From: Scentweaver’s Elixir
Lore: The Flame Dancer’s Ember recipe has a storied history intertwined with ancient tales of fire manipulation and the art of pyromancy. Legends speak of skilled fire dancers who sought to harness the power of flames in their performances and rituals. Through experimentation and the fusion of mystical ingredients, they crafted the recipe for Flame Dancer’s Ember. Combining the enchanting essence of cinnamon, the vibrant petals of the rare dragon’s breath flower, and the residual magic found in ground phoenix feathers, this concoction creates a fragrance that awakens an innate connection to fire magic, allowing the user to conjure controlled bursts of flames.
Use: When the Flame Dancer’s Ember is prepared and its fragrance released, it triggers a response within the user’s magical essence, unlocking their ability to conjure controlled flames. By channeling their will and focusing their intent, the user can create small bursts of magical fire at their command. These flames can be used for various purposes, such as illumination, heating objects, or even as a defensive measure.
Stats, Skills, and Tags:
- Level: 1
- Fire Control: Allows the user to conjure small, controlled bursts of magical flames.
- Damage: 1d4 fire damage
- Range: 30 feet
- Duration: Instantaneous
- Limited Usage: 3 uses per day
Preparation and Cost — To create the Flame Dancer’s Ember, the following ingredients are required:
- Essence of cinnamon (a small quantity)
- Dragon’s breath flower petals (a few petals)
- Pinch of ground phoenix feather
- The preparation process involves carefully infusing the Scentweaver’s Elixir with the essence of cinnamon, blending it to achieve a harmonious balance. The vibrant petals of the dragon’s breath flower are then added, their energy and fiery essence mingling with the mixture. Finally, a pinch of ground phoenix feather, symbolizing the connection to the elemental power of fire, is added to complete the infusion. The ingredients are combined in a small vial or bottle, allowing the fragrant elixir to absorb the magical properties and stabilize over time. Once the process is complete, the Flame Dancer’s Ember is ready for use.
- In terms of cost, the Flame Dancer’s Ember is considered a moderately priced magical item. The Scentweaver’s Elixir itself is relatively accessible, while the essence of cinnamon and the dragon’s breath flower petals may require a small fee depending on availability and rarity. The pinch of ground phoenix feather, being a potent and magical component, can be more expensive, potentially ranging from 40 to 80 gold pieces.
Tags: Pyromancy, Fire Manipulation, Controlled Flames, Fire Dancers, Performance Magic, Elemental Magic, Fiery Fragrance, Combustion Control, Phoenix Infusion, Dragon’s Breath, Magical Ignition, Spark Arousal, Ephemeral Flames, Scent of Cinders, Warmth Infusion

Perception of Activation: Flame Dancer’s Ember
- User’s Perspective:
- Sight: As you uncork the vial, you see the wisp of smoke escape, and the liquid within seems to glow brighter for a moment. When you conjure the flames, you see them erupt from your fingertips (or designated focus point) in a controlled burst, vivid and real, but with a slightly ethereal quality, hinting at their magical origin. The flames may flicker with unusual colors, reflecting the ingredients of the elixir.
- Smell: The initial scent is a powerful rush of cinnamon, warm and spicy. This is quickly followed by a more subtle, floral fragrance with a hint of something almost like burnt sugar – the dragon’s breath flower. As you conjure the flames, you might smell a faint trace of ozone, like the air after a lightning strike.
- Hearing: There’s no sound directly associated with the elixir itself, but when you conjure the flames, you hear a distinct whoosh and crackle, like a small campfire suddenly springing to life. It’s not a loud or explosive sound, but rather a contained, controlled burst of fire.
- Taste: Not applicable unless some of the substance gets in the user’s mouth. There would be a strong cinnamon taste, initially, it is not intended for consumption.
- Touch: As you release the fragrance and focus your will, you feel a surge of warmth spreading through your body, particularly in your hands and arms. It’s not a burning sensation, but rather a feeling of intense energy, like holding a hot coal without being burned. When you conjure the flames, you feel a slight pressure and heat at the point of origin, but it’s controlled and doesn’t cause pain.
