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. 
PrerequisitesCreate 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.