Command Fire Spells
Control Fire is a versatile spell with many uses, especially in helping put out unwanted fires but it's not a great spell to use in combat. It's both weaker and clumsier than Fire Blast but I suppose Transmuters don't have a lot of options for direct attack spells compared to Conjurers like myself.Lesser Command Fire is Second Circle spell Greater Command Fire is Fourth Circle spell.Effect
Lesser Command Fire and Greater Command Fire cannot create fire out of nothing. It can make existing fires change direction or make them burn hotter or snuff out the flames entirely. Lesser Command Fire (Dark Flame): The character can move and animate a relatively small amount of fire in line of sight for about ten minutes. One torch per success, or one small campfire per two successes. The caster can move a glob of fire through the air, but it will burn fairly quickly without fuel. If the caster is trying to manipulate a bunch of tiny flames such a chandalier's full of candles or fairly distant torches, add +1 to the casting difficulty. The caster can make interesting shapes in the flame. The caster can cosmetically alter the colors of a fire. This can cause a flame to jump from a torch onto a pile of wood, but most casters find this is a waste of a spell because it would be easy enough to use the torch to start a fire. The caster can make a fire burn hotter, magically stoking the flames (though it will burn fuel faster). The caster can make a fire burn cooler without snuffing it out to make it longer and the diminished flame and it's fuel will last a bit longer than it normally does.. The caster can control smoke at +1 difficulty to the roll. The spell can be used in combat if an enemy is standing relatively close to an open flame. Base damage, plus extra successes on the attack. Attack roll is the casters Wits + Transmutation, difficulty 7. If dodge rolls are applicable (the target is not caught by surprise when flames leap at him), roll Wits + Dodge, difficulty 6 to get out of the way. A candle does a base damage of one die. A torch has base damage of two dice. A typical cooking fire, three dice, a small campire fire four dice. If an enemy or object happens to already be on fire, the spell can be used to cause it to flare, causing one die of damage per success rolled on top of the damage the target is already receiving. If the caster wants to do a flareup or the caster can snuff out a fire entirely or diminish a larger fire. In which case this spell is resolved as an Instant. Otherwise the spell is treated as Persistent Stamina Greater Command Fire: The spell operates similarly but the caster can manipulate much larger fires. This is predominantly used to extinguish wild fires or house fires. This spell can help an arsonist accelerate fires too, but relatively few casters bother with. It's not particularly difficult to create a wildefire without magic. Like it's lesser counterpart, the spell can be used to damage opponents, but only if they are standing relatively close to existing large fires. A typical bonfire that leaps out at nearby people with a five-dice damage pool. A raging wildfire could potentially inflict up to ten dice base damage.
Related School
Transmutation
Related Element
fire
Effect Casting Time
Standard A-action
Range
line of sight
Level
2nd or 4th Circle


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