- Extra-Sensory Perception (Intuition/Will): You feel a direct connection to the element of fire, a sense of power and control. Your will feels amplified, your focus sharpened. You have an intuitive understanding of how to shape and direct the flames, even if you’ve never done it before. There’s a feeling of exhilaration and a slight sense of danger, a thrill that comes with wielding such power.
- Observer’s Perspective:
- Sight: They see the user uncork the vial, the wisp of smoke, and then, most strikingly, the sudden burst of controlled flame erupting from the user’s hand (or designated focus). The flames are clearly visible, but have a slightly unreal quality, perhaps flickering with unusual colors or seeming to dance in a way that natural fire doesn’t.
- Smell: They catch the strong scent of cinnamon, followed by the more subtle floral and slightly burnt aroma. If they’re close enough when the flames are conjured, they might smell a faint whiff of ozone.
- Hearing: They hear the whoosh and crackle of the flames appearing, a sound that is distinct but not overly loud or alarming.
- Taste: Not applicable.
- Touch: If they’re close enough, they might feel a wave of heat radiating from the conjured flames, but it wouldn’t be intense enough to burn unless they were directly in the path of the fire.
- Extra-Sensory Perception (Intuition): A perceptive observer might sense a shift in the user’s demeanor – a sudden increase in confidence, focus, and a palpable aura of power. They might feel a slight sense of awe or apprehension, depending on their own relationship with fire magic.
- Positives:
- Controlled conjuration of fire.
- Enhanced sense of power and connection to fire.
- Visually impressive and dramatic effect.
- Practical uses for illumination, defense, and performance.
- Exhilarating feeling of control over an element.
- Negatives:
- Limited uses per day.
- Potential for misuse or accidental ignition.
- The inherent danger of fire, even when controlled.
- Slight risk of attracting unwanted attention (from those who fear or covet fire magic).
- Overconfidence: The feeling of power might lead the user to underestimate the risks or overestimate their control.
- The smell, however pleasant, can give away the user’s position or that they just used magic.
The Flame Dancer’s Ember recipe is often sought after by individuals with an affinity for fire magic, performers who specialize in fire manipulation, and those who wish to add a touch of enchantment to their art. It is typically sold in magical item shops that cater to spellcasters, elemental practitioners, and entertainers. These specialized shops recognize the unique appeal of fire-based magic and provide the necessary ingredients and instructions to create the Flame Dancer’s Ember.
Within these magical item shops, the Flame Dancer’s Ember recipe may be displayed prominently, accompanied by shelves stocked with the required ingredients. Knowledgeable shopkeepers or experienced fire mages may also offer guidance and instruction on the proper preparation and use of the recipe. Customers who express interest in fire magic, pyromancy, or performance arts that involve fire manipulation will find themselves drawn to this recipe.
The Flame Dancer’s Ember is most effectively used in environments that embrace fire, such as performance stages, circus arenas, and ritual spaces dedicated to fire-based ceremonies. Performers who have mastered the art of fire dancing or those seeking to add an element of spectacle to their shows can apply the fragrance before their performances. As they move and manipulate fire, the sparks and flames respond to their will, creating mesmerizing displays that captivate the audience.
Additionally, the Flame Dancer’s Ember can be used outside of performance settings. In dimly lit environments or during nighttime adventures, the controlled bursts of magical fire can provide illumination and act as a defensive measure. The user can conjure small flames to ward off creatures, light up dark passages, or even ignite objects from a distance. It grants the wielder a sense of power and versatility, making it a valuable tool for adventurers or those who find themselves in precarious situations.
However, it is essential to exercise caution and responsibility when using the Flame Dancer’s Ember. Fire is a powerful element and should be handled with care. The user should be knowledgeable about fire safety and ensure that the flames are controlled and used only in appropriate settings. Irresponsible use or misuse of the Flame Dancer’s Ember can lead to accidents, property damage, or harm to oneself or others.
The Flame Dancer’s Ember is sold in magical item shops catering to fire magic enthusiasts and performers. It finds its place in environments where fire-based displays and performances take center stage. The fragrance enhances the user’s ability to conjure controlled bursts of magical flames, creating awe-inspiring spectacles and serving as a practical tool in dark or dangerous situations.
