Difference between revisions of "Fire Nanomagic"
From Flexible Survival
(One intermediate revision by the same user not shown) | |
(No difference)
|
Latest revision as of 00:04, 5 November 2024
Type | DoT, Damage | Target | Single enemy |
---|---|---|---|
Description | Building on, and requiring, Thermal Nanomagic, this nanomagic allows you to manipulate heat in a much more fine control for the express purpose of starting or suppressing fires. The very air itself can be combusted, though that tends to result in very short duration gushes of flames. You can control the starting colors of the flame, but it will tend to settle into whatever natural color the burning material would be. Built-in safety functions prevent setting living targets directly on fire, though catching them in the blast of something beside or under them igniting can be painful enough. You can ignite 1 cubic feet of normally flammable material instantly or 1 cubic inch of flame retardant material (or air). Spent hero points double or redouble this amount. If you continue concentrating, you can repeat this trick to spread or suppress flames every 6 seconds, but hero point expenditures only apply on that one time. This is an Active nanomagic and cannot be used while another nanomagic is Active and in use unless explicitly stated. | ||
Cooldown | 5000 | Charge time | 1000 |
Energy | 10 | Accuracy | 75% |
Damage | 5 Heat at level 0 | ||
Statuses | |||
100% chance of HeatDamage at magnitude 5 for 5 rounds. | |||
Training Upgrades | |||
Secondary Effects | |||
Secondary Damage | No damage at level 0 | ||
Secondary Type | None | Secondary Target | None |
Secondary Statuses | |||
No Secondary Statuses |
Fire Nanomagic/Extra Notes Edit notes
Mutant powers Based on this power:
|
|
|