Fire magic is the element that has the least side effects when it comes to using it too much however it can be the most dangerous. When using these elemental powers, fire creature's body will begin to overheat. Not only that but with every spell, characters must be careful not to burn themselves in the process. Though, there are some that won't burn the user, the possibility of falling unconscious due to overheating is very likey if not careful. If they fall unconscious in the middle of using their powers, they no longer have control over the fire they have created.
Fire Magic | |||
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Offensive | Defensive | ||
1 - Flicker (0 mana) The caster sends out a spark through their mouth which can set a small fire to flammable objects which will not spread and dies out within one round of posts. Feathers and fur can not be set on fire with this ability. It can also be shot up in the air as a signal to other creatures within the fire realm. |
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2 - Blaze (25 mana) The caster gains the ability to create a small flame in an area on the ground of their choosing up to 20 feet away from the caster's position. The flame will spread slowly on flammable objects and can cause first degree burns on other creatures. |
2 - Ember (25 mana) The caster gains the ability to shake small hot embers from their coat onto anyone or anything around them. The cinders are hot enough to ignite flammable objects and cause first degree burns on anyone within range. |
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3 - Fireball (50 mana) Much like Blaze, this one gives the caster the ability to shoot a small 4 in ball of fire out of their mouth to a single area that they can see. The flame ignites flammable objects and causes first degree burns. Once the flame hits a target, it will explode into ash that disperses instantly. |
3 - Smokescreen (50 mana) A stream of black mist and ash move from the caster's mouth no further then 15 feet. The mist itself is dense enough to cause issues with visibility while the ash can cause irritation if it get into the eyes, nose or ears. The smoke completely disperse after 5 posts though starts to vanish immediately after being used. |
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4 - Flamethrower (100 mana) The user gains the ability to shoot a large stream of fire from their mouths to an area up to 15 feet away. The fire lasts two posts and can cause first degree burns from partial exposure and second degree burns from full exposure. |
4 - Fire Wall (100 mana) The caster creates a large wall of flames up to 15 feet wide and 10 feet high. The flames themselves cause sparse first degree burns upon touch but can cause second degree burns if touched for an extended amount of time. The wall lasts up to 2 posts. |
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5 - Pyrokinesis (150 mana) This skill gives the user the ability to control and extinguish any fire or flames that they see within 35 feet of their current standing position. The ability lasts up to 3 posts or until their concentration ends, whichever comes first.. |
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6 - Fire Fang (200 mana) The user gains the ability to encase their teeth and/or claws with a hot flame that does not harm the user. However if used on a target causes second degree burns with partial contact and third degree burns with prolonged contact. The ability lasts for 2 posts. |
6 - Flamecoat (200 mana) The users engulfs their whole body in flames that do not harm them. However with prolonged periods of contact, can give a creature who touches the flames third degree burns and second degree burns from initial contact with the user's body. The ability lasts for 2 posts. |
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7 - Flame Flick (250 mana) Much like flamecoat, the user gains the ability to encase their body in fire, however they may also flick small balls of fire from parts of their body towards their target with increased accuracy and precision. The ability lasts for 3 posts. |
7 - Cinder Rain (250 mana) The caster gains the ability to call down a cascade of 1 in fireballs to rain down over a small area within 15 feet of the user. The fireballs themselves cause second degree burns with close contact and third degree burns with direct contact. Ability lasts for 2 posts. |
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8 - Wildfire (300 mana) The user can create a circle or a line of fire that rises to about 10 feet into the air. The flames move where the caster wishes though one must be careful because if their concentration is not strong enough, they could harm themselves in the process. The flames flicker out within 2 posts. |
8 - Lava Pit (300 mana) The caster can create a pit of molten lava up to 5 feet in diameter within a 10 foot range from their current position. The pit itself is up to 4 feet deep and causes third degree burns to any who fall into it. The lava cools within 2 posts. |
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9 - Eruption (350 mana) The caster gains the ability to engulf an entire area in flames that flicker up to 15 feet in the air. This ability is dangerous as the user has no control over the fire once this ability is cast. The flames move quickly up to an area 20 feet in diameter but finally flicker out after 2 posts. The flames themselves cause third degree burns upon touch. |
9 - Supernova (350 mana) The user encases their entire body with blue flames that begin to extend outwards in a thick circular wall around them. The walls push outwards with the caster in the center to 20 feet in diameter before extinguishing. The caster must have complete concentration or risk the wall collapsing in on them. The flames cause third degree burns upon touch. |
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10 - Inferno (400 mana) The user gains the ability to call upon a cyclone of flames to whip around the area that the caster can control within 10 feet of their current standing position. The winds and the flames are strong enough to rip out small vegetation as well as knock any creature away should they get too close. Any creatures hit by the tornado will have their breath knocked out of them as well as second degree burns upon brief contact and up to third degree burns for extended amounts of time. The tornado is 15 feet tall and 5 feet wide, and lasts up to 2 posts. |