Cinder-Scroll of Ignis’s Dance
Torn and scorched, the parchment speaks, of ages lost, and fiery peaks. Of Scentweaver’s art, a flame embraced, a dancer’s gift, in embers traced. Before the Elixir, in times of yore, a burning heart, on desert’s shore.
In sandswept lands, where sun held sway, a tribe did dwell, the Ignis’ Way. Not warriors fierce, nor scholars wise, but dancers bold, with fire-lit eyes. They worshipped flame, not with dread fear, but joyful steps, and voices clear. Their rituals grand, a swirling sight, of leaping forms, in fading light.
A maiden lived, named Zara, keen, her spirit bright, her movements clean. She yearned to dance, with flames so true, to touch the heart, of fire anew. But weak her spark, a flickering gleam, unable to grasp, the fiery dream. The elders watched, with somber gaze, “The gift,” they sighed, “eludes her ways.”
One night she strayed, from fire’s glow, where desert winds, did fiercely blow. She sought a sign, a whispered plea, to set her soul, and spirit free. She found a bloom, amidst the sand, a dragon’s breath, in withered land. Its petals red, like burning coal, a fiery spark, to make her whole.
She plucked a bloom, with trembling hand, and felt a warmth, she’d understand, was more than sun, on desert air, a magic deep, beyond compare. She crushed the petals, in her palm, and breathed the scent, a fiery balm. Then, from the dunes, a whisper light, a phoenix cried, in fading night.
A single feather, drifted down, a shimmering spark, of great renown. She caught it swift, with reverent grace, and felt the power, fill the space. She ground the feather, fine and small, and mixed it with, the flower’s thrall. Cinnamon’s spice, a final touch, to bind the magic, loved so much.
She danced again, beneath the stars, no longer bound, by earthly bars. The scent arose, a swirling pyre, and flames obeyed, her heart’s desire. They leaped and twirled, at her command, a fiery ballet, across the sand. The tribe rejoiced, their spirits soared, by Zara’s dance, their faith restored.
But power’s lure, can twist the mind, and Zara’s heart, grew less inclined, to share the gift, the flames so bright, she held them close, with all her might. She danced alone, in secret now, a fiery crown, upon her brow. The tribe grew cold, their joy did wane, as Zara’s pride, brought only pain.
The desert winds, they howled and cried, as Zara’s dance, became her pride. The phoenix wept, the dragon sighed, as harmony lost, and balance died. The flames grew wild, beyond control, and scorched the earth, and burned her soul. She fell at last, a withered husk, consumed by fire, reduced to dust.
Moral of the Story: The gifts of magic, like fire itself, are meant to be shared and used with respect, not hoarded for personal glory. True power lies not in dominion, but in balance and harmony, lest the flame that gives us light also consume us entirely.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: Essence of Ignis’ Dance
- Description: A small, heat-resistant vial filled with a swirling, crimson liquid that smells strongly of cinnamon and a faint, acrid undertone.
- Mechanics:
- POW Cost: 3 POW to activate. This represents a significant exertion of will to control the conjured flames.
- Sanity Cost: 1/1d4 Sanity points. Witnessing (and controlling) raw elemental fire is inherently disturbing to the human mind. The initial cost is for seeing the unnatural fire; the larger cost is for using it.
- Effect: Upon releasing the fragrance, the user can, for the next minute (10 rounds), conjure small bursts of magical fire. This requires a successful POW x 3 roll each time. The flames deal 1d4 fire damage and have a range of 15 feet (half the normal range, reflecting the difficulty of controlling them). They can ignite flammable materials.
- Charges: The vial contains enough essence for 3 uses.
- Recharge: The recipe is needed to make more.
- Side Effect (Optional): On a Fumbled POW roll to control the flames, the user suffers 1d4 fire damage themselves as the magic backfires.
- Stat Block:
- Essence of Ignis’ Dance
- POW Cost: 3
- Sanity Cost: 1/1d4 (initial/use)
- Effect (1 minute, POW x 3 roll each use):
- Conjure fire bursts
- Damage: 1d4 fire
- Range: 15 feet
- Ignites flammable materials
- Uses: 3
- Recharge: The recipe is needed to make more.
