| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | D1 | Fire Jab | 2 act | 2 actions. You launch small bolts of fire at an target within 7 spaces, dealing 1d8 fire damage. Ranged Attack vs Reflex. |
| 2 | B2 | Extend Flame | Passive | Passive: The range of all your firebending moves are doubled. |
| 2 | C2 | Fire Block | Passive | Passive. Gain +5 Reflex and Fortitude when being attacked by fire. |
| 2 | D2 | Fire Circle | 6 act | 6 actions. You create a ring of fire about your own size. If any projectiles hit the ring, they get burned up instantly. You may move the ring 1 space per action. If the ring hits anyone, it disperses, but deals 1d8 fire damage to them. Lasts as long as you concentrate, not making Move or Attack actions, or until it disperses. Acrobatics vs Reflex. |
| 2 | E2 | Fire Daggers | 3 act | 3 actions. You produce fire from your fingertips like a blowtorch. With this fire, you can burn cleanly through adjacent objects or deal 1d4 damage to an adjacent target (for 2 actions). These daggers last as long as you concentrate, not using any other bending moves. Light Attack vs Fortitude. |
| 2 | F2 | Fire Sweep | 4 act | 4 actions. You kick out fire in an arc, which expands away from you in a 1x7 cone. If it hits any targets, it deals 1d8 damage to each one and disperses. Light Attack vs Reflex. Upgrades:
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| 5 | B5 | Flame Blade | 6 act | 6 actions. You create a hovering flame the size of a sword. You may launch it in any direction, dealing 3d6 damage to an enemy or cutting through most solid objects. You may spend more turns bending this move to charge up the blade, making it bigger and dealing 1d6 more damage. |
| 5 | C5 | Fire Bomb | 9 act | 9 actions. You create a fire bomb at the end of your arm or leg. You may leap to any spot within 2 spaces and slam the bomb down, dealing 4d6 damage to everyone within 3 spaces of that spot (excluding yourself). You may spend more turns bending this move to charge up the bomb, reaching 1 space further from the point of impact and dealing 1d6 more damage. |
| 5 | D5 | Fire Lash | 8 act | 8 actions. You create a whip of fire that extends 7 spaces long. On your next turn, you must bring the whip down, dealing 3d8 damage to all enemies that it lands on. This can be done in a straight 7x1-space line from you, or it can be curved to an extent. You may spend more turns to charge up the whip, extending it by 3 spaces. |
| 5 | E5 | Fire Stream | 6 act | 6 actions. You launch fire from yourself in a 1x5 line. This stream deals 2d6 damage to everyone caught in the blast. Lasts 2 turns. You must concentrate while using this attack. You cannot move or make other attacks, but you may change the direction of the stream each turn. For every +3 actions you spend charging this attack, you make it last 1 more turn. Upgrades:
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| 5 | F5 | Shield Of Fire | 5 act | 5 actions. You summon a shield of fire in an adjacent space that lasts for as long as you concentrate, not moving or making any other attacks. This shield will disintegrate most ranged attacks and deals 7d4 damage to anyone that moves through it. |
| 8 | B8 | Blue Flame | X | X actions. Spend up to 6 actions to superheat your next fire attack. For each action spent, the attack gains +1 fire damage. Must roll 14+ Spirituality. Upgrades:
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| 8 | C8 | Charge | Passive | Passive. You may choose to add +2 actions to your firebending moves to add +1d to their damage. Upgrades:
|
| 8 | D8 | Chi Strength | Passive | Passive. You may add half your Spirituality to your d20 rolls for firebending moves. Spirituality. |
| 8 | E8 | Dragon Dance | 9 act | 9 actions. You gain +2 Move actions and +4 to all Defenses during the casting time of your firebending abilities. Lasts until you stop firebending for 1 turn. Must roll 15+ Spirituality. |
| 8 | F8 | Ignition | Passive | Passive. All firebending skills now have a 1/3 ignition chance. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | A11 | Heat Scope | 18 act | 18 actions. You concentrate on a target within 20 spaces, superheating it to melting point. The target loses 5% of their Total HP for each turn you concentrate. While concentrating, you cannot move, speak, or make any other actions. Ranged Attack vs Reflex. Choosing this ability will lock you into the Combustion Bending Talent Tree. |
| 12 | A12 | Combust | 18 act | 18 actions. You concentrate on a target within 20 spaces, sending a heat missile to that space. Upon contact, the missile combusts, dealing 5d12 fire damage to everyone on and next to that space. Guaranteed ignition. While concentrating, you cannot move, speak, or make any other actions. Ranged Attack vs Reflex. Upgrades:
|
| 13 | A13 | Long-Range Combust | Passive | Passive. Combust now has a range of 80 spaces. |
| 13 | B13 | Forceful Combust | Passive | Passive. Those successfully hit by Combust are now knocked back up to 3 spaces. |
