Domain of the Flame

Perhaps the most popular element when thinking of Demons, fire is as much a destructive force as it is a tool. Prometheus is said to have brought fire to mankind. Giving them a tool to fight back the night, forge weapons and cook meals. Prometheus may or may not have been a Demon teaching man how to harness the flame, but the true power of fire is still in the hands of the Demons.

• Fuel
The Demon begins his mastery of flame with the power to empower an existing blaze causing it to increase in size or intensity.
Cost: None
Dice Pool: Stamina + Survival + Flame
Action: Instant
Duration: Concentration
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Each success increases the fires size by one regardless of the fire’s fuel source. This is highly effective against swarms.
Exceptional Success: No additional effect.
Turmoil: The intensity of the fire increases to a blistering heat like that of hell. It does not increase in size but the damage does increase by 1 point per success. This is no more effective against swarms than a fire of the original size, but if wielded on the end of a torch can increase the equipment bonus on a weaponry roll.

•• Ignite
This Evocation allows the Demon to start fires through sheer force of will. Only objects can be targeted at this level though held equipment is as valid a target as any. Different materials may be harder to ignite than others of course. Exceptionally combustive substances (gasoline) may provide a +1 benefit. Wood, Paper, Cloth and the like are at no penalty. Plastics might be -1 while exceptionally damp or wet materials might be -3. Metals are -5 for substances like magnesium but might be as high as -10 for steel. Patently flame retardant substances such as water cannot be ignited with this Evocation.
Cost: None
Dice Pool: Intelligence + Science + Flame
Action: Instant
Duration: Instant
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: One targeted object within sensory range ignites and suffers one level of Structure Damage that ignores Durability. An object will continue to burn if the circumstances allow otherwise the fire dies at the end of the round.
Exceptional Success: Regardless of circumstance the fire burns until the end of the scene or the fuel source is gone. This fire continues to deal structure damage despite Durability each round.
Turmoil: The Demon cannot limit the effect to a specific object, instead every flammable object within a radius of Dominion in yards ignites.

••• Command Flame
The Demon controls the fire, not just causing it to swell as if adding Fuel, but move and even burn as the Demon sees fit. Now the Fire is fueled by a constant trickle of the Demon’s Faith, allowing it to move across a sheet rice paper without scorching it or away from its fuel where the Demon can let it die harmlessly.
Cost: 1 Faith
Dice Pool: Presence + Intimidation + Flame
Action: Instant
Duration: Concentration
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The Evocation allows the Demon to spend an Instant Action to direct the fire as desired. Any Round the Demon does not direct the fire he suffers a -2 penalty to all Dice Pools to maintain concentration. When directing the fire the Demon may move the blaze up to his Dominion + Domain rank yards per round and have it lash out with an attack roll equal to its size penalized by the target‘s Defense.
Exceptional Success: No additional effect.
Turmoil: The Demon must continually concentrate and cannot take any other actions while controlling the flames. Due to the intense concentration, the flames gather strength, adding the number of successes on the Turmoil roll to damage.

•••• Ride the Flames
The Demon uses the power of its Faith to not just command the fire but to become it.
Cost: 2 Faith
Dice Pool: Stamina + Survival + Flame
Action: Instant
Duration: One Round per Success
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The Demon becomes a column of fire Size 5 + Dominion. The Demon uses this Size rating + Brawl to attack foes ignoring armor and dealing Lethal damage. The Demon races along at double his normal speed and can go anywhere air can reasonably go, through the crack under a door, along the ceiling etc. Anything coming into contact with the Demon’s fiery form suffers one point of Lethal Damage. Finally the Demon cannot be harmed by fire or physical attacks.
Exceptional Success: The Demon’s Size increases by an additional +1.
Turmoil: The Demon’s transformation is only partial, he is still vulnerable to physical attack and uses his regular Attribute for Brawl attacks, but the fires are so intense they deal Aggravated damage and ignore Durability of objects. Unfortunately the hungry flames try to consume the blackened remains at the center of the blaze and each round he does not deal damage to something he suffers a point of lethal damage.

••••• Firestorm
This power epitomizes fire’s ability to pave the way for renewal. The Demon conjures a Firestorm with a radius of Dominion + Domain x 10 yards. The only shield is Faith or great sacrifice. It rages over an area scourging the souls of Mortals and Demons alike.
Cost: 1+ Faith, 1 Willpower
Dice Pool: Strength + Science + Flame - Gauntlet Strength
Action: Instant
Duration: One Round per point of Faith
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: When the Demon Evokes the power he creates an invisible storm that scourges Souls. It scours clean an area’s Resonance starting with the surface or most recently acquired Resonance(the ST adjudicates the exact effects of this). For those present besides the Demon the Storm deals one level of Aggravated Damage per round. A Demon can spend a point of Faith each round to negate this damage. Mortals and Thralls can spend 2 Willpower per turn to negate this damage. Supernatural creatures can move their own reserves of supernatural Essence, Mana or Vitae in such a sway as to shield themselves. This consumes 3 points of such a reserve. When that reserve is exhausted they can begin spending Willpower though need only spend 1 per turn.
Exceptional Success: Mortals and Thralls who can still “stumble upon” higher Morality gain one Dot of Morality.
Turmoil: The storm manifests not only as Faith but as dancing sparks that rain in the affected area as well dealing 1 Lethal damage per Round. The prevalence and heat of these burning motes makes the only sure defense fleeing the affected area.

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