, while another may not have such teeth.
This mutation does not change the fact that the weapons are still made of their natural material, meaning they are not usually made of metal except in extreme cases. Claws and teeth may be made sturdier, but they will still be vulnerable to stronger materials.
Expert - Ash Eater
Alphonse must subsist upon the burned remains of most creatures and plants, including ash or charcoal made from these, and the essence of ghostly entities and spirits. She may never enjoy regular food again as it all tastes like dirt and makes her vomit, and the disappointing, often overpowering or bitter taste of ash and charcoal still remains as a bitter reminder, an acquired taste she must learn to live with or else remain disappointed by her food choices. Liquids are not spared this fate, but by mixing ash with water or wine alike, she may consume it and reap the rewards of hydration, potion, or alcohol alike.
Master - Coronal Mass
Alphonse's Glare undergoes a significant change as she develops the ability, fundamentally changing how it operates and losing its long range in the process. Rather than a long range laser, her focus on up close and personal melee combat has converted it into a fine layer of venting, explosive flames that can emanate from her claws or teeth for the similar cost of a full Glare. This binds the Glare into a circular torrent of energy that explodes violently on contact with an opponent, ripping through them effortlessly to continue circulating along the outer edges of the point of origin until something truly impressive can take the brunt of its force. Exchanging the range for something up close and personal, this is a steady, circulating force that can last through a conflict as opposed to a momentary burst. Coronal Mass can be broken should something be able to resist it, as it will dispense all of its power to try and rip through what can somehow withstand it.
Master - Sigil of Annihilation
The apex of Alphonse's melee-focused abilities, Alphonse finds that the beam created from drawing in enormous sums of Shrivenflame with her Sigilfall instead stays affixed to a place a few inches beyond the edge of her skyward-drawn maw, a blackened orb of condensed Shrivenflame with a corona burning around its edges that burns with such an intensity as to melt most things that come near it. By touching the orb to a foe or surface, it will briefly expand before collapsing with the unimaginable intensity of an entire battlefield worth of Shrivenflame condensed to a fine point, creating a powerful boom that vaporizes everything within a few feet of it save for the Pyromancer and their gear. The thunderous sound of the resulting pressure wave can be heard for miles, and expands with a force that's strong enough to push the clouds away and knock down nearby buildings. A vacuum slows the trudging advance of the blast zone to limit the damage to a charred city block, with the exception of some blown out windows. Like Sigilfall, utilizing this ability nearly always causes Threshold Sickness in the mage for the same reasons. It is theoretically possible to resist Sigil of Annihilation, but it would take a similarly draining barrier to withstand. Unlike Sigilfall, this ability does not leave any residual Shrivenflame behind, meaning the battlefield will be far more tame in its wake, and other Pyromancers can no longer utilize the flame.