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- Pyromancy Flame Abilities
- Least Abilities
- Name: Combustion
- Type: Fire - Bludgeon
- Frequency: At-Will
- AC: 2
- Damage Base: 9
- Class: Dependent*
- Range: Melee, 1 Target
- Effect: If the target has a Shield, they lose its benefit for 1 round.
- Name: Fireball
- Type: Fire - Piercing
- Frequency: At-Will
- AC: 2
- Damage Base: 7
- Class: Dependent*
- Range: 6, 1 Target
- Effect: Fireball has an AC of 0 and a DB of 8 against levitating, falling or flying targets.
- Fire Whip
- Type: Fire - Piercing
- Frequency: EoT
- AC: 2
- Damage Base: X*
- Class: Dependent*
- Range: Line 4
- Effect: Fire Whip has a DB of 11 in the first square, and a -2 DB for each subsequent square.
- Flash Sweat
- Type: Fire
- Frequency: At-Will
- AC: None
- Damage Base: None
- Class: Status
- Range: Melee, 1 Target or Self
- Effect: The Target gains DR against the next damaging Electric, Fire or Poison attack equal to your Attack (if Dark Pyromancy Flame) or Special Attack (if Pyromancy Flame) stat that hits them in the Scene.
- Poison Mist
- Type: Fire
- Frequency: Scene x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Ranged 4 Blast 2, Hazard
- Effect: The user creates a cloud of violet mist that obscures all vision (though not tremorsense or the like). Creatures beginning their turn or ending their turn in this mist become Poisoned. Creatures suffering Poison damage in this mist also lose 1/16th of their Max Hit Points.
- Lesser Abilities
- Name: Fire Orb
- Type: Fire - Piercing
- Frequency: At-Will
- AC: 2
- Damage Base: 7
- Class: Dependent*
- Range: 4, 1 Target
- Effect: Fire Orb Burns the target on 18+.
- Name: Firestorm
- Type: Fire - Bludgeon
- Frequency: EoT
- AC: None
- Damage Base: 6
- Class: Dependent*
- Range: Burst 1
- Effect: Firestorm cannot miss.
- Name: Flame Weapon
- Type: Fire
- Frequency: Scene x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Melee, 1 Target
- Effect: Flame Weapon can only target a weapon the user is holding or a weapon an ally within melee range allows the user to target. The weapon deals an additional 2d6+8 Fire Damage when it strikes targets. If Flame Weapon is used on a ranged weapon, the ranged weapon bestows this effect upon its projectiles.
- Toxic Mist
- Type: Fire
- Frequency: Daily x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Ranged 4 Blast 2, Hazard
- Effect: The user creates a cloud of black mist that obscures all vision (though not tremorsense or the like). Creatures beginning their turn or ending their turn in this mist become Badly Poisoned. Creatures suffering Poison damage in this mist also lose 1/16th of their Max Hit Points.
- Warmth
- Type: Fire
- Frequency: Daily x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Melee
- Effect: The user creates a levitating flame in the unoccupied target area. At the start of the users turn the flame creates a 1-meter burst. All creatures in the burst recover Hit Points equal to 1/16th of their Max Hit Points.
- Greater Abilities
- Name: Acid Surge
- Type: Fire
- Frequency: Daily x2
- AC: None
- Damage Base: None
- Class: Status
- Range: Ranged 4 Blast 2, Hazard
- Effect: The user creates a cloud of copper mist that obscures all vision (though not tremorsense or the like). Creatures beginning their turn or ending their turn in this mist have any unprotected equipment (any exposed equipment) suffer 1d6+8 damage (Do not apply stats or DR to this damage).
- Name: Fire Tempest
- Type: Fire - Bludgeon
- Frequency: EoT
- AC: 2
- Damage Base: 7
- Class: Dependent*
- Range: Burst 2
- Effect: Trips all Legal Targets on 19+.
- Name: Great Fireball
- Type: Fire - Piercing
- Frequency: EoT
- AC: 2
- Damage Base: 7
- Class: Dependent*
- Range: 6, 1 Target
- Effect: Burns Target on Resisted or Super Effective hits.
- Name: Iron Flesh
- Type: Fire
- Frequency: Scene
- AC: None
- Damage Base: None
- Class: Dependent*
- Range: Self
- Effect: User loses X Movement Capability and gains X DR until the end of the Scene. X cannot equal the users highest movement capability but can reduce other movement capabilities to 0. Bonuses to movement capabilities from Speed Combat Stages or Sprinting (or similar) are not factored in Iron Flesh.
- Name: Lingering Flame
- Type: Fire - Bludgeon
- Frequency: Scene x2
- AC: None
- Damage Base: 10
- Class: Dependent*
- Range: Ranged 8*
- Effect: The user selects a unoccupied square in their range that they have line of sight to. The user then sends a flame from their square to the intended square, going only in a straight line. Any obstacles (including creatures) prevents the flame from proceeding to the intended square and instead stop at the obstacle. Any creatures moving within 2-meters of the flame causes it to immediately explode (interrupting anything happening at the time, including the triggering movement). When the flame explodes, it creates a 2-meter burst pushing any creatures in the burst outside of it. The flame is then destroyed.
- Greatest Abilities
- Name: Chaos Storm
- Type: Fire - Bludgeon
- Frequency: EoT
- AC: 2
- Damage Base: 7
- Class: Dependent*
- Range: Burst 2
- Effect: The burst area becomes Molten terrain. The terrain causes targets touching the terrain to lose Hit Points equal to 1/10th of their Max Hit Points. This damage is considered Fire Type damage.
- Name: Forbidden Sun
- Type: Fire - Piercing
- Frequency: EoT
- AC: 2
- Damage Base: 9
- Class: Dependent*
- Range: 6, 1 Target
- Effect: The target is Pushed 2-meters. The target is Tripped on 15+.
- Name: Great Chaos Fireball
- Type: Fire - Bludgeon
- Frequency: At-Will
- AC: None
- Damage Base: 7
- Class: Dependent*
- Range: 6, 1 Target
- Effect: Great Chaos Fireball cannot miss. On successful hit, if the target is touching the ground the targets square becomes Molten terrain.
- Name: Great Combustion
- Type: Fire - Bludgeon
- Frequency: At-Will
- AC: 2
- Damage Base: 7*
- Class: Dependent*
- Range: Melee, 1 Target
- Effect: Great Combustion gains +1 Damage Base for each slot (Body, Main Hand and Off Hand) occupied by the target. If Great Combustion successfully hits the target and is wielding a Shield, the user can make a Disarm Maneuver as a Free Action to disarm the Shield.
- Name: Immolation
- Type: Fire
- Frequency: Scene
- AC: None
- Damage Base: None
- Class: Dependent*
- Range: Self
- Effect: The user sets themselves Ablaze. While ablazed, the user is immune to the Burn and Freeze status conditions (if they had either become becoming abalzed they're cured of both conditions). If the user performs a Standard Action during a round they lose Hit Points equal to 1/8th of their Max Hit Points (this is considered Fire Type damage in every aspect). If the user comes into contact with flammable substances or objects, they're set aflame (though the users personal equipment is not subject to damage by Immolation). Creatures in a grapple with the user while ablaze suffer 1d8+6 Fire Type damage each round.
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