| 14 | A14 | Curve Shots | Passive | Passive: If the target of Combust is at least 20 spaces away, they lose any Reflex bonuses they have from cover. |
| 14 | B14 | Third Eye | Passive | Passive. You now possess a tattoo of a third eye. You gain +7 Ranged Attack when using Combust. |
| 15 | A15 | Impact Combust | Passive | Passive: Roll 1d6 whenever you use Combust. Your damage bypasses that much Armor upon a successful hit. Upgrades:
|
| 15 | B15 | Series Combust | Passive | Passive. You may choose to halve the range of Combust. If so, you may target 3 different spaces within range. Those spaces (and spaces adjacent) will be affected with the same power of your original Combust. |
| 16 | A16 | Short Fuse | Passive | Passive: Combust costs -3 actions, down to a minimum of 1. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | D11 | Generator | 12 act | 12 actions. You launch lightning at a target within 10 spaces, dealing 2d12 lightning damage to them. This deals triple damage if they are wearing 7+ Armor. Arcana vs Reflex. Choosing this ability will lock you into the Electrobending Talent Tree. Upgrades:
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| 12 | D12 | Rod Technique | Passive | Passive: You may add half your Ranged Attack to your Generator attacks. Upgrades:
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| 12 | E12 | Lightning Whip | 5 act | 5 actions. Requires 3 actions charging time. Lightning coils emerge from your held weapons. You may swing these in 2 lines of 1x5 spaces, dealing Generator damage to any targets they hit. You cannot use any other bending abilities during this time. The coils last until dismissed. Finesse Attack vs Reflex. |
| 13 | D13 | Lightning Bolt | Passive | Passive. Generator now attacks everyone in a 1x20 line from you. Upgrades:
|
| 13 | E13 | Chain Lightning | Passive | Passive. If there is someone within 5 spaces of your Generator target, you may chain the lightning over to attack them as well. The lightning can chain to as many untouched targets within 5 spaces as you like. |
| 14 | D14 | Electrifying | Passive | Passive: Your successful Generator attacks may Disarm your targets. |
| 14 | E14 | Lightning Speed | Passive | Passive. All Generator abilities now cost -3 actions, down to a minimum of 1. Upgrades:
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| 15 | D15 | Static Shock | Passive | Passive: Whenever you successfully hit with any Generator attacks, you may roll 1d6. On a 5+, you also stun the target. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | G11 | Heat Transfer | 4 act | 4 actions. You absorb or distribute heat, or Thermo Points (TP), into a target within 5 spaces. Humanoids, including yourself, normally possess 9 TP. You can transfer 1 TP at a time, and can hold a range of 0-20 TP without ill effects. Others who go outside the range of 9 TP become Diseased. Changes in your own TP last until you take a long rest, where it will reset to 9. Spirituality vs Will. Choosing this ability will lock you into the Thermobending Talent Tree. Upgrades:
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| 12 | G12 | Heat Aura | Passive | Passive. You may use Heat Transfer on up to 5 targets within range at a time. |
| 12 | H12 | Solar Reach | Passive | Passive. Heat Transfer can now happen with targets within 20 spaces. |
| 13 | G13 | Breath Retention | Passive | Passive. As long as you possess 5+ TP, and there is air, you are immune to the effects of cold climates. Upgrades:
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| 13 | H13 | Redirect | Reactive | Reaction. If you are attacked by lightning, you may choose to absorb and instantly redirect the attack at another target within 20 spaces. This will cost you 1/2 the actions (rounded down) of the original attack on your next turn. Must roll 22+ Spirituality. |
| 14 | G14 | Defuse | Reactive | Reaction. When attacked with fire, you may choose to absorb the heat to prevent damage and ignition. For every 2 fire damage reduced, you gain 1 TP and lose 1 action on your next turn. Must roll 16+ Spirituality. Upgrades:
|
| 14 | H14 | Weld | 12 act | 12 actions. You spend 3 TP to fuse any 2 metal items together. Must roll 20+ Spirituality. |
| 15 | G15 | Chi Charge | 4 act | 4 actions. You gain +5 TP. Must roll 20+ Spirituality. |
| 15 | H15 | Anti-Grav | Passive | Passive. As long as you possess 14+ TP, you may fly at 1 space per 2 actions. |
| 16 | G16 | Boil Poison | 4 act | 4 actions. As long as you possess 12+ TP, you may spend 1 TP to eliminate all poison from your body, as if you drank an antidote. Must roll 15+ Spirituality. |
| 16 | H16 | Jet Propulsion | 1 act | 1 action. Requires Anti-Grav. You may spend 1 TP to shoot off like a rocket, flying up to 3 spaces. You may keep casting this for as long as you have TP. Must roll 20+ Spirituality. |
| 17 | G17 | Sun Strength | Passive | Passive. During sunny days, you gain +4 damage to all your firebending moves. |