Home > Rulebook > Equipment > Magi-Tech & Legendary Items > Enchantments > Fire
Enchantment, Elemental

A Fire Enchantment typically coats the enchanted item in flames, burning anything that touches it or stops fire from affecting it as often.

Fire damage performed through this item via Perks or Powers is doubled. All damage performed using this item, weapon, or while wearing the armour (if no other enchantments are present) is performed as Fire damage.

Rank 1 – Minor

Crafting Recipe: Flare (Power), Combustible 1 Material (2kg), Paper, 500 MP
MP Cost/Day: 10 Properties: – Cost: C$1

Minor Flame – The weapon receives +20% Fire Damage, Damage type is changed to Fire, if the enchanted item is an armour, the wearer receives a +20% Damage Reduction against all Fire damage. If enchanted on an object, the object receives this instead.

Rank 2 – Moderate

Crafting Recipe: Ember (Power), Combustible 3 Material (4kg), Scroll, 1,000 MP
MP Cost/Day: 30 Properties: – Cost: C$5

Moderate Flame – The weapon receives +40% Fire Damage, Damage type is changed to Fire, if the enchanted item is an armour, the wearer receives a +40% Damage Reduction against all Fire damage. If enchanted on an object, the object receives this instead.
Flickering – The item emits a dim light for up to a 10m radius as it is covered in flames. This effect can be enabled and disabled at will for no TP cost.

Rank 3 – Major

Crafting Recipe: Explosion (Power), Combustible 5 Material (6kg), Book, 2,000 MP
MP Cost/Day: 50 Properties: – Cost: C$10

Major Flame – The weapon receives +60% Fire Damage, Damage type is changed to Fire, if the enchanted item is an armour, the wearer receives a +60% Damage Reduction against all Fire damage. If enchanted on an object, the object receives this instead.
Light Source – The item emits a bright light for up to a 20m radius as it is covered in flames, and double that range is dim light. The Item increases the temperature that the wielder feels by one step. The effects can be enabled and disabled individually at will for no TP cost.
Ember – On a critical hit, the target is set alight and is burning, they receive 25 Fire damage for every action they take for 1 round, or until the fire is put out via water or removing oxygen. The weapon can also ignite things that it touches with this ability for 1 TP, should the material be flammable.