Ignite
From Wildermyth Wiki
In-Game Description
(Active) Hero pulls motes of heat out of the air and gathering them into a single point, creating an interfused blaze on a tile with debris.
Upgrade
Ignite can be used on tiles without debris on them.
Specifics
Ignite single action. Conjure a blaze at a distance, interfusing with it if possible, and dealing magic (fire) damage to anything at that location.
A valid location must have debris on the ground. Does not require an available interfusion slot, but if the mystic has one, they are automatically interfused with the created blaze.
- range
4.6 + Potency/2
- damage
1 + Potency + Spell Damage
(note that this is 1 less than Steal Fire or Fireleash) - Ignite counts as an attack and breaks grayplane even if it does not affect an enemy
- Ignite is not able to stunt
Tips
- As a move that conjures an interfusion target, it helps ensure your mystic will never be denied actions for lack of available scenery.
- If you can create a Blaze under a 2-tile or larger foe and have another action point, you can do damage to the same foe again with Fireleash. Ignite+ is helpful for this.
- Creation of Blazes regardless of scenery is a boon for Spiritblade and Ember Arrows. Blazes are also a strong interfusion target for Vigorflow because they do not take damage.
- If an enemy happens to stand on debris, Ignite can be used as a non-turn-ending attack. Ignite+ always can.
- A Blaze created on a tile without debris (with Ignite+) will burn out in one turn unless the mystic also has Elementalist.