Detect Fire [3]
Acute Sense (Fire) [2/lvl]
Extra Uses [1]
Fire Resistance [3/lvl]
Ignition [1]
Infravision [9]
Light of Agnitejas [1]
Reduced Cost [1/lvl]
Increased Duration [1 / level]
Night Vision [1/lvl]
Temperature Tolerance (Hot) [1/lvl]
Ash Control [6/lvl]
Control Flame [10/lvl]
Flame Guardian [5][+1 for skill]
Heat Haze [5/lvl]
Area of effect [2 / level]
Extend Duration [2 / level]
Allied Heat Haze [2]
Level up [5 / level]
Blinding Radiance [10]
Cinder Bolt [6/lvl]
Cinder Shroud
Shroud Density [2/lvl]
Light Shielding [3/lvl]
Ember Aura [2/lvl]
Flaming Fist [3]
Enhanced Duration [1]
Flaming Foot [1]
Light Beam [8/lvl]
Ruin [7/lvl]
Cost: 3 points
Advantage: Detect (Fire/Heat Sources)
Base: 10 points, Divine Power Origin -10%, Mana Cost (2) -10%, Requires Cooldown (15 seconds) -20%, Limited Use (4/day) -20%, Onset (1 min) -10%.
Cost to Activate: 2 Mana
You can sense the "presence" of Agnitejas’s domain nearby. With the expenditure of 2 mana and a full minute of concentration to align you mind with the sense and then searche for the closest source of heat or flame. You may have the power ignore any sources of heat or flames you are already aware of before you activate this power.
Make a Perception roll with penalties based on the long distance range penalties table depending on the range of the fire to be detected based. You then know the general direction of the closest source of fire around you. You then make an IQ roll to analyze the information you gather using this '6th sense' to determine the approximate distance to and size of the flame.
Options
Acute Sense (Fire) [2 points / level]: You gain +1 to your Perception roll when used to detect the heat or fire using this power, effectively extending the range of the skill.
Extra Uses [1 point]: Double the number of uses per day.
Cost: 3 point / level
Advantage: Damage Resistance - 3 points / level
Base: 5, Limited Scope (Fire/Heat) -40%, Divine Power Origin -10%
Your skin feels warm to the touch, and you can comfortably handle hot coals. You gain 1 DR per level specifically against fire and heat. This applies to acute applications of fire and heat. Being in a hot environment can still exhaust you.
Cost: 5 points / level (max level = 10, cannot exceed Rank Modifier)
Advantage: Obscure 1 (Vision)
Base: 2. Defensive +50%, Stealthy +100%, Affects Infravision +20%, Divine Power Origin -10%, Mana Cost (2) -10%, Inverse Proximity Limitation -20%
Cost to Activate: 2 Mana
You radiate a shimmering distortion of intense heat like the sun off sand dunes in the desert. Heat Haze affects you and all adjacent hexes.
Heat Haze doesn't hide you, but it makes your exact position "blurry" and difficult to pin down. Each level imposes a -1 penalty to all Vision rolls to clearly see anything within the area of effect and imposes a -1 penalty to all Ranged attacks at targets within the area. The penalty imposed by Heat Haze apply only to those more than 1 meter from you and cannot exceed an amount equal to the number of meters you are from the target.
For example if you have Heat Haze at level 6 a target 5 meters from you can not be penalized by Heat Haze in excess of -5 to vision, while one only 3 meters from you can't be penalized by more than -3.
The effect doesn't apply to you, though it does hinder your allies within the area, allowing them to hide within the effect but making seeing or attacking out of it much more difficult.
This effect can be turned on or off at will, each time it's activated the user must pay the 2 mana activation cost.
Options:
Area of effect [2 / level]
Add 1 meter to the radius of the area of affect.
Extend Duration [2 / level]
Double the duration of the effect.
Allied Heat Haze [2]
Heat Haze no longer obscures the vision of your allies within the area.
Level up [5 / level]
Increase the level of the power
At level 10 the power doesn't actually block sight it simply makes you invisible within the area of distorted vision to those beyond 9 meters range from you.
