(Active) As a swift action, once per turn, Hero can start a fire in an empty tile, or break a piece of adjacent scenery dealing x damage to all foes adjacent to the scenery.
(Active) As a swift action, once per turn, Hero can start a fire on a foe or empty tile, or break a piece of adjacent scenery dealing x damage to all foes adjacent to the scenery.
- Action: swift action
1 + 1/2(Bonus Damage + Potency)
- Range: 1
- Note: does count as an attack for flanking
- Deal twice as much damage to enemies adjacent to destroyed scenery <x->2x>, can start fires on enemies for y magic damage.
- Scenery Damage:
2 + Bonus Damage + Potency
- Fire Damage:
2 + Potency
Lighting fires is useful to mystics, and especially Elementalist mystics. When the party has a reliable means to start a fire, especially as a swift action, that means they never need worry about running out of things to interfuse with on a bare battlefield.
Destroying scenery can be useful to take away cover from opponents, to clear a path for movement, or to deny interfusion effects to enemy spellcasters.