Skill Tree: Pyromancy

1.) Fireball Volley - Whenever you cast Fireball, you have a +25% chance to cast that spell again immediately. This can chain multiple times. You can cast Fireball another time each turn. You must cast the spell if able, paying its Mana costs.

2.) Burning What Little We Have - +20 Damage Dealt with Spells while you have 100 or less Mana. Whenever you cast a spell that damages enemies while you have 100 or less Mana, you also instantly burn away 5% of all enemies affected's Hit Points.

3.) Crispy - Whenever you deal damage to an enemy who has had their Hit Points reduced from a Percentage Based Hit Point Depletion Effect this turn, you deal an additional 10 damage to that enemy, then recover 5 MP.

4.) Burn the World - Whenever a spell of yours damages an enemy, you recover 3 MP. For each unit that had a percentage of its health burned away from that spell, you recover an additional 3 MP.

5.) Essence Smoke - Whenever you deplete a percentage of a unit's Hit Points, you recover Mana Points equal to the Hit Points burned in this way.

6.) Explosive Flames - Your Pyromancy spells deal +5 Magical Damage to those hit for each enemy in their range and/ or AoE.

7.) Fuel for the Fire - 35 MP - Can be cast at any time, but only as an enemy dies. When cast, restores 50 MP on the caster, then deals ( Spell Effect x 0.4 ) damage in a ( Spell Effect x 0.2 + 5 )m AoE around the dead corpse. Corpse must be within ( Spell Effect x 0.3 + 3 )m. If Overcast, deals ( Spell Effect x 1.2 ) damage instead.

8.) Flaming Affinity - +25 Damage Dealt with Non-targeted Pyromancy Spells.

9.) Turn to Ash - While your enemies have over 500 Hit Points, your Pyromancy Spells deplete an additional +10% of your target's Max Hit Points. Otherwise, only depletes +5% of target's Max Hit Points.

10.) Char the Earth - Whenever you target an enemy with a Pyromancy Spell, that enemy emits Charred Earth in a 5m AoE around themself. The Charred Earth lasts until end of encounter. Whenever an enemy ends their turn in the Charred Earth, they take +10 Pure Damage.

11.) Long Burn - Whenever you deplete a percentage of an enemy's Hit Points, you burn that unit. Burnt units take +25 Magical Damage from Pyromancy Spells.

12.) Flash Burn - Upon use, ignites target enemy, dealing ( Spell Effect x 0.75 ) damage to that unit, then depleting 5% of its Max Hit Points, then depleting another 5% of that unit's Max Hit Points during its next turn. One use per day.

13.) Empowering Flames - Whenever you deplete a percentage of a unit's Max Hit Points, you gain + ( Hit Points Depleted x 0.5 ) Damage Dealt with Spells until end of turn, up to +50 Spell Damage.

14.) Fireballing - Fireball costs 5 MP less to cast. Your Fireballs burn +( Spell Effect x 0.05 )% of your target's Max Hit Points, up to 5%.

15.) Fierce Desperation - While at 100 or less MP, you recover +10 MP whenever you deal Magical Damage. Additionally, for every 20 MP you are missing, your spells deplete an additional +0.5% of your target's Max Hit Points, up to +5% of HP depleted.

16.) Burn Quarter - Upon use, you place a Burn Quarter in a ( Spell Effect x 0.2 + 2 )m AoE around target location up to ( Spell Effect x 0.1 + 1 )m away. The Burn Quarter lasts until end of encounter. While in the Burn Quarter, enemies take +30 Magical Damage from Pyromancy Spells, and lose 5% of their Current Hit Points each turn. One use per day.

17.) Draining Burn - When you damage an enemy with a Pyromancy spell, you recover Mana equal to ( Damage Dealt x 0.1 ). Additionally, whenever you deplete an enemy's Hit Points with a Percentage Based Health Depletion Effect, you recover +20 MP.

18.) Controlled Burn - Whenever you would burn any unit's Max Hit Points, you can instead redirect that much of a Percentage of Burn to another unit within 20m of it ( Meaning, if there were five units hit with a Percent Burn spell that burnt 2%, you could instead burn one for 10% ). Additionally, your Percentage Based Burn Effects burn for an additional 1% of your targets' Max Hit Points.

