Difference between revisions of "Fire Nanomagic"
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Revision as of 00:13, 18 August 2014
Type | DoT, Damage | Target | Single enemy |
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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 supressing fires. The very air itself can be combusted, though that tends to result in very short duration gushes of flames. You can control 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. | ||
Cooldown | 5000 | Charge time | 1000 |
Energy | 10 | Accuracy | 75% |
Damage | 5 Fire at level 0 | ||
Statuses | |||
100% chance of FireDamage 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:
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