Fire Domain

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Domain Power: Fire Immune - Immunity to fire effects up to Rank. Ignore damage equal to Rank each round for effects above Domain Rank.

Fire Lord
Rank Power Description
1 Burning Hands The caster's hands become alight with magical flame. This fire behaves as normal fire in terms of light and ignition of combustibles. This flame can be used as a Standard Action to attack an adjacent target using the caster’s cast roll vs. the target’s Dodge + Magic Armor.

Empowered: as a Standard Action, the caster hurls a flaming ember at a target within Rank x 5 yards causing lethal damage and Burning.

2 Empowered Flames After making a successful melee attack, the next Fire Lord spell is empowered, causing effects depending on the spell.
3 Flamestrike The caster calls down a pillar of fire in a 1 yard radius on a point they can see within Rank x 5 yards.

Empowered: Area increases to 2 yard radius and Range increases to Rank x 10 yards.

4 Primal Fire The caster’s Fire Lord attacks ignore Rank points of fire resistance.

Empowered: Additionally these attacks ignore 2 Magical Defense. This increases to ignoring 3 Magical Defense at Rank 5.

5 Fire Seeds Caster creates three glowing seeds which contain primal fire. If empowered an additional seed is created for a total of four. The spell may not be recast until these seeds are all used or the duration expires. The seeds last a maximum of 10 minutes. The seeds can be used in the following ways:
  • The caster may consume a seed to regain health as per Heal. This effect may only be used by the caster.
  • The caster may lob a seed at a target within Rank x 5 yards dealing lethal fire damage in a 4 yard radius as per Fireball.
  • The caster may lay seeds (or toss them up to Rank x 5 yards) without detonation. The seeds may be pressed into dirt or sand (not stone) to conceal their glow. At will the caster may issue a command word that detonates all remaining Fire Seeds. A target hit with multiple detonations takes +2d10 additional damage for each detonation beyond the first.


Fiery Avenger
Rank Power Description
1 Summon Blade The caster conjures a 2 handed weapon of magical flame as a standard action. This weapon has the Fire descriptor, but otherwise functions as a normal weapon. The weapon must be held, and will vanish in smoke immediately if let go. The weapon stores 1 Flame charge on conjuring, and has a maximum of 1 charge possible

The caster may expend 1 Flame charge as a free action to gain 9-again on attacks for Rank rounds. The caster may spend recharge the blade's charges by spending 1 mana per charge desired as a fast action, to the maximum permitted.

2 Burning Blade When casting Summon Blade, the caster may spend 1 mana to add an additional 1 Flame charge to the blade, increasing it's charge count and charge maximum to 2.

The caster may additionally expend 1 Flame charge as a free action to gain +Rank enhancement for Rank rounds

3 Enchant Blades When casting Summon Blade, the caster may spend 2 mana to add 2 additional Flame charges to the blade, increasing it's charge count and charge maximum to 3.

The caster may additionally expend 1 Flame charge as a free action to enchant an Ally's weapon with the Flame descriptor and a Rank -1 enhancement. This enchantment lasts for 1 hour

4 Exploding Blade When casting Summon Blade, the caster may spend 3 mana to add 3 additional Flame charges to the blade, increasing it's charge count and charge maximum to 4.

The caster mast additionally expend 1 Flame charge as a free action to cause the next successful strike to burn foes immediately adjacent to the target for 2 x Rank dice, reduced by Magic Armor. This does not affect the target struck.

5 Flaring Blade When casting Summon Blade, the caster may spend 4 mana to add 4 additional Flame charges to the blade, increasing it's charge count and charge maximum to 5.

The caster may additionally expend 2 Flame charges as a free action to increase the reach of the blade by an additional 1 yard for 1 round.

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Rank Power Description
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5