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MET LARP SRD

(2013 BNS MET System)

Pillar of Fire

Level 3
1 Blood
Thaumaturgy

The Lure of Flames • Level 3

With a gesture, you can summon a mighty pillar of intense flames at a location or target of your choosing.

Cost

1 Blood

Focus

Intelligence

Anyone standing in or passing through your Pillar of Fire takes 3 points of aggravated damage each turn.

System

Spend 1 Blood and use your standard action to conjure forth a pillar of flame that is approximately six feet in diameter, and of equal height. You must place this Pillar of Fire within 20 steps of your location. Anyone but you who stands within or passes through this diameter takes 2 points of aggravated damage. You are immune to the damage from your Pillar of Fire, but should you cause something else to catch fire, those secondary flames can hurt you.

If directed at a victim, the fire shoots up underneath the subject. You must best your target in an opposed challenge using your Mental attribute + Occult versus the target’s Physical attribute + Dodge. If you succeed, your target takes 2 points of aggravated damage, otherwise she dodges out of the way before the pillar is fully formed. The normal effect of the Dodge ability doesn’t reduce damage from this attack.

Pillar of Fire causes damage to characters in its area of effect at the end of their everyman initiative. If a target remains within the Pillar of Fire for more than one turn, she continues to take its damage at the end of her everyman initiative until she leaves its area of effect. Damage from Pillar of Fire doesn’t stack with itself or with other area-effect powers. If you have more than one such power affecting the same area, only the highest damage effect applies.

The column of fire remains for five minutes, until you decide to extinguish it by expending a simple action, fall into torpor, or die.

Source: MET - VTM - Core Book