Flame Jet
Regular
Shoot a jet of flame from one fist. Each turn, the caster rolls versus DX- 4 or Innate Attack skill to hit, and rolls for damage if he hits. This attack may be dodged or blocked, but not parried. Treat it as a hand weapon – a flaming sword without the sword – but it cannot parry! This is a wonderfully flashy spell, good for magic shows, melee combat, burning through ropes, etc.
The caster may cast the spell as many times as he has hands and have a Flame Jet in each hand; a Flame Jet held in the caster’s “off” hand suffers the usual -4 penalty to hit.
For cinematic mage-dueling action, the GM may allow a Flame Jet to parry another Flame Jet. This allows fire wizards to duel mano a mano, which some groups may prefer to the casting and dodging of a more typical duel of magic.
Duration: 1 second.
Cost: 1 to 3 points. Does 1d damage for each point put into the spell. The jet’s range in yards is equal to the number of dice. Same cost to maintain.
Prerequisites: Create Fire and Shape Fire.
Item
Jewelry.
Energy cost to create: 800; must include $500 worth of gold and a $300 ruby.
Usable only by mages.