Nature: Fire Gift List

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The gift index includes a full index of all gifts in all suites, as well as an explanation of some of the terms used in these descriptions.

 

Natural Gifts
Gift Index | Gravity · Death · Shadow · Earth · Water · Ice · Wind · Lightning · Fire · Radiance · Holy · Cosmos

 

Fire Gift Descriptions

The following are the fire gifts in alphabetical order.

 

BAR FIRE
Classes: Cal, Sha
Suite: Fire
Bending Time: Standard action
Range: Reach
Target: One creature
Duration: Brief (5 rounds)
Defense: Fortitude (harmless)
Nature Inhibition: Yes
Flux Cost: 1
The target gains barrier (fire) for the duration of this gift.

 

CONTROL FLAME
Classes: Cal, Sha
Suite: Fire
Bending Time: Standard action
Range: Medium (100 feet)
Area: One natural fire source; see text
Duration: Concentration (swift), up to Short (30 minutes)
Defense: None (object)
Nature Inhibition: No
Flux Cost: 1
You control the intensity or movements of one fire source. A natural fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your geomancer level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this gift, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
This gift also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has had its size modified by this gift, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, you make a natural attack against that creature's Reflex; if you miss, the creature moves to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table).
At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes potency 1 fire damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first).
 
Control Flame: Maximum Fire Size
Geomancer Level Fire Size Example Damage/Round Space
1 - 2 Fine Match 1 1-ft square
3 - 4 Diminutive Torch potency 1 1-ft square
5 - 6 Tiny Small Campfire potency 2 1-ft square
7 - 8 Small Large Campfire potency 2 1-ft square
9 - 10 Medium Forge potency 3 1-ft square
11 - 12 Large Bonfire potency 3 2-ft square
13 - 14 Huge Burning Shack potency 4 3-ft square
15 - 16 Gargantuan Burning Tavern potency 4 4-ft square
17 - 18 Colossal Burning Inn potency 5 5-ft square
19 - 20 Vast ... potency 5 7-ft square
21 - 22 Enormous ... potency 6 8-ft square
23 - 24 Immense ... potency 6 10-ft square
25 - 26 Titanic ... potency 7 12-ft square
27+ Awesome ... potency 8 15-ft square
 

 

ENSNARING FLAME
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: 1 round (see text)
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 1
Make a natural attack against the target. If you hit, you deal potency 2 fire damage.
You surround the target with a wreathe of flame that lasts until the start of your next turn. If the target moves from their square, the target takes potency 2 fire damage.

 

FAN THE FLAMES
Classes: Cal, Sha
Suite: Fire
Bending Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Brief (5 rounds)
Defense: Will (harmless)
Nature Inhibition: Yes
Flux Cost: 1
The target of this gift gains a +2 power bonus to all attack rolls with the [fire] descriptor, and whenever the target uses an ability that deals damage with the [fire] descriptor, the target gains a +1 power bonus to all damage potency rolls.

 

FIRE WHIP
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Reach
Target: One creature
Duration: Instant
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 1
Make a natural attack against the target. If you hit, you deal potency 2 fire damage, and push the target up to 3 squares.

 

FIREBURST
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Instant
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 0
Make a natural attack against the target. If you hit, you deal potency 2 fire damage.
You can use this gift as a basic attack.

 

FLAME WHEEL
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Personal
Area: 10-ft radius burst
Duration: Instant
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 1
Make a natural attack against all creatures in the area. If you hit, you deal potency 2 fire damage.

 

PURGE IMPURITY
Classes: Cal, Sha
Suite: Fire [Fire, Healing]
Bending Time: Swift action
Range: Personal
Target: You
Duration: Instant
Defense: None
Nature Inhibition: Yes
Flux Cost: 1
You deal potency 1 fire damage to yourself.
If you take at least the full amount of damage from this effect, you remove all status ailments from yourself.

 

SINGE
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Close (30 feet)
Target: One creature
Duration: Brief (5 rounds)
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 1
Make a natural attack. If you hit, your target gains ongoing potency 1 fire damage for the duration of this effect.

 

WILDFIRE DANCE
Classes: Cal, Sha
Suite: Fire [Fire]
Bending Time: Standard action
Range: Personal
Area: 5-ft radius emanation
Duration: Instant (see text)
Defense: Reflex
Nature Inhibition: Yes
Flux Cost: 1
Make a natural attack against all creatures in the area. If you hit, you deal potency 3 fire damage.
This gift creates a zone that occupies all squares adjacent to you, which lasts until the start of your next turn. Any enemy that enters the zone or starts its turn there takes potency 1 fire damage. A creature can only take this damage once on its turn.