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dom6:burn

Burning

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.

Question Answer
Damage each round 1 point up to half the creature's Size, see The damage
What sets it fire attacks, at 4% per point of surviving damage, see Catching fire
Who cannot burn 10 or more Fire Resistance, Spiritform, Mistform, an innate Chill Aura, underwater, see Immunities
Going out 25% a round before modifiers, see Dousing
Armour does nothing against the burning itself

The damage

Damage each round

  • roll 1dSize, 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, Fool's Luck and Twist Fate cannot negate.

Catching fire

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 soaks entirely sets nothing alight.

Immunities

A creature cannot be set alight when any of the following is true:

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%
each point of Cold on the Scales +5%
each point of Fire Resistance +2%
rain +100%
minimum 1%

Heat counts as negative Cold, and an Fire Vulnerability counts as negative Resistance.

A creature that 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 fire 11 Alteration 2 one creature
Combustion fire 11 Alteration 4 a small area
Conflagration fire 22 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).

dom6/burn.txt · Last modified: 2026/07/29 18:57 by druwski