19.) Coal Rain - 40 MP - Calls down a rain of Coal that pelts enemies within ( Spell Effect x 0.2 + 4 )m, dealing ( Spell Effect x 0.25 ) damage when called down. When a Pyromancy spell affects a location within the AoE, the Coal is ignited, causing units who stand in the coal for the rest of the encounter to take ( Spell Effect ) damage per turn. If Overcast, the coal comes down already ignited, and deals ( Spell Effect ) damage to those in the AoE when cast instead.

20.) Chain Reaction - Whenever an enemy unit dies, you gain +10 Damage Dealt with Spells until end of turn. Additionally, whenever you cast Fuel for the Fire, you can reset the cooldown of any other one of your spells. This Cooldown Reset can proc up to a maximum of 2 times in a turn.

21.) Light 'Em Up - Toggled Skill. When Toggled on, Light 'Em Up will consume 10 of your MP at the beginning of each of your turns to yield +15 Damage Dealt with Spells until end of turn.

22.) Boon of Immolation - Whenever you burn a Percentage of an enemy's Max Hit Points, you deal ( Spell Effect x 0.25 ) Pure damage to that enemy. Additionally, you gain a passive +10 Spell Effect.

23.) Infernal Holocaust - Upon use, each enemy unit on the battlefield is burned for 15% of that Unit's Max Hit Points. One use per encounter.

24.) Overwhelming Burn - You deal +25 Magical Damage to Burning Units with all attacks and damaging spells.

25.) Flash Fire - When you use your Flash Burn, you deplete an additional 5% of your Target's Hit Points immediately. Whenever you use your Flash Burn on a unit, it burns all other enemies within ( Spell Effect x 0.25 + 2 )m of that unit for 50% of the Hit Point Depletion and Damage dealt to the primary target. Whenever you cast a spell that brings your MP total to below 100 for the first time in an encounter, your Flash Burn's Cooldown is reset.

26.) Cauterize - Upon use, choose an ally or an enemy within ( Spell Effect x 0.2 + 3 )m. If ally, burns 15% of that unit's Max Hit Points, then restores 30% of its Max Hit Points. If enemy, burns 30% of that unit's Max Hit Points, then restores 15% of its Max Hit Points. Two uses per day.

27.) Mighty Orbs of Fire - +25 Spell Effect. You deal +15 Magical Damage with your Fireballs.

28.) Burnout - Whenever you drop to 25 or less MP, you can immediately enter into Burnout mode, which counts on the spell you're casting. While you remain at 25 or Less MP, you recover an additional +15 MP per turn, and gain +25 Magical Damage Dealt with Spells. However, while in Burnout, you take ( Spell Effect x 0.1 ) damage whenever you cast a spell. You can disable Burnout at the end or beginning of any turn.

29.) Thoroughly Cooked - Whenever you deplete an enemy's Hit Points with a percentage based health depletion effect, that enemy takes Pure Damage equal to ( Spell Effect x 0.25 ).

30.) Mana Fire - 60 MP - Burns target enemy within ( Spell Effect x 0.3 + 1 )m for ( Spell Effect ) damage. When Overcast, deals ( Spell Effect x 2 ) damage instead. Restores Mana equal to ( Damage Dealt x 0.5 ).

31.) Maw of Flame - Upon use, Percentage Based Health Depletion Effects restore Mana equal to ( Hit Points Drained x 0.5 ) until end of turn for you. Then, depletes 5% of all enemy units Max Hit Points of enemies within 25m. One use per day.

32.) World Aflame - Your Pyromancy spells and spells and abilities from the Pyromancy tree have +10m AoE and Range. For each enemy affected with any given spell, that spell deals +4 Pure Damage to all enemies affected.

33.) Pyromancer's Arsenal - Whenever you kill a unit with a spell, that spell's cooldown is reset, then you recover 15 MP. Whenever any unit just dies and you did not get the kill, you recover 5 MP instead.

34.) Flaming Body - 70 MP - When cast, you release a burst of flames, dealing ( Spell Effect ) damage to each enemy within ( Spell Effect x 0.1 + 1 )m. Until your next turn, whenever an enemy targets you with a spell, that enemy takes ( Spell Effect ) Magical Damage. If Overcast, deals ( Spell Effect x 2 ) damage initially instead.

