====== Burning ======
{{misc:magic:fire.png?nolink }} A **Burning** creature is on fire. The fire is a condition rather than a wound: it stays on the creature from round to round, deals its own damage every round, and ends only when it is put out or the battle does.
===== The damage =====
==== Damage each round ====
* roll **1d[[size|Size]]**, then halve it and round up
* a creature with **5 [[Fire Resistance]] or more** halves the result again, rounding up or down at random
* a creature with **10** or more takes nothing, being immune outright
Size is the whole of it, on the grounds that a larger body offers more to burn. A size 2 creature takes 1 point a round; a size 6 creature takes 1 to 3.
The damage is **not fire damage**, so [[Fire Resistance]] does not reduce it beyond the halving above, and no other elemental resistance touches it either. It also **ignores armour completely**, and it is one of the few sources that [[luck|Luck]], Fool's Luck and [[twist-fate|Twist Fate]] cannot negate.
===== Catching fire =====
{{:abilities:resist_fire.png?nolink }} **Fire attacks** set fires. The chance is **4% per point** of damage, **divided by 3** when the attack deals **Fatigue** instead of damage. Beyond **25** points the fire is certain.
The points counted are what survives [[Fire Resistance]], measured before both the damage roll and the protection roll. The hit must still land, though: a blow that [[protection|Protection]] soaks entirely sets nothing alight.
===== Immunities =====
A creature cannot be set alight when any of the following is true:
* **10 [[Fire Resistance]]** or more
* [[spiritform|Spiritform]]
* [[:Mistform|Mistform]]
* an innate [[auras#chill-aura|Chill Aura]]
* standing in an underwater province
The Chill Aura here is the creature's own, not the Water-5 bless: Banes, Ghosts, Wights and Ice Devils qualify, a blessed unit does not.
The list is re-checked every round, and becoming immune while alight makes the fire go out on the next round without fail.
===== Dousing =====
A fire is rolled against every round, and the chance it goes out is:
^ Source ^ Effect on the chance ^
| base | **25%** |
| {{:misc:scales:cold.png?15&nolink}} each point of Cold on the [[Scales]] | **+5%** |
| {{:abilities:resist_fire.png?15&nolink}} each point of [[Fire Resistance]] | **+2%** |
| rain | **+100%** |
| minimum | **1%** |
{{:misc:scales:heat.png?15&nolink}} Heat counts as negative Cold, and an [[elemental vulnerability|Fire Vulnerability]] counts as negative Resistance.
A creature that [[rout|routs]] has its fire resolved **up to 100 times** as it leaves the field, and each of those rounds deals its damage and then rolls to go out exactly as a normal round would.
===== Spells that set fires =====
Three [[Alteration]] spells set a fire outright instead of rolling for one, and all three are [[Fire]] [[magic]]:
^ Spell ^ Path ^ Research ^ Targets ^
| ??Burn?? | {{path>F1}} | Alteration 2 | one creature |
| ??Combustion?? | {{path>F1}} | Alteration 4 | a small area |
| ??Conflagration?? | {{path>F2}} | Alteration 8 | a large area |
All three ignore the immunity list when they apply the fire, so the creature affected by them will suffer at least one round worth of burning (damage will still be affected by [[Fire Resistance]] though).