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teh bunneh
May 13th, '06, 02:49 PM
The mage causes an ordinary piece of coal to burst into flame. The flames cannot be extinguished by mundane means – even completely immersing it in water will not put it out. The magic of this spell causes the flames to burn much longer and much hotter than an ordinary lump of coal would burn, so a single piece of Everburning Coal can heat an entire house, or power a small steam engine.

How would you do this?

CrosshairCollie
May 13th, '06, 02:57 PM
Life Support: Heat, AE Radius with a linked Images of the same radius, Light Only.

Powering the steam engine would probably just be a plot device.

ghost-angel
May 13th, '06, 03:58 PM
The spell itself... would probably be a Transform of some kind, normal coal into everburning coal.

possibilities include any or all of the following for effects:
Continuous, 0END, RKA for the fire itself.
Life Support Heat for fire properties.
Images Light for that is needed.

I'm with CrosshairCollie, powering steam engines is a SFX of the Game World.

OddHat
May 13th, '06, 04:21 PM
Transformation to make it, and then maybe:


38 Everburning Coal: (Total: 38 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, 1 Continuing Charge lasting 1 Day (+1/4), Difficult To Dispel (x4 Active Points; +1/2), Damage Shield (+1/2), Continuous (+1) (16 Active Points) (Real Cost: 16) plus Life Support (Safe in Intense Cold), 1 Continuing Charge lasting 1 Day (+0), Difficult To Dispel (x4 Active Points; +1/2), Area Of Effect (16" Radius; +2) (7 Active Points) (Real Cost: 7) plus Succor END for any machine powered by coal 1d6, 1 Continuing Charge lasting 1 Day (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Uncontrolled (+1/2), Continuous (+1) (15 Active Points) (Real Cost: 15)

Whether or not it gets a Focus limit is debateable. I'd say that the way to stop the continuing charge is to smash the coal.

prestidigitator
May 13th, '06, 10:18 PM
I'd probably go with Uncontrolled (+1/2) plus Reduced End Cost: 0 End (+1/2) rather than a Charge (which presumably turns off and has to be reactivated) myself, but whatever.

Old Man
May 15th, '06, 08:45 AM
I'd go with Charges Never Recover as you'd have to get new ones when the old ones burn out.

Old Man
May 15th, '06, 12:43 PM
RKA linked to Healing :ugly:

Frenchman
May 15th, '06, 04:29 PM
I'd go with Charges Never Recover as you'd have to get new ones when the old ones burn out.
That sorta defeats the purpose - Its an EVERburning flame. It never burns out. So you gotta go with zero END

Blue Jogger
May 16th, '06, 05:49 AM
I would do it this way.

Change Enviroment, 3 Tempature Levels, 3 Points of Damage (AP!), 4" Radius
0 END (22 Active Points)

Note that this will eventually burn through things that do not have a 6 DEF or more. If accidently left on the ground, it will slowly melt to the bottom of the Earth. Left uncovered, it will heat a house to unbearable temperatures (unless it is REALLY cold outside). But, it will make for a perfect steam engine.

Rapier
May 17th, '06, 12:49 PM
Yeah. I'm thinking go the easy route.

1/2d6 - 1d6 RKA (much hotter than a normal fire): 0 END, Persistent, Uncontrolled, Continuous, Explosion

I think thats most of it. Thats a pretty hot fire and would burn forever, technically. If you want you can add Difficult to Dispel to reflect its difficulty to expunge. The heat is all SFX.