35.) Flaming Blade - 260 MP - Calls down a Flaming Sword that strikes an enemy, dealing ( Spell Effect x 4.25 ) damage to that enemy. If Overcast, also depletes ( Spell Effect x 0.1 )% of your target's Max Hit Points, up to 10%. Range of ( Spell Effect x 0.4 )m.

36.) Burn Tendency - Upon use, your Percentage Based Hit Point Depletion Effects gain +100% Effect until end of turn. Two uses per day.

37.) Cremate - Upon use, deals ( Spell Effect x 1.5 ) damage to target unit. If that unit dies in this way, this ability is immediately set off its cooldown. Otherwise, one use per day. If your target is burnt, also burns 10% of its Max Hit Points as damage after damage.

38.) Combust - Whenever you cast your Flash Burn on a unit, you burn that unit for an additional 5% immediately and a bonus 5% on your next turn. You can use Flash Burn another time each encounter. When you cast Flash Burn on a unit, you place a Immunity Mark on that unit. Units with Immunity Marks on them cannot be targeted by Flash Burn.

39.) Justify in Fire - Whenever you deplete a Percentage of a Unit's Hit Points, you gain + ( Hit Points Depleted x 0.5 ) Magical Damage Dealt and Spell Resist until your next turn.

40.) Pyreball - Your Fireballs have a 50% chance to immediately be upgraded to Pyreballs. Pyreballs deal ( Spell Effect x 0.8 ) damage, but ( Spell Effect x 2 ) damage on Overcast. Additionally, Pyreballs deal 50% Splash damage in a ( Spell Effect x 0.25 )m AoE around the Primary target. Also passively allows you to cast Fireball again each turn.

41.) Sustainable Flames - Pyromancy spells you cast cost 5 MP less to cast. Whenever you damage an enemy with a Pyromancy spell, you recover 3 MP. Pyromancy spells you cast that target enemies deal a bonus ( Current MP x 0.2 ) damage to your target(s).

42.) Burning Ricochet - Upon use, launches a Ball of Flame that hits a target within ( Spell Effect x 0.2 + 3 )m, then bounces to units within ( Spell Effect x 0.1 + 2 )m of each target, until each enemy unit that could be hit has been hit. Each unit that is hit takes ( Spell Effect x 1.5 ) damage, then is burned for 5% of their Max Hit Points. One use per encounter.

43.) Smoked - Whenever you kill a unit with a Pyromancy spell, that unit is burnt to a crisp. For each unit that is Burnt to a Crisp within 15m of you, you have +10 Magical Damage Dealt with Spells. Whenever an enemy unit dies, you gain a stack of Smoked. Each stack of Smoked grants you +5 Magical Damage dealt with Spells. When you get your first kill in an encounter, you gain an additional two Smoked stacks. Smoked Stacks last until end of encounter.

44.) Third Degree - Whenever you target a burnt unit with a Pyromancy spell, that enemy has + ( 1d10 )% of his or her Max Hit Points depleted.

45.) Breaking Burn - Units that you cast Flash Burn on get the Breaking Burn debuff, which causes them to lose ( Spell Effect x 0.5 ) Armor and Spell Resist for as long as they keep the debuff. Additionally, whenever a unit with Breaking Burn on them dies, Flash Burn's cooldown is reset.

46.) Burn Alive - Whenever you deplete a percentage of an enemy's Hit Points, that enemy becomes Crippled until their next turn, and take an additional ( Spell Effect x 0.25 ) Magical Damage.

47.) Pyromancer's Boon - +1 Spell Capacity. At the end of each turn, you recover +20 MP if you dealt damage with a spell this turn.

48.) Watch the World Burn - Upon use, all enemies get the Burning World Debuff, which causes those units to take + ( Spell Effect ) damage from Pyromancy spells until your next turn. One use per day.

49.) Intensify the Flames - Upon use, deals ( Spell Effect x 2.5 ) magical damage to each unit afflicted with Breaking Burn. One use per day.

50.) Burn Alive II - Whenever you deplete a percentage of an enemy's Hit Points, that enemy takes an additional ( Spell Effect x 0.35 ) Magical Damage.