Sometimes the wrath of the Tamers of Fire burns hot and bright. Magical arson may not be honorable, but fire can cleanse, and fire can destroy. When all looks impossible, an inferno from nowhere can ensure that even if a Champion doesn’t get out alive, his opponents join him in the flames.
This spell causes the area around a targeted spot (which can be anywhere within sensory perception) to catch fire.
Successes
| Area around targeted spot
|
1
| 1-yard radius
|
2
| 2-yard radius
|
3
| 4-yard radius
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4
| 8-yard radius
|
5
| 16-yard radius
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Fire causes automatic lethal damage to everyone within its radius per turn of exposure [1]. The heat of the fire is roughly equal to that of a candle. The mage can increase this heat (and the damage it inflicts) by raising the Potency of the spell during casting:
Potency
| Dice Penaltiy
| Hand of Fire
| Damage
|
1
| Basic Success
| Candle (1st degree burns)
| 1
|
2
| -2
| Torch (2nd degree burns)
| 2
|
3
| -4
| Bunsen burner (3rd degree burns
| 3
|
4
| -6
| Chem fire/Molten metal
| 4
|
5
| -8
| Inferno
| 5
|
What happens next depends on how flammable the area outside the initial area is and what the reaction of anyone caught in the flames is. An old, dusty house in Arizona in the middle of summer is a lot more likely to go up in flames than the trees in a swampy clearing in the Everglades. Once the spell is complete, the flames created are entirely normal flames, and behave normally. Sprinklers and fire extinguishers work normally. Flames on dry, flammable material will catch very easily. Fire on material that is damp or not flammable at all will fizzle out very quickly indeed.
Adamantine Arrow Rote: Conflagration
A mage with enough skill can actually frighten the atoms of the surrounding area into combusting. The truly inspired use further Forces magic to direct the course of the fire they have created. An intelligent and sensitive mage can cause a vast amount of destruction with very little effort.
References |
- ↑ (World of Darkness Rulebook, p. 180)
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