- Side Effect (Optional – Fumble): 1d4 fire damage to user.
Blades in the Dark
Item Name: Ember-Scent Phial
- Description: A small, fire-blackened vial containing a viscous, glowing liquid.
- Mechanics:
- Load: 1.
- Effect: When the phial is uncorked and the scent released (a free action, but potentially risky in a tense situation), the user can choose one of the following effects:
- Blazing Assault: Gain +1d to a Skirmish or Wreck roll where fire is used as a weapon or tool.
- Fiery Ward: Gain +1d to a Prowl or Finesse roll to avoid harm from fire or heat.
- Illuminating Burst: Create a sudden flash of light and heat, gaining +1d to a Command or Sway roll to intimidate or distract.
- The item may be used to enhance a flashback.
- Uses: The phial contains 2 uses.
- Quality: The Quality of the Ember-Scent is determined at creation (typically 2 or 3, reflecting the rarity of the phoenix feather).
- Potency: The base effect is +1d. If the Ember-Scent is of Quality 3, and the user rolls a 6 on any of the dice involved in the action, they gain +1 additional die to the roll (for a total of +2d).
- Releasing the Scent: This is usually a risky action. On a 1-3, the user gains the benefit, but also suffers a consequence: they might attract unwanted attention, suffer minor burns (level 1 harm), or the scent lingers too long, revealing their position.
- Crafting: A character with the Alchemist playbook ability, or another character with appropriate training and resources, can craft Ember-Scent during downtime. This requires a successful Tinker roll, with the Quality determined by the result. Acquiring a phoenix feather is a major undertaking, likely requiring a Score in itself.
- Stat Block:
- Ember-Scent Phial
- Load: 1
- Effect (Choose One per Use):
- Blazing Assault: +1d to Skirmish/Wreck (using fire)
- Fiery Ward: +1d to Prowl/Finesse (avoiding fire/heat)
- Illuminating Burst: +1d to Command/Sway (intimidate/distract)
- Uses: 2
- Quality: 2 (or 3, see Potency)
- Potency (Quality 3 only): On a 6, gain +2d instead of +1d.
- Releasing Scent: Risky Action
- Crafting: Alchemist or Tinker roll (downtime), acquire phoenix feather (Score).
Dungeons & Dragons (5th Edition)
Item Name: Vial of Dancing Flames
- Description: A small vial made of heat-resistant glass, filled with a swirling, orange liquid that emits a faint warmth.
- Mechanics:
- Item Type: Wondrous item, uncommon
- Attunement: Requires attunement.
- Activation: As an action, the attuned user can uncork the vial and release the scent.
- Effect: For the next minute, the user can use a bonus action on each of their turns to conjure a small burst of magical fire. This fire can be directed at a target within 30 feet. Make a ranged spell attack using your spellcasting ability modifier (if you have one) or your Dexterity modifier (if you don’t). On a hit, the target takes 1d4 fire damage.
- Charges: The vial contains 3 charges. It regains all expended charges daily at dawn.
- Crafting: The recipe is needed to craft.
- Stat Block:
- Vial of Dancing Flames
- Wondrous item, uncommon (requires attunement)
- Activation: Action (uncork)
- Effect (1 minute):
- Bonus action each turn: Conjure fire burst
- Ranged spell attack (spellcasting ability or Dexterity)
- Range: 30 feet
- Damage: 1d4 fire
- Charges: 3
- Recharge: All charges daily at dawn.
- Crafting: The recipe is needed to craft.
Knave
Item Name: Phoenix Ash
- Description: A tiny, ornate box containing a pinch of glowing, crimson ash.
- Mechanics:
- Inventory Slot: 1
- Effect: As an action, the user can scatter a tiny amount of the ash. This creates a burst of magical fire that can either:
- Deal 1d4 fire damage to a single target within 30 feet (requires a successful Dexterity save to avoid).
- Create a brief, bright flash of light, illuminating a 10-foot radius for one round.
- Uses: The box contains 3 uses.
- Crafting: The recipe is needed to craft.
- Stat Block:
- Phoenix Ash
- Inventory Slot: 1
- Effect (Action):
- Option 1: 1d4 fire damage to target within 30 feet (Dexterity save to avoid)
- Option 2: Illuminate 10-foot radius for 1 round.