Cost: 1 point
Advantage: Innate Attack (Burning) 1 damage
Base: 2 pts, Melee Attack (Reach C) -30%, Divine Power Origin -10%, Mana Cost 1 -5%
Cost to Activate: 1 Mana
Deals exactly 1 point of Burning damage. It automatically ignites candles, fuses, oil, or kindling. Against a person, it's a "magical cigarette burn"—painful and distracting, but unlikely to kill unless they are standing in a puddle of gasoline.
Cost: 9 points
Advantage: Infravision
Base: 10 points, Divine Power Origin -10%.
Description: Your eyes take on a faint red glow. You see heat signatures, allowing you to see living beings and fires in total darkness.
Standard Infravision (See heat; +3 to see warm-blooded targets).
This power can be turned off or on with a single concentration action.
Cost: 1 point
Perk
Base 1, Divine Power Origin -10%
Cost to Activate: 1-3 Mana (Enduring Radiance)
You produce a small mote of light. The light may be made to float above the manifesters palm, however the light will expire when casters concentration ends, unless it has been placed with in a closed lantern, glass case, prism, obsidian, or at least partially translucent crystalline structure. To do this you spend a moment when you relinquish your concentration (either after the first second or at any time there after) to imbue the container with Enduring Radiance making it last for a number of hours equal to the square of the mana spent (max 3mp). 1 mana gives 1 hour, 2 mana gives 4 hours, and 3 mana gives 9 hours.
When manifest the caster may choose the hue of the light, though once created it can't be changed.
Options:
Reduced Cost [1 / level] (max level = rank modifier)
Reduce the cost of Enduring Radiance by 1mp without reducing it's duration.
Increased Duration [1 / level] (max level = rank modifier)
Allows the owner of the power to imbue the light with an unlimited amount of mana.
Cost: 1 point / level
Advantage: Night Vision
Base 1/level, Divine Power Origin -10%
Reduce the penalties imposed by darkness to your vision and combat rolls by the level of this Advantage. Max level 9 as total darkness still blinds you.
Cost: 1 point / level
Advantage: Temperature Tolerance
Base: 1 point, Divine Power Origin -10%
Agnitejas bless your body, naturally attuning it to higher temperature environments. Each level of this power increases the upper end of your zone of natural tolerance for hot heat by an amount equal to your HT. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. This offers no special resistance to acute applications of heat or fire.
Cost: 11 points / level
Advantage: Control (Fire)
Base: 15 points. Divine Power Origin -10%, Mana Cost (2) -10%, Movement (levitation) +5%, Requires Concentration -15%, Short Range -10%
Cost to Activate: 2 Mana
Agnitejas' blessing grants you dominion over fire. By spending 2 mana and concentrating on an existing source of fire within your range you can seize control of a 1 meter area (1 hex). Your control has limited range however, any attempt to control flames at a range beyond 1 meter subtract the distance in meters from your IQ roll to activate the power.
Each turn you have control of a flame you may do one of the following things while maintaining concentration:
Fire Shield: Provide DR (Fire only) 4 to your allies against fire you control.
Quench/Stoke: Increase or Decrease the damage of a flame you control by 1d6 (A normal campfire deals 1d6-1). Flames that are reduced to 0d6 damage are snuffed out.
Dim/Kindle: Increase or Decrease the light emitted by a source of fire. Whatever the radius of light, and whatever it's natural darkness penalty the flames provide (torch light sits at a -3 darkness penalty with a range of 5 meters), you can increase or decrease them in a flame you control by an amount equal to the level of this power. You can do this a number of times equal to the level of this power. This doesn't affect the heat or damage the flames deal, only the brilliance of their flames.
Manipulate Flame: You can shape, stretch, 'walk', or float a controlled flame a distance of 2 meters. Any creature or object touching the flames suffers damage based on the flames natural damage.
Control Flame level 2
Control and Move: Move earth or stone at 1/2 speed and do another control action.
Cinder Veil (Obscurement): You can force a fire to produce thick, acrid smoke. This imposes a -4 Vision penalty and requires anyone inside to make a HT roll or begin Coughing (-3 DX, -1 IQ).
Blinding Flare: You can suddenly surge the brightness of a flame. Everyone looking at the hex must roll HT vs. Your IQ or be Blinded for 1d seconds.
