Fire Mages
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
You have at least Medium Armor against Fire, Lightning, and Cold damage. On damage: inflict 1 stack of Oozefected.
When in the dark, attacks against you have advantage and attacks you make have advantage.
When in the light, attacks against you have disadvantage and attacks you make have disadvantage.
- •Singe.2d4+7
- •Overheat (Once).1d20+10.
Cannot miss or crit
When using Overheat, players should be offered to shield themselves from the damage with something they are carrying.
You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
- •Fire Shot.1d10+4.
Range: 8
- •Ignite the Ground.
Ignite a 2 by 2 square of grass within Range: 6 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
You have no armor against bludgeoning damage.
- •Summon (once).
Summon 3 Fire Spirit Minions (d10) within Reach: 8.
- •Sorcery.2d10+2.
Range: 8.
- •Grand Sorcery (once, while Bloodied).4d10+4.
Range: 8.
You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
- •Fire Shot.1d10+9.
Range: 8
- •Ignite the Ground.
Ignite three 2 by 2 squares of grass within Range: 8 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Strike with Flame! (Once).3d12+12
You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
- •Fire Shot.1d10+18.
Range: 8
- •Ignite the Ground.
Ignite nine 2 by 2 squares of grass within Range: 12 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Strike with Flame! (Once).3d12+36
- •Ignite the Plains! (Once).
All grass within Reach: 12 ignites in a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
All canids within Reach: 12 are immune to fire damage.
- •Fire Shot.1d10+12.
Range: 8
- •Ignite the Ground.
Ignite fifteen 2 by 2 squares of grass within Range: 24 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Strike with Flame!2d12.
On hit (Once): Deal an extra 72 damage
- •Ignite the World! (Once).
All grass within Reach: 24 ignites in a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Divine Fireball (Once).16d6.
Range: 12. AoE: 5 square sphere. Dex save for half.