- Uses: 3
- Crafting: The recipe is needed to craft.
Fate (Core/Condensed)
Item Name: Zara’s Embers
- Description: A small, fire-resistant pouch containing a fragrant blend of cinnamon, dried dragon’s breath flower petals, and a tiny amount of phoenix ash.
- Mechanics:
- Aspect: Dancing Flames of Ignis. This aspect represents the inherent magical property of the embers.
- Permissions: This item allows the user to invoke the Dancing Flames of Ignis aspect for free once per scene to gain a +2 bonus to any roll involving creating, controlling, or using fire (typically Physique or Shoot). This represents the controlled bursts of magical flame.
- Additional Invokes: After the free invoke, the aspect can be invoked normally by spending Fate Points.
- Compels: The GM can compel the Dancing Flames of Ignis aspect to create complications related to uncontrolled fire, attracting unwanted attention (from fire elementals, fire-fearing creatures, or zealous inquisitors), or accidentally igniting something.
- Limited Uses: The pouch contains enough embers for 3 scenes. After that, the aspect becomes Fading Embers of Ignis, which is much weaker (only providing a +1 bonus when invoked, and only if a Fate Point is spent).
- Recharge: Replenishing the pouch requires finding the rare ingredients and a successful Craft roll with a difficulty determined by the GM.
- Stunt (Optional): A player might take a Stunt like this:
- Fire Dancer: Once per session, when you successfully Create an Advantage using fire while under the effects of Zara’s Embers, you create a situation aspect with two free invokes instead of one.
- Stat Block:
- Zara’s Embers
- Aspect: Dancing Flames of Ignis
- Permissions: One free invoke of the aspect per scene (+2 to fire-related rolls).
- Additional Invokes: Spend Fate Points as normal (+2).
- Compels: Uncontrolled fire, unwanted attention, accidental ignition.
- Uses: 3 scenes (then becomes *Fading Embers of Ignis* – +1 only, requires Fate Point).
- Recharge: Find ingredients, Craft roll (GM-determined difficulty).
- Stunt (Optional – Fire Dancer): Once/session, create situation aspect with *two* free invokes when Creating Advantage with fire (while using Zara’s Embers).
Numenera & Cypher System
Item Name: Ignis Spark
- (Cypher)
- Description: A small, heat-resistant capsule containing a volatile mixture that ignites upon contact with air.
- Mechanics (Numenera):
- Level: 1d6.
- Form: Powder (thrown or released).
- Effect: When the capsule is broken and the powder released, the user can, for one round per level of the cypher, create small bursts of fire. This requires a Might-based action to control the flames. The flames deal 2 points of fire damage per level of the cypher and have a range of short.
- Depletion: 1 in 1d20 (standard cypher depletion).
- Crafting: The recipe is needed to craft.
- Mechanics (Cypher System):
- Level: 1d6
- Form: Powder (thrown or released).
- Effect: When the capsule is broken, user can create small bursts of fire for one round per level. The flames deal 2 points of fire damage and have a range of short.
- Depletion: 1 in 1d10
- Stat Block (Numenera):
- Ignis Spark (Cypher)
- Level: 1d6
- Form: Powder (thrown/released)
- Effect: Create fire bursts for 1 round/level (Might-based action to control)
- Damage: 2 fire damage/level
- Range: short
- Depletion: 1 in 1d20
- Crafting: The recipe is needed to craft.
- Stat Block (Cypher System):
- Ignis Spark (Cypher)
- Level: 1d6
- Form: Powder (thrown/released)
- Effect: Create fire bursts for 1 round/level.
- Damage: 2 fire damage
- Range: short
- Depletion: 1 in 1d10
- Crafting: The recipe is needed to craft.
Pathfinder (2nd Edition)
Item Name: Ember of the Flame Dancer
- Description: A small, fire-resistant pouch containing a glowing, ember-like substance.
- Mechanics:
- Item Type: Consumable
- Level: 3
- Activation: Interact (one action, sprinkle)
- Effect: When the ember is sprinkled, the user can, for the next round, cast the produce flame cantrip as a 2-action activity, even if they don’t normally know it. The save DC for the cantrip is equal to 10 + the user’s proficiency bonus + the user’s Dexterity modifier.
