Fire
Conditions:
- Burning: a power with this tag causes any fire damage from initial contact to repeat on turn start for the next 3 rounds. The victim can spend a standard action to stop, drop, and roll to extinguish the flames prematurely. Any other measure that would reasonably extinguish the flames, such as being immersed in water, will also end this condition.
Rank 1
- Flames: at-will, std, cone 3; light fire damage plus Burning.
- Firebolt: at-will, std, ranged; medium fire damage plus Burning.
Rank 2
- Resist 50% (fire)
- Fireball: at-will, std, ranged, burst 1; medium fire damage plus Burning.
- Fire Shield: at-will, swift, concentration; you are protected by a wreathe of flames. Melee attackers, upon striking you successfully, suffer medium fire damage plus Burning. Optionally, the attacker may cancel their attack, suffering no damage, but failing to harm you.
Rank 3
- Resist 100% (fire)
- Firebrand: at-will, std, ranged, concentration; you create a roiling mass of flame that moves as you direct, flying up to 6 squares per rd. Each round, you can either inflict light fire (plus Burning) to all targets in its path, or reserve its power for a single target, inflicting medium fire (plus Burning) to the target at the end of its path.
- Fusion Beam: at-will, std, ranged; focused ray of superheated air causes heavy fire damage, or can be used to slice through almost any material (e.g. can cut through a medium wood object in 1 round, medium iron in 1 minute, more examples to come). Because of how concentrated and brief the effect is, the Burning condition only applies half the original damage.
Rank 4
- Absorb 50% (fire): half of fire damage you suffer actually heals you
- Firestorm: at-will, std, concentration; flames emanate from you, swirling wildly around in a storm. Each round, as a free action, you choose the radius of the effect, from 1 to 3 squares. Then, you inflict fire damage to everyone in the radius except yourself; if 1 square, heavy damage, if 2, medium, if 3, light (all add the Burning condition). If you use metamagic to widen the effect, use the original radius to determine damage.