Pyrotechnics was a spell from the transmutation school or the alteration school that operated on a normal fire to produce either bright, blinding fireworks or billowing clouds of thick, choking smoke.
Pyrotechnics could originally be learned and cast by arcane magic-users and by druids. After the Time of Troubles of 1358 DR, it could be cast by druids, wizards with access to the alteration school, and clerics, particularly those who commanded the Elemental and Elemental Fire spheres. Following the Year of Wild Magic, 1372 DR, it could only be cast by wizards with access to the transmutation school, sorcerers, and bards, as well as warmages and wu jen.
The caster chose an existing fire source at a distance of 400 ft (122 m) or more, and turned it into smoke or fireworks as they willed.
The fireworks version produced a brief burst of lights in the air over the fire source These were glowing, fiery, multi-colored, and flashing. All creatures within 120 ft (37 m) who beheld risked becoming blinding for a short period of time, though those who could resist spells might avoid it.
The smoke cloud version caused the fire source to emit a writhing stream of smoke, which billowed outwards for 20 ft (6 m) in all directions. The thick smoke blocked all natural sight. Creatures caught within the cloud choked on the smoke and were weakened for a short period of time, even after they escaped the cloud or it dissipated, which it did in a short time.
In addition to typical verbal and somatic components, pyrotechnics required an existing fire source as a material component. A small fire would be immediately put out by the casting, but one larger than 20 ft (6 m) wide and just as high would be only partially extinguished. A magical fire could not be extinguished at any size.
In the Year of the Prince, 1357 DR, the wizard Parwyyd Hanifar, acting on the advice of his assistant Dunstanny, approached a fire elemental and used it as a fire source for a pyrotechnics spell. This obliterated the elemental and the ensuing fireworks dazzled a number of gargoyles and kenkus that had emerged from his Great Door.
- ↑ 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24, 26. ISBN 0-7869-0437-2.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 267. ISBN 0-7869-2886-7.
- ↑ 3.0 3.1 Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), pp. 90, 92. ISBN 0-7869-3435-2.
- ↑ 4.0 4.1 4.2 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 144,212. ISBN 0-88038-716-5.
- ↑ 5.0 5.1 5.2 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.). ISBN 0-7869-0329-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 183. ISBN 0-7869-0394-5.
- ↑ 7.0 7.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
- ↑ 8.0 8.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 122. ISBN 0-7869-0437-2.
- ↑ 9.0 9.1 9.2 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 58,71. ISBN 0-9356-9601-6.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 122. ISBN 0-7869-3134-5.
- ↑ Dan Mishkin (May 1990). “Day of the Darkening”. Advanced Dungeons & Dragons #18 (DC Comics), pp. 17–18.