- Charges: 3
- Crafting: A character with the Magical Crafting feat and the formula for produce flame can create an Ember of the Flame Dancer. This requires a successful DC 18 Crafting check, and finding a pinch of phoenix feather.
- Stat Block:
- Ember of the Flame Dancer
- Item 3
- Consumable
- Price 12 gp
- Usage held in 1 hand; Bulk L
- Activation [one-action] Interact
- Effect (1 round):
- Cast *produce flame* (2-action version)
- Save DC = 10 + proficiency bonus + Dexterity modifier
- Charges: 3
- Crafting: Magical Crafting feat, *produce flame* formula, DC 18 Crafting, phoenix feather.
Savage Worlds (Adventure Edition)
Item Name: Fire Dancer’s Dust
- Description: A small pouch containing a fine, reddish powder that sparks faintly when disturbed.
- Mechanics:
- Item Type: Alchemical Item
- Effect: As an action, the user can sprinkle a pinch of the dust. This grants them the bolt power (fire type) for 3 rounds. They use their Smarts die as their Arcane Skill die for this power, even if they don’t normally have an Arcane Background. The bolt power has a range of 12/24/48 and deals 2d6 fire damage.
- Charges: 3
- Availability: Uncommon. The dust might be found in alchemists’ shops or from specialized traders. It might cost 250-400 silver pieces.
- Crafting: The recipe is needed to craft.
- Stat Block:
- Fire Dancer’s Dust
- Item Type: Alchemical Item
- Effect (Action, 3 rounds):
- Grants *bolt* power (fire type)
- Arcane Skill: Smarts
- Range: 12/24/48
- Damage: 2d6 fire
- Charges: 3
- Availability: Uncommon (250-400 silver pieces)
- Crafting: The recipe is needed to craft.
Shadowrun (6th Edition World)
Item Name: Ignis Flare Compound
- Description: A carefully measured packet of reactive chemicals, designed to be applied to the skin or clothing.
- Mechanics:
- Type: Chemical (Contact Vector)
- Availability: 10R (Restricted)
- Cost: 600¥
- Effect: Applying the compound is a Complex Action. For the next (Body/2, rounded up) Combat Turns, the user can, as a Simple Action, create a burst of magical fire. This is treated as a ranged attack with a range of (Agility x 2) meters, dealing 4P fire damage (Armor Penetration -2). The fire can ignite flammable materials.
- Detection: Chemical sensors can detect the compound. The flames produced are obviously magical, leaving a faint, shimmering residue.
- Addiction None
- Crafting The recipe is needed to make more.
- Stat Block:
- Ignis Flare Compound
- Type: Chemical (Contact)
- Availability: 10R
- Cost: 600¥
- Effect (Complex Action to apply, [Body/2, rounded up] Turns):
- Simple Action: Create fire burst
- Ranged attack: (Agility x 2) meters
- Damage: 4P fire (AP -2)
- Can ignite flammable materials
- Detection: Chemical sensors, shimmering residue.
- Crafting: The recipe is needed to make more.
Starfinder (Core Rulebook)
Item Name: Pyrokinetic Accelerant
- Description: A single-use dermal patch containing a blend of nanites and volatile chemicals that temporarily unlock latent pyrokinetic abilities.
- Mechanics:
- Level: 4
- Price: 450 credits
- Type: Hybrid (Technological/Magic), Consumable
- Activation: Standard Action (apply patch)
- Effect: For 1 minute, the user can, as a standard action, make a ranged attack with a burst of magical fire. This attack has a range of 30 feet and deals 1d6+4 fire damage. The user makes a ranged attack roll against the target’s EAC.
- Crafting: Requires the Craft Hybrid Item feat with both magic and technological parts.
- Stat Block:
- Pyrokinetic Accelerant
- Level: 4
- Price: 450 credits
- Type: Hybrid, Consumable
- Activation: Standard Action
- Effect (1 minute):
- Standard Action: Create fire burst
- Ranged attack (against EAC)
- Range: 30 feet
- Damage: 1d6+4 fire
- Crafting: Craft Hybrid Item feat.
