Lure of Flames

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Powers (1–5)

Hand of Flame

Spend 1 Blood and use your standard action to conjure forth a mystical fire that encases your hand (or hands). Hand of Flame casts light and allows you to strike with your hand to burn your opponents, causing aggravated damage. You can even use it in conjunction with other powers like Celerity and Potence, becoming a formidable combatant. Once cast, the Hand of Flame remains until you expend a simple action to snuff it out. You suffer no damage or inconvenience from the Hand of Flame; indeed, you can even wear gloves or other clothing, which remain unaffected by the fire. However, should you cause something else to catch fire, those secondary flames can hurt you.
Focus: [wits]
Summoned without an action and you gain +1 Brawl attack bonus in combat.

Flame Bolt

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Spend 1 Blood, use your standard action, and make an opposed challenge to cast a Flame Bolt at an enemy within 20 steps of your location. A successful Flame Bolt inflicts 2 points of aggravated fire damage when it strikes, then snuffs out in a puff of mystic fire. Should your Flame Bolt strike a flammable target, such as a pile of hay or papers, but not clothing worn by someone, the target catches fire.
Focus: [wits]
You do not need to spend Blood to use Flame Bolt.

Pillar of Fire

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Spend 1 Blood and use your standard action to conjure forth a pillar of flame that is approximately six feet in diameter, and of equal height. You must place this Pillar of Fire within 20 steps of your location. Anyone but you who stands within or passes through this diameter takes 2 points of aggravated damage. You are immune to the damage from your Pillar of Fire, but should you cause something else to catch fire, those secondary flames can hurt you. If directed at a victim, the fire shoots up underneath the subject. You must best your target in an opposed challenge using your Mental attribute + Occult versus the target's Physical attribute + Dodge. If you succeed, your target takes 2 points of aggravated damage, otherwise she dodges out of the way before the pillar is fully formed. The normal effect of the Dodge ability doesn't reduce damage from this attack. Pillar of Fire causes damage to characters in its area of effect at the end of their everyman initiative. If a target remains within the Pillar of Fire for more than one turn, she continues to take its damage at the end of her everyman initiative until she leaves its area of effect. Damage from Pillar of Fire doesn't stack with itself or with other area-effect powers. If you have more than one such power affecting the same area, only the highest damage effect applies. The column of fire remains for five minutes, until you decide to extinguish it by expending a simple action, fall into torpor, or die.
Focus: [intelligence]
Targets in or passing through take 3 aggravated damage instead of 2.

Engulf

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Spend 1 Blood, use your standard action, and make an opposed challenge to Engulf a target within 20 steps of your location. If you succeed, the target bursts into flames, suffering 2 points of aggravated damage. Further, the victim is lit on fire, taking 2 additional points of aggravated damage at the end of each successive turn until the victim uses two actions (simple or standard) to smother the flame. Anything the victim touches while on fire has the potential to likewise catch fire, at the discretion of the Storyteller. You can Engulf a target multiple times in successive turns, causing cumulative damage as the victim repeatedly combusts. However, no matter how many times a victim suffers the effects of individual uses of Engulf, she still only takes 2 points of aggravated damage from fire on successive turns.
Focus: [wits]
Smothering the flames requires three actions instead of two.

Firestorm

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Spend 1 Blood and use your standard action to summon forth a Firestorm of destruction. Firestorm works like Pillar of Fire, but affects an area up to 20 steps across and can be cast on a location up to 40 steps away. Unlike Pillar of Fire, Firestorm lasts for the next five turns, or until you decide to extinguish it, move more than 50 steps away from it, fall into torpor, or die. Damage from Firestorm doesn't stack with itself or with other area-effect powers. If you have more than one such power affecting the same area, only the highest damage effect applies.
Focus: [intelligence]
Firestorm causes 3 aggravated damage per turn instead of 2.