Mass Extinguish (Small): You can instantly snuff out all small, mundane flames (candles, torches) in a 10-meter radius.
Flame Buffer: You may activate this power as a reaction against any flame based attack (natural, monstrous, magical, or supernatural in origin). Make an IQ roll, if you succeed you may apply your Fire Shield Bonus to the attack (Not that range penalties apply to your IQ check based on the distance to either the target of the flames or it's source). This effect essentially weakens the potency of the flames and affects anyone hit by the effected attack. If used like this the power does not persist beyond the initial reaction.
Control Flame level 3
Magical Snuff: You can now attempt to extinguish Magical Fire (like a Fireball or a Wall of Fire spell). This requires a Quick Contest of your IQ vs. the Caster’s Skill.
Incinerate: You can focus a flame to such a white-hot intensity that it ignores 2 points of DR (Armor Divisor 2) for the fire's natural damage.
Additional Levels:
Gain +1 hex of fire controlled
Gain +2 DR with Defensive Shield
Gain +1 move for distance flames can be moved
Gain +1 IQ rolls to use Control Flame.
Cost: 6 points / level
Advantage: Control (Smoke/Cinder/Ash)
Base: 10. Divine Power Origin -10%, Mana 2 -10%, Concentration -15%, Short Range -10%
Cost to Activate: 2 Mana
Agnitejas grants you dominion over the suffocating remnants of destruction. While less "flashy" than pure flame, the ability to command the soot and cinders allows you to blind foes and choke the life from a battlefield.
When attempting to apply this effect to a target at range more than 1 meter subtract the distance in meters from your IQ roll to activate or react.
Focus: While concentrating, you are at -3 to all other Active Defenses.
By spending 2 Mana and taking a Concentrate action, you seize control of a 2-meter radius of existing smoke, soot, or falling ash within your range. Each turn you maintain focus, you may perform one of the following:
Choking Veil (Obscure): You swirl smoke and ash into a thick, swirling screen. This imposes a -2 penalty per level to all Vision-based rolls (attacks, searches, etc.) for anyone inside or looking through the cloud.
Clear Air: You instantly disperse all smoke and airborne particulates in a 10-meter radius, immediately ending all vision penalties and coughing effects in that area.
Reaction
Smothering Shroud
If you or an ally are targeted by a Light-based or Vision-based attack (like a Laser or Blinding Radiance), you may reflexively pull smoke to intervene.
The Roll: Make an IQ roll (subject to the Range Penalties below). On a success, you apply your Choking Veil penalty (-2 per level) to the attacker’s roll.
Control Ash level 2
Ashen Lung (Affliction): You force soot into a target's airways. One target within your cloud must roll HT-1 per level. Failure causes Coughing (-3 to DX, -1 to IQ) for as long as they stay in the cloud and 1d seconds after they leave.
Solidify Cinders: You briefly condense falling ash into a brittle screen or "stepping stone." This provides 1 HP and 1 DR per level to a specific 1-meter hex. It is not sturdy enough to stop a sword, but it can intercept a single arrow or support a person's weight for a split second.
Control Ash level 3
Suffocating Cloud: Your ash is so dense it begins to displace oxygen. Targets in the hex must roll HT vs. Your IQ each turn or begin Suffocating (B436).
Ashen Bind: You can harden ash around a target’s limbs. This functions as Binding (ST 10 + Level). Breaking out requires a ST roll or dealing enough damage to the ash to shatter it.
Armor Choke: You can force ash into the joints of an enemy's mechanical gear or plate armor. Quick Contest of IQ vs. DX. Success imposes a -2 penalty to the target's DX as their armor becomes stiff and grindy
Each level beyond the first (6 points) adds:
Area: +1 meter to the radius of the controlled cloud.
Potency: -2 to Vision penalties and -1 to enemy HT rolls.
Durability: +1 HP/DR to Solidified structures.
Skill: +1 to all IQ rolls specifically to use this power.
Cost: 6 points / level (max = rank modifier)
Advantage: Innate Attack (1d Burning)
Base: 5 pts: Variable Mana/Damage +5%, Armour Divisor /2 (Inanimate Objects only) +30%, Divine -10%, Takes Recharge (5s) -10%, Costs Mana (1) -5%
Cost to Activate: 1 Mana (up to 1/level)
You hurl a white-hot bolt of fire and destruction at your target. Cinder bolt deals standard burning damage to creatures but is divinely designed to melt armor and reduce fortifications to ash. Make an Innate Attack (Missile) attack roll, if you hit your target deal 1d damage for each mana spent on the casting (up to the level of the blessing). If the attack hits an inanimate object reduce the objects DR by 1/2. Additionally this is a burning attack and can ignite anything flammable.
Level up's increase damage by 1d burning damage each level, and add a +1 bonus to catch fire rolls for flammable objects struck by the flames.
Cost: 18 points
Advantage: Obscure 4 (Vision) [7]
Base: 8 points. Defensive +50%, Variable +5%, Link +10%, Affects Self Only -30%, Mana Cost (2) -10%, Limited Duration (30 seconds) -15%, Accessibility (Requires Ash/Cinder) -15%, Divine Power Origin -10%
Linked Advantage: Damage Resistance 2 [6]
Base: 10. Force-Shield +20%, Lasers/Light -40%, Divine Power Origin -10%, Accessibility (Shroud is active) -10%, Link +10%, Divine Power Origin -10%
Linked Advantage: Innate Attack (1d-2 Burning) [5]
Base: 3. Area of Effect (2m) +50%, Emanation -20%, Persistent +40%, Accessibility (Shroud is Active) -10%, Link +10%, Divine Power Origin -10%
Cost to Activate: 2 Mana
By taking control of ash and cinders in the area around you and stoking the embers you form a cloud of obscuring smoke that conceals and protects you while lashing out at your enemies with scorching embers. None of the effects of the Ember Shroud negatively impact the user. The shroud gives anyone attempting to look at or targeting you a -4 vision penalty.
You receive a 2 DR shield against Lasers and Light based attacks that hit you.
The hex you occupied and all adjacent hexes are thick with blazing cinders that flit through the air like wasps and singe anything they come in contact with. This deals 1d-2 burning damage to any creature that starts its turn inside the shrouds Ember range takes the damage immediately. Any creature that enters the area during its movement takes the damage the moment they step inside.
Once activated Cinder Shroud lasts for only 30 seconds, or until dismissed.
Options
Shroud Density [2 / level] (max level = 6, cannot exceed Rank Bonus/2)
Increase the Obscuring effect of the Shroud, each level increases the penalty by 1.
Light Shielding [3 / level] (max level = Rank Bonus, cannot exceed total obscurement)
Increase DR vs Light damage by 1.
Ember Aura [2 / level] (max level = 1/2 Rank Bonus, cannot exceed +5)
Increase burning damage by 1.
Cost: 10 points
Advantage: Affliction 1
Base: 10 pts, Disadvantage (Blindness) +50%, Sense Based (Vision) -20%, Divine -10%, Mana Cost (2) -10%, Hard to Resist 1 +20%, Takes Recharge (15s) -20%, Fixed Duration (30s) -30%, Seizures +10%
Secondary Effect: Seizures +10% ((100% - 50% Fixed Duration)/5)
Cost to Activate: 2 Mana
You use your power to blast an opponent with a beam of blinding light that emits from your palm. Spend 2 mana then roll against your Innate Attack (Beam) to hit your target, then if they were hit they get a chance to defend against the beam attack, if they fail to defend they roll against their HT-1 or become blinded for 30 seconds. Additionally if they fail their HT check by 5 or more, or if they critically fail they also suffer seizures for 5 seconds.
If your target can't see you or they aren't affected by light this power has no effect.
Once used this power can't be used again for 15 seconds.
Cost: 5 points (Plus at least 1 point for the associated Flame Parry skill)
Advantage: Alternate Skill Use
Base 3. Cosmic (Ranged) +50%, Alternate Origin (will) +20%, Limitation (Fire/Heat only) -10%, Costs Mana (1) -5%, Divine Power Origin -10%
You have been initiated into the secrets of the Great Pyre. Fire is no longer a chaotic force to you; it is a servant that can be seized and redirected.
