Difference between revisions of "Fire"

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Flame Burst; Fire; DC 18, 1d6 damage dealt to one creature within 20 feet, reflex half.
 
Flame Burst; Fire; DC 18, 1d6 damage dealt to one creature within 20 feet, reflex half.
  
Minor Immolation; Fire; DC 22, Unarmed strikes or held weapon deals 1d6 fire damage.
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Minor Immolation; Fire; DC 22, Unarmed strikes or held weapon deals 1d6 fire damage. Requires [[Tenacity]].
  
 
Resist Fire; Fire; DC 28, Target gains fire resistance 15.
 
Resist Fire; Fire; DC 28, Target gains fire resistance 15.
  
Immolation; Fire; DC 38, The caster to engulfs himself in flame. This fire doesn't harm him. Whenever an opponent makes a mêlée attack against the caster, the attacker takes 3d6 points of fire damage for every two Fire Units used. The caster is treated as [[On Fire]] for the purposes of being grabbed or grappled.
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Immolation; Fire; DC 38, The caster to engulfs himself in flame. This fire doesn't harm him. Whenever an opponent makes a mêlée attack against the caster, the attacker takes 3d6 points of fire damage for every two Fire Units used. The caster is treated as [[On Fire]] for the purposes of being grabbed or grappled. Requires [[Tenacity]].
  
Flame Weapon; Fire; DC 42, The caster creates a weapon out of fire - it functions identically to the normal weapon except it deals fire damage and no damage from strength. Cannot be masterwork.
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Flame Weapon; Fire; DC 42, The caster creates a weapon out of fire - it functions identically to the normal weapon except it deals fire damage and no damage from strength. Cannot be masterwork. Requires [[Tenacity]].
  
  

Revision as of 11:29, 6 March 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The fire discipline makes flame appear out of nowhere, leaping dangerously all about. It needs little introduction.

Special Uses

Fire covers heat as well as literal fire. Heating or warming anything falls under Fire.

At very high DCs, fire can be used to create objects. These objects will still deal damage as fire.

Fire's most dangerous basic use is probably lighting others On Fire.

Use in Mixed Spells

No special uses.

Counterspells

Fire can counter Cold magic.

Example Spells

Flame Burst; Fire; DC 18, 1d6 damage dealt to one creature within 20 feet, reflex half.

Minor Immolation; Fire; DC 22, Unarmed strikes or held weapon deals 1d6 fire damage. Requires Tenacity.

Resist Fire; Fire; DC 28, Target gains fire resistance 15.

Immolation; Fire; DC 38, The caster to engulfs himself in flame. This fire doesn't harm him. Whenever an opponent makes a mêlée attack against the caster, the attacker takes 3d6 points of fire damage for every two Fire Units used. The caster is treated as On Fire for the purposes of being grabbed or grappled. Requires Tenacity.

Flame Weapon; Fire; DC 42, The caster creates a weapon out of fire - it functions identically to the normal weapon except it deals fire damage and no damage from strength. Cannot be masterwork. Requires Tenacity.