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Fire Nature Package

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Fire Package

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Create Fire

(concentration, no requirements)

You may produce a Diminutive-sized magical fire that burns without fuel.

This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire.

If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and Catch Fire.

A successful Reflex save halves the damage and negates catching fire.

Manipulate Lava

(instantaneous or concentration, requires lava)

You may manipulate lava.

This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava.

Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.

Affect Fire

(concentration, requires fire)

You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels.

This is only a temporary change; once the effect ends, the fire returns to its normal size.

The minimum caster level required to affect a fire is given below:

Min
CL
Fire Size Example Damage
per Round
Space
1st Fine Tindertwig 1 ½ ft square
1st Diminutive Torch 1d3 1 ft square
1st Tiny Small Campfire 1d6 2½ ft square
3rd Small Large Campfire 2d6 5 ft square
5th Medium Forge 3d6 5 ft square
8th Large Bonfire 4d6 10 ft square
Huge Burning Shack 5d6 15 ft square
Gargantuan Burning Tavern 6d6 20 ft square
Colossal Burning Inn 7d6 30 ft square

The fire consumes fuel and deals damage as appropriate for its new size.

If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs.

If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check. On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it.

If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by

1/2 your caster level (minimum: 0).


Base Talents


Nature Talents (Fire)

You must possess the fire geomancing package to gain these talents.

Feed on Fire

(spirit)

You may spend a spell point to gain the ability to absorb energy from fire for 1 minute per caster level.

You gain fire resistance equal to your caster level.

Whenever you take damage from fire (whether or not it is enough to penetrate your fire resistance), you are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this ability (minimum: 1). Damage dealt in excess of this amount is handled normally.

Fire Wielder

When using the create fire geomancing ability, you may encompass the fire around yourself. This accomplishes one of the two following feats:

Offensive Fire Wielding: You concentrate the fire around your hands. Rather than affecting an area, this allows you to be treated as armed when making unarmed strikes.

In addition, you deal an extra amount of fire damage equal to your maximum create fire size with each unarmed strike. This does not cause targets to catch fire, nor grant you the ability to make extra attacks if you are maintaining the effect through concentration.

Defensive Fire Wielding: You place the fire around yourself as a mantle. This does not deal fire damage to yourself, but all adjacent creatures are damaged by your fire and suffer a chance of catching fire, as if they were within the area where the fire was created.

Melt Earth

(geomancing, requires earth package)

As a concentration effect, you may spend 2 spell points and target a 5-ft space within range filled with sand, dirt or stone, transmuting the top portion into lava.

Creatures who touch or otherwise enter the square with lava created with melt earth take 1d6 fire damage per caster level (Reflex half).

Even after a creature leaves the lava, the creature continues to take the fire damage (Fortitude save for half damage) for 1d3 rounds.

If this effect ends while a creature is inside the space affected by this ability, the earth instantly cools around the creature, immobilizing it (Reflex negates). An immobilized creature cannot move until it makes a successful Strength or Escape Artist check against the caster’s Nature DC, both of which require a full-round action.

Alternately, another creature may attempt a Strength check as a standard action to break the earth, or any creature may deal 5 damage per caster level to the earth to break it.

Move Fire

(geomancing)

As a concentration effect, you may take a fire equal to or smaller than the maximum you may target with affect fire and move it up to 30 ft per round in any direction.

A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal), and dies as soon as the effect ends if not moved to a new fuel source.

If you have spent a spell point to make this ability self-sustaining, you must still focus as a move action to move the fire.

When moving fire to a space occupied by a creature, that creature suffers the fire’s damage (Reflex half) and must pass a Reflex save or catch on fire.

Smokescreen

Whenever you use the fire geomancing affect fire ability to decrease the size of a fire, you may have it bellow forth smoke as an emanation effect.

The smoke radiates outward from the fire 5 ft per caster level. Those inside the smoke have concealment from those inside and outside the smoke, those outside the smoke gain concealment, but only against those inside the smoke.

If you spend an additional spell point, the smoke grants total concealment instead. The smoke, unlike the affect fire ability, lasts 2 rounds per size category the fire is decreased.

A fire may be increased and decreased again to recreate the effect.

Advanced Talents


Nature Talents (Fire)

You must possess the fire geomancing package to gain these talents.

Volcano

Prerequisite: Move Fire, 15th caster level or higher.

As a concentration effect, you may spend 2 spell points to call lava up from deep within the earth. This lava bursts from a 10 ft wide hole in the ground centered within range and creates a spout 10 ft high per 2 caster levels. Any creature in this area or who enters this area takes 10d6 points of fire damage and is hurled into the air and then tossed to the ground.

A successful Reflex saving throw halves the fire damage and the creature is not tossed into the air, instead moving to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement.

If the creature fails its saving throw, it suffers the full fire damage and also suffers falling damage based upon the height of the volcanic spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 falling damage) and lands prone in a random square adjacent to the spout.

In addition, the volcano sprays lava, smoke, and poison gas in a hemispherical emanation around itself. The radius of this emanation is equal to one half the volcano’s height (e.g., an 80 foot spout has a 40 foot radius emanation). All creatures within this area, including yourself, have concealment and suffer 2d6 points of fire damage each round as lava cascades on them. They also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save).

Even after a creature leaves the lava-filled area, they suffer 1d6 points of damage for 1d3 rounds as the lava already on them cools.

A volcano must be created on the ground and cannot be created in other places, such as on the 2nd floor of a building. You can choose to make a smaller volcano than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of lava that’s smaller than your maximum.