Difference between revisions of "Fire Nanomagic"

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Revision as of 00:13, 18 August 2014

Fire Nanomagic stats
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 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: