Table of Contents

Fire Spells

Magic is really not the most effective way to produce fire. Most fire effects can be accomplished a lot easier without magic. However, once mastered, Fire magic can yield spectacular results.


Stoke

Causes any existing fire to suddenly burst into a much larger fire, possibly burning or igniting any bystanders.

Anyone within a 3 meter radius takes d4-1 damage, anyone in a 1 meter radius is ignited, taking d4 damage per round until extinguished.

Time to Cast 1 second
Difficulty 10
MP cost 15
Power d4
Duration lasts about a minute if no fuel added
Range 10 meters
Other difficult to smother, but may be terminated at caster's will.
Prerequisite One of Teleport, Create Fuel, or Convert Element

Ignite

Ignite works by either gathering a lot of heat, or providing a spark. Technically, this is not actually a separate spell, you just use one of the other spells, Create Spark or Heat Sink. You actually get this spell for free, when you learn one of those.

It can be used to ignite any highly flammable fuel, such as torch oil, or dry tinder.

Time to Cast 1 second
Difficulty 5
MP cost see crosslisted spell
Power
Duration instant
Range 2 meters
Other
Prerequisite One of Create Spark OR Heat Sink

Flame

Flame provides a small flame, about the size of a candle. It can be used as a substitute for a candle, or to start a larger fire.

Time to Cast 1 second
Difficulty 5
MP cost 7
Power deals 1 point dmg per round
Duration lasts about 30 seconds (10 rounds) if no fuel added
Range 10 meters
Other easily smothered by any character; may be terminated at caster's will.
Prerequisite Ignite

Inferno

A much larger version of Flame. Sufficient quantities of fuel are magically added to sustain a vigorous fire. There are several magical ways to accomplish this fuel addition, either by teleporting or otherwise moving existing fuel, or by using Create Fuel or Convert Element to transform another material.

Time to Cast 1 second
Difficulty 10
MP cost 15
Power deals d4+1 dmg per round until extinguished
Duration lasts about a minute if no fuel added
Range 10 meters
Other difficult to smother, but may be terminated at caster's will.
Prerequisite Flame, AND one of Teleport, Create Fuel, or Convert Element

Fireball

A fireball is essentially an inferno, propelled by a force. It acts like a projectile, in that it is essentially “thrown”.

Time to Cast 3 seconds (Major Action)
Difficulty 15
MP cost 20
Power deals d4+1 dmg per round until extinguished
Duration lasts about a minute if no fuel added
Range 30 meters
Other difficult to smother, but may be terminated at caster's will.
Prerequisite Inferno, AND one of Raw Force OR Propel Fluid

Flamethrower

Similar to Fireball, but instead of a projectile, it acts more like a melee weapon that can be swung across an area. Damage may be spread over several targets.

Time to Cast 3 seconds (Major Action)
Difficulty 15
MP cost 20
Power deals total d6 dmg (divided by # targets)
Duration one combat round
Range 3 meters
Other
Prerequisite Fireball

Exploding Fireball

Well, it's a fireball - plus, it explodes!

Time to Cast 3 seconds (Major Action)
Difficulty 20
MP cost 25
Power deals d12 dmg for one round, to all targets within a 3 meter radius
Duration about one second, then explosion
Range 30 meters
Other
Prerequisite Fireball, AND one of Raw Force, Arrange Atoms, OR Matter To Energy

Massive Explosion

Bigger and Better than the Exploding Fireball

Time to Cast 6 seconds (2 turns, 1 to concentrate, one to complete cast)
Difficulty 25
MP cost 40
Power deals d12 dmg for one round, to all targets within a 10 meter radius, +d6 additional dmg to those within a 3 meter radius
Duration about one second, then explosion
Range 30 meters
Other
Prerequisite Exploding Fireball

Extinguish

You can put out a medium sized fire. By casting Extinguish several times (TBD by GM) in succession, you can even put out a large fire.

Extinguishing fire can be accomplished with a number of methods.

Time to Cast 1 second
Difficulty 5
MP cost 3
Power Extinguishes flames within a 3 meter radius
Duration instant
Range 10 meters
Other
Prerequisite ONE of Heat Sink OR Banish OR Teleport, OR Convert Element

Fireproof

Fire does not harm you, and your clothes will not ignite.

Time to Cast 1 second
Difficulty 5
MP cost 3
Power
Duration instant
Range 2 meters
Other
Prerequisite Extinguish

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