Fire

Fire is a group of powers. Each time you spend 1 Power Point (of which you receive 1/level), you may advance your rank by 1, and thus gain access to all powers of that rank.

Further, certain feats are made available for purchase by having the requisite rank of Fire.

Rank 0

Rank 0 powers are available to anyone with rank 1 or higher in Fire, and cost 0 mana to use.

Rank 0 feats are available at all ranks of Fire.

  • Affect Flames: at-will, swift, long range; shrink/enlarge flames etc etc.

Feats

Rank 1

Powers

  • Fireball: at-will, std, medium range, burst 1; medium fire damage.
  • Flames: at-will, std, cone 5; medium fire damage.
  • Immolate: at-will, std, medium range; target bursts into flames, suffering medium damage instantly and on the start of its next 3 turns.

Feats

  • Focused Fireball: optionally, you may focus your Fireball into a single-target spell, inflicting heavy fire damage, but requiring a direct hit.
  • Bouncing Fireball: your Fireball can bounce off of targets or walls. Each bounce, it bursts for normal damage, then continues in a direction other than a direct reflection. For each bounce after the first, there is a 50% chance the fireball will explode without further bouncing. This chance is reduced by 10% per rank of Fire beyond the first.
  • Flame Jet: you may focus your Flames into a line 2x10 or 1x20.
  • Intense Immolation: optionally, your Immolate hits for heavy damage instantly, but only lasts 2 turns thereafter
  • Slow Burn: your Immolate spell is a swift action, but has no instant component; instead, it lasts 5 turns.

Rank 2

Powers

  • Conflagration: at-will, std, medium range; targeted ongoing fire effect instantly causes a burst 2 inflicting all damage it would have for the rest of its duration, divided evenly among all targets in the area.
  • Flaming Orb: recharge 33%, std, short range, concentration; hovering sphere of fire shoots ray at all enemies within 3 squares once/rd for medium fire damage. Can optionally move up to 5 squares/rd as a free action. When duration expires, orb explodes in a burst 3 for medium fire damage (+100% and +1 square per round of duration beyond the first).
  • Wall of Fire: recharge 33%, swift, medium range, concentration, wall 1/mana; wall of fire 10ft high inflicts heavy damage on crossing, blocks line of sight. On turn start, creatures within 5 ft of wall suffer medium fire damage.

Feats

  • Catching Fire: targets affected by Conflagration, other than the original target, gain an ongoing fire effect of the same strength as the one the spell originally consumed.
  • Hasty Orb: your Flaming Orb can be manifested as a swift action, but you lose control of it, and it drifts forward 3 squares/turn until it strikes a wall or you lose concentration.
  • Flame Snake: your Wall of Fire moves half its length (rounded up) each round, in a longitudinal manner (i.e. like a snake). If you are unable to concentrate on the wall, it moves randomly, otherwise as you direct. Squares it leaves behind do not immediately become safe, but rather act as a half-strength Wall of Fire for 1 round.
  • Fire Seed: you may cast Fireball or Immolate into a tiny red bead, which remains dormant until triggered. It can be triggered thus:
    • Embedded into the ground (spot DC 25 or your Stealth + 15), acts as a land mine.
    • As a thrown weapon, explodes on impact with ground or target. (Note, throwing more than one means all use the indirect grenadelike weapon scatter chart)
    • By subjecting it to at least 5 points of fire damage.
  • Fire Shield: you may reserve a Fireball, forming it into a shield. Thereafter, when anyone hits you in melee, they suffer medium retributive fire damage (if within 1 square, half if using a reach weapon). Further, projectile weapons striking you are subject to the same damage before inflicting damage on you. Lasts for 5 retributive strikes (can add +5 per extra Mana point).

Rank 3

Powers

  • Fire Node: at-will, swift, centered circle 1; you create a minor fire node--a region where Fire magic is empowered. Anyone standing in the node gains +1 Mana Efficiency with fire spells. Each time anyone casts a standard-action fire spell in the node, it gains +1 square of radius, and grants an additional point of Mana Efficiency. Each round, starting your next turn after casting, it shrinks by 1 square (and loses 1 Mana Efficiency) if it did not grow last round.
    • Note: Mana Efficiency X means you gain double effect from each point of Mana spent, up to X.
    • Some other stuff about it being difficult to dispel fire spells in the area, empowering fire elementals, etc.

Feats

  • Flame Engine: Your Flaming Orb is charged by absorbing Fireballs or Immolates. Each such spell causes the orb to immediately fire a flaming ray at each enemy within 5 squares; if you used Fireball, each target also produces a burst 1 for light fire damage, and if you used Immolate, each target burns for light fire damage on his next 2 turn starts. Each spell thus absorbed also adds +100% damage and +1 burst radius to the orb's eventual explosions.
  • Overdraw: You may overdraw from your Fire Node, gaining double the effect of Mana Efficiency; each time you do, you immediately reduce the node by 1 square (which cancels any growth your spell would have granted it).

Rank 4

Powers

  • Elemental Orbitals: your head is circled by elemental spheres, each a miniature elemental node charged with terrifying magic. You can pop them out as ready nodes, draw on them for mana, make them interact with each other, or even release all of their energy in a devastating and chaotic burst. They are constructed and maintained by using your elemental powers.

Feats

  • Preemptive Fire Shield: your Fire Shield fires a bolt of fire at any attacker who enters a 3 square radius of you (or starts his turn therein), inflicting medium fire damage plus a push 3. This consumes a charge, and can only occur once per target per round.

Rank 5

Powers

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