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.
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 |
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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 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 |
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Difficulty | 5 |
MP cost | see crosslisted spell |
Power | |
Duration | instant |
Range | 2 meters |
Other | |
Prerequisite | One of Create Spark OR Heat Sink |
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 |
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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 |
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 |
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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 |
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) |
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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 |
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) |
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Difficulty | 15 |
MP cost | 20 |
Power | deals total d6 dmg (divided by # targets) |
Duration | one combat round |
Range | 3 meters |
Other | |
Prerequisite | Fireball |
Well, it's a fireball - plus, it explodes!
Time to Cast | 3 seconds (Major Action) |
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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 |
Bigger and Better than the Exploding Fireball
Time to Cast | 6 seconds (2 turns, 1 to concentrate, one to complete cast) |
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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 |
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 |
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 |