Traveller (Mongoose 2nd Edition)
Item Name: Fire Dancer’s Spark
- Description: A small, self-adhesive patch containing a fast-acting, short-lived pyrogenic compound.
- Mechanics:
- Type: Drug (Contact)
- Availability: 9 (Restricted in most jurisdictions).
- Cost: Cr350
- Effect: Applying the patch is a Minor Action. For the next 1d6 rounds, the user can, as a Significant Action, create a burst of fire. This is treated as a ranged attack with a range of 10 meters, dealing 2d6 fire damage.
- Side effects: After use roll END check (difficulty 8+) on failure 1 point is lost in END and DEX.
- Addiction: 6+ END DM-1/week
- Stat Block:
- Fire Dancer’s Spark
- Type: Drug (Contact)
- Availability: 9
- Cost: Cr350
- Effect (Minor Action to apply, 1d6 rounds):
- Significant Action: Create fire burst
- Ranged attack: 10 meters
- Damage: 2d6 fire
- Side effects: After use roll END check (difficulty 8+) on failure 1 point is lost in END and DEX.
- Addiction: 6+ END DM-1/week
Warhammer Fantasy Roleplay (4th Edition)
Item Name: Cinder of Zara’s Dance
- Description: A small, blackened stone that radiates a faint heat, containing the captured essence of a powerful fire spell.
- Mechanics:
- Type: Charm
- Availability: Extremely Rare
- Cost: 150 crowns (or equivalent value)
- Effect: Crushing the cinder is a Simple Action. For the next round, the user may cast the Flame Blast spell once, as though a wizard, but using Willpower (WP) as their casting attribute, adding no overcasting.
- Side Effects: After using the Cinder, the user must make a successful Toughness Test or suffer 1 level of Fatigue.
- Crafting: The recipe is needed to craft.
- Stat Block:
- Cinder of Zara’s Dance
- Type: Charm
- Availability: Extremely Rare
- Cost: 150 crowns
- Effect (Simple Action to crush, 1 round):
- Cast *Flame Blast* (using WP as casting attribute)
- Side Effects: After use (Toughness test), failure = 1 level of Fatigue.
- Crafting: The recipe is needed to craft.
- Flame Blast
- CN: 3
- Target: 1
- Range: Willpower Bonus yards
- Duration: Instant
- You unleash a blast of fire that explodes in a ball of
- flame. Make a Ballistic Skill Test to hit your target. If
- successful, everyone within 2 yards of the target suffers
- 4 Damage + your Willpower Bonus. Flammable objects
- may catch fire (see page 177).
- Overcast: The Damage increases by +1 per additional
- SL.
Warhammer 40,000: Wrath & Glory (Cubicle 7 Edition)
Item Name: Pyromantic Imbiber
- Description: A single-use injector filled with a volatile, psycho-reactive compound that briefly unlocks pyrokinetic potential.
- Mechanics:
- Type: Consumable
- Availability: Extremely Rare
- Cost: 300 +2 per tier
- Effect: As an action, the character can inject themselves with the Pyromantic Imbiber. For the next (Willpower Bonus) rounds, the user can manifest a minor psychic power (pyromancy) as follows:
- Activation: Simple Action
- Cost: 2 Wrath
- DN: 3
- Effect: The user creates a burst of fire, making a ranged attack with a range of (Willpower x 2) meters, dealing 1d3+2 fire damage +1 per two shifts on the attack roll.
- Perils: On a complication, roll on the Perils of the Warp.
- Corruption: If a complication results from a Wrath die, the user gains 1 Corruption.
- Stat Block:
- Pyromantic Imbiber
- Type: Consumable
- Availability: Extremely Rare
- Cost: 300 +2 per tier
- Effect (Action to inject, [Willpower Bonus] rounds):
- Psychic Power (Pyromancy):
- Activation: Simple Action
- Cost: 2 Wrath
- DN: 3
- Ranged attack: (Willpower x 2) meters
- Damage: 1d3 + 2 fire damage +1 per two shifts.
- Perils: On a complication, roll on the Perils of the Warp.
- Corruption: +1 Corruption on a Wrath die complication.
