Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Fire damage comes from:
It uses the same sequence:
At low severity, fire often causes:
It may not always cause a lasting injury.
Some fire injuries apply the On Fire condition.When On Fire:
A burning creature can usually end the condition by:
Suggested extinguish action:
Armor interaction depends on material.General rule for the tables below:
Special notes by armor type
Even when armor prevents deep burns:
If the source is smoky or enclosed, fire may also impose:
Common results include:
Bleeding is uncommon. Fire is about:
We have everything you need to run a game, including rulebooks, dice, and miniatures. Our products are hand-picked for quality and affordability.
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Flash heat across face/Pain, flinch, morale –1 briefly/0 dmg, reduce by 1/1/1–4 hours
2/Singed brows / skin reddened/–1 Observation for 1 round from tearing eyes/0–1 dmg, reduce by 1/1/4–8 hours
3/Minor facial burn/–1 social checks until cooled/treated/1 dmg, reduce by 1/1/1 day
4/Hot flare to face/Observation –1; Resolve save or recoil/1 dmg, reduce by 1/2/2–4 days
5/Partial facial burn/–1 Speechcraft, –1 Observation; morale –1/1 dmg, reduce by 2/2/1–2 weeks
6/Eye-area burn / lashes burned/Observation –2 until treated; On Fire possible if oil/flame clings/2 dmg, reduce by 2/3/2–4 weeks
7/Severe facial burn/Morale –2; social penalties; possible Blindness in one eye/2 dmg, reduce by 2/3/1–2 months
8/Deep facial burn/Shock check; Observation impaired badly/3 dmg, reduce by 2/4/Months
9/Eye destroyed / severe full-face burn/One eye ruined; panic or collapse check/3 dmg, reduce by 3/4/Permanent likely
10/Full facial burn with inhalation/Speech impaired, Observation severely reduced/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic facial burning/Immediate collapse likely; severe disfigurement/4 dmg, reduce by 3/5/Permanent
12/Total facial incineration/Immediate collapse and death risk/5 dmg, reduce by 3/5/Permanent / fatal
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Hair singed / scalp heated/Flinch, morale –1 briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor scalp burn/–1 Observation briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface scalp burn/Discomfort, Concentration –1 for 1 round/1 dmg, reduce by 1/11 day
4/Heated helm / scalp burn/Disoriented briefly; helmet may become painfully hot/1 dmg, reduce by 1/2/2–4 days
5/Partial scalp burn/Cannot Exert next turn from pain/shock/1 dmg, reduce by 2/2/1–2 weeks
6/Deep scalp / ear burn/Observation –2; smoke or pain Disorients/2 dmg, reduce by 2/3/2–4 weeks
7/Severe head burn/Shock check; morale –2/2 dmg, reduce by 2/3/1–2 months
8/Burning helm / head engulfed/Immediate action needed to extinguish; On Fire/3 dmg, reduce by 2/4/Months
9/Deep cranial burn/Collapse check; reactions impaired/3 dmg, reduce by 3/4/Permanent likely
10/Severe cranial burn with inhalation/Immediate collapse likely/4 dmg, reduce by 3/5Permanent likely
11/Catastrophic head burning/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely
12/Total head immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Neck singed/Pain turning head/0 dmg, reduce by 1/1/1–4 hours
2/Minor throat/neck burn/Speech uncomfortable/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface neck burn/Concentration –1 briefly/1 dmg, reduce by 1/1/1 day
4/Partial neck burn/Morale –1; Defense –1 briefly from pain/1 dmg, reduce by 1/2/2–4 days
5/Deep neck burn/Speech impaired; Resolve save or recoil/1 dmg, reduce by 2/2/1–2 weeks
6/Throat-area burn/Concentration at disadvantage; coughing if smoke involved/2 dmg, reduce by 2/3/2–4 weeks
7/Airway heat injury/Shock check; speech difficult/2 dmg, reduce by 2/4/1–2 months
8/Severe neck burn/Movement and head turning painful; On Fire possible/3 dmg, reduce by 2/4/Months
9/Deep airway / tissue burn/Collapse check from airway distress/3 dmg, reduce by 3/5/Permanent likely