Divine Skill: You gain access to the Flame Parry skill (detailed below).
Spirit over Steel: Your ability to intercept fire is based on your Will (Spirit/Recovery) rather than your physical speed (DX).
The Aegis: You may use this skill to protect any ally within 5 meters. When parrying for an ally, apply a -1 penalty to your roll for every meter of distance between you and the target being attacked.
The Limitation: This blessing only functions against attacks that deal Burning damage, attacks such as flame bolts, missiles, beams, and jets. Attacks such as flaming arrows are only partially affected, with the flames being potentially snuffed out while the arrow is unimpeded by the Flame Parry.
Skill: Flame Parry (Will/Hard)
Default: No Default
Base Parry: (Skill / 2) + 3.
Cost to Use: 1 Mana per parry attempt.
Through the Blessing Agnitejas has bestowed upon you the capacity to parry incoming flames is within your grasp. Any fire based attack made against a target within 5 meters of you can be parried by this skill. Use this skill in place of any weapon for the roll, roll your Skill / 2 +3, if you succeed you parry the effect.
Cost: 3 points
Advantage: Innate Attack (1d-1 Burning)
Base: 4. Follow-Up (Unarmed) +0%, Mana Cost (1) -5%, Accessibility (Hand Only) -10%, Divine Power Origin -10%, Maximum Duration (5 Min) -30%
Cost to Activate: 1 Mana, 1 Mana to maintain.
By spending 1 Mana you create a flame that can be the size of a candle flame to that of a torch that appears either at the tip of a finger, in the palm of your hand, or wreathing your hand in flames. None of which harm the user. The flame provides an appropriate amount of light for the size of the flame and lasts for up to 5 minutes.
The flame can be used to start fires by igniting flammable objects like lantern oil, wicks, firewood, and the like.
If used in combat unarmed attacks with your lit hand deal +1d6-1 fire damage.
When the effect would end the Blessed may choose to spend an additional mana to extend the duration for another minute.
Options
Enhanced Duration [1]
Double the Duration from 1 minute to 10 minutes.
Flaming Foot [1]
Flames can also be applied to the feet, wreathing the legs in fire (watch out you don't light your pants on fire)
Cost: 8 points / level (Max level = Rank Modifier)
Advantage: Innate Attack (1d Burning)
Base 5. Range (1/2D x 5) +10%, Side Effect (Stun) +50%, Divine Power Origin -10%, Costs Mana 1 -5%, Variable mana cost +5%.
Cost to Activate: 1 Mana
You focus the destructive light of Agnitejas into a needle-thin beam of white-hot energy. This is a weapon of surgical precision, designed to pierce armor gaps and daze your foes.
The Light Beam deals 1d Burning damage. Unlike with a normal burning attack you may target the Vitals (-3) or Eyes (-9). If you hit the eyes and deal damage, the target may be blinded.
If the target takes any damage after DR, they must roll HT minus the damage taken. On a failure, they are Stunned. They must roll again each turn to recover.
Attacks with this power use the skill: Innate Attack (Beam)
1d6 burning damage, 1/2D 50, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1
Level increase bonuses:
+1d burning damage
+1 acc
Cost: 7 points / level
Advantage: Striking ST +2
Base: 10 points, Accessibility (Inanimate Objects Only) -60%, Costs Mana 1 -5%, Divine Power Origin -10%, Extra Action 1 -5%, Armour Divisor (2) +50%
Cost to Activate: 1 Mana
Take a moment to activate the power and see the flaws before you make your next attack which deals damage as though your strength were 2 higher. Spend a round making a concentrate maneuver to activate this power, wreathing your weapon in destructive energy before your next attack.
Parry:
If the players uses their weapon to parry before the end of their next turn the charged weapon instead expends it charge in trying to break their opponents weapon.
Treat the charged weapon as though it were a Heavy Weapon with a weight equal to the characters power enhanced ST + the Degree of Success of the Parry attempt.
If the weapon used for the Parry was already a Heavy Weapon, add the weight of the weapon to this total.
See the rules for Parrying a Heavy Weapon.
An attempted parry, even a failed one, expends the Ruin charge to no effect.