10/Catastrophic throat burn/Immediate collapse likely/4 dmg, reduce by 3/5/Permanent / fatal likely
11/Massive neck immolation/Dying without aid/4 dmg, reduce by 3/5/Fatal likely
12/Total neck burning destruction/Immediate death risk/5 dmg, reduce by 3/5/Fatal
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Hot splash / singe/Pain, flinch/0 dmg, reduce by 1/1/1–4 hours
2/Minor back burn/Movement uncomfortable briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface burn/–1 climbing/swimming briefly/1 dmg, reduce by 1/1/1 day
4/Patch burn across back/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days
5/Deep shoulder/back burn/–1 attacks using torso rotation/1 dmg, reduce by 2/2/1–2 weeks
6/Cloak or pack catches/On Fire possible; gear ignition/2 dmg, reduce by 2/3/2–4 weeks
7/Severe upper-back burn/Cannot sprint; morale –1/2 dmg, reduce by 2/3/1–2 months
8/Deep back burn/Shock check; climbing and swimming at disadvantage/3 dmg, reduce by 2/4/Months
9/Armor/padding smoldering into back/Immediate extinguish action needed/3 dmg, reduce by 3/4/Months
10/Massive back burn/Collapse likely; severe scarring/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic upper-body burn/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely
12/Total back immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Heat blast to torso/Winded briefly; morale –1/0 dmg, reduce by 1/1/1–4 hours
2/Minor chest/abdomen burn/Stamina –1 briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface torso burn/Pain on twisting/bending/1 dmg, reduce by 1/1/1 day
4/Patch burn to chest or gut/–1 attacks from pain/1 dmg, reduce by 1/2/2–4 days
5/Deep torso burn/Stamina saves –1; clothing may ignite/1 dmg, reduce by 2/2/1–2 weeks
6/Chest/abdomen burning/On Fire possible; cannot Exert next turn/2 dmg, reduce by 2/3/2–4 weeks
7/Severe torso burn/Shock check; morale –2/2 dmg, reduce by 2/4/1–2 months
8/Deep chest or abdominal burn/Stamina at disadvantage; ongoing pain/3 dmg, reduce by 2/4/Months
9/Armor heat-trap / burning oil on torso/Immediate extinguish action needed/3 dmg, reduce by 3/5/Months
10/Massive torso burn/Collapse likely; cannot Exert/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic chest/abdomen burning/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely
12/Full torso immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Singed leg/Movement –5 briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor calf/thigh burn/No sprint this round/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface burn/Painful movement/1 dmg, reduce by 1/1/1 day
4/Patch burn/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days
5/Deeper burn/Climbing/sprinting at disadvantage/1 dmg, reduce by 2/2/1–2 weeks
6/Burning trousers / grease/On Fire possible; cannot dash next turn/2 dmg, reduce by 2/3/2–4 weeks
7/Severe leg burn/Shock check; movement halved/2 dmg, reduce by 2/4/1–2 months
8/Deep tissue burn/Cannot charge; fall prone on failed Stamina if running/3 dmg, reduce by 2/4/Months
9/Armor/greaves heating badly/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive leg burn/Leg function badly impaired/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic lower-leg burning/Collapse likely/4 dmg, reduce by 3/5/Permanent likely
12/Total leg immolation/Limb destroyed / fatal shock risk/5 dmg, reduce by 3/5/Permanent / fatal
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Singed forearm/–1 next attack briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor arm burn/Grip weak from pain/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface burn/Painful use of arm/1 dmg, reduce by 1/1/1 day
4/Patch burn/–1 attacks with that arm/1 dmg, reduce by 1/2/2–4 days
5/Deeper burn/No heavy strikes with that arm/1 dmg, reduce by 2/2/1–2 weeks
6/Burning sleeve / bracer/On Fire possible; drop item on failed Stamina/2 dmg, reduce by 2/3/2–4 weeks
7/Severe arm burn/Shock check; –2 attacks with that arm/2 dmg, reduce by 2/4/1–2 months
8/Deep arm burn/Hand/arm use badly impaired/3 dmg, reduce by 2/4/Months
9/Heated armor/bracer trapping heat/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive arm burn/Arm unusable/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic arm immolation/Collapse likely/4 dmg, reduce by 3/5/Permanent likely
12/Total arm burning destruction/Limb destroyed/5 dmg, reduce by 3/5/Permanent
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Finger singe/–1 fine manipulation briefly/0 dmg, reduce by 1/1/1–4 hours
2/Palm singe/Grip weakened briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface burn to hand/Painful handling/1 dmg, reduce by 1/1/1 day
4/Patch hand burn/Drop item unless Stamina succeeds/1 dmg, reduce by 1/2/2–4 days
5/Deeper hand burn/Fine manipulation at disadvantage/1 dmg, reduce by 2/2/1–2 weeks
6/Burning glove / gauntlet heat/Immediate item drop possible/2 dmg, reduce by 2/3/2–4 weeks
7/Severe hand burn/Grip badly impaired/2 dmg, reduce by 2/4/1–2 months
8/Deep hand burn/Hand largely unusable/3 dmg, reduce by 2/4/Months
9/Heated gauntlet trapping burn/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive hand burn/Hand unusable/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic hand immolation/Permanent function loss likely/4 dmg, reduce by 3/5/Permanent likely
12/Total hand burning destruction/Hand destroyed/5 dmg, reduce by 3/5/Permanent
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Sole singe/Movement –5 briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor foot burn/No sprint this round/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface foot burn/Painful stepping/1 dmg, reduce by 1/1/1 day
4/Patch burn/Movement –5 for encounter/1 dmg, reduce by 1/2/2–4 days
5/Deeper foot burn/Tumbling/climbing at disadvantage/1 dmg, reduce by 2/2/1–2 weeks
6/Burning boot / greave heat/Cannot dash next turn/2 dmg, reduce by 2/3/2–4 weeks
7/Severe foot burn/Movement halved/2 dmg, reduce by 2/4/1–2 months
8/Deep foot burn/Fall prone on failed Stamina while running/3 dmg, reduce by 2/4/Months
9/Heated boot trapping burn/Immediate remove/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive foot burn/Foot function badly impaired/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic foot immolation/Collapse likely/4 dmg, reduce by 3/5/Permanent likely
12/Total foot burning destruction/Foot destroyed/5 dmg, reduce by 3/5/Permanent
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Membrane singe/Flight awkward briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor edge burn/–1 aerial maneuver briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface wing burn/Cannot sharply bank/1 dmg, reduce by 1/1/1 day
4/Patch burn/Flight speed –5/1 dmg, reduce by 1/2/2–4 days
5/Deeper membrane burn/Sustained flight difficult/1 dmg, reduce by 2/2/1–2 weeks
6/Burning feathers / membrane/On Fire possible; forced landing likely/2 dmg, reduce by 2/3/2–4 weeks
7/Severe wing burn/Flight maneuvering at disadvantage/2 dmg, reduce by 2/4/1–2 months
8/Deep wing burn/Flight impossible until treated/3 dmg, reduce by 2/4/Months
9/Armor/harness heat trap/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive wing burn/Wing unusable/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic wing immolation/Collapse/fall likely if airborne/4 dmg, reduce by 3/5/Permanent likely
12/Total wing burning destruction/Wing destroyed/5 dmg, reduce by 3/5/Permanent
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Tail singe/–1 balance briefly/0 dmg, reduce by 1/1/1–4 hours
2/Minor tail burn/No tail attack next turn/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface tail burn/Balance/tumbling –1 briefly/1 dmg, reduce by 1/1/1 day
4/Patch burn/Tail attacks weakened/1 dmg, reduce by 1/2/2–4 days
5/Deeper burn/Tail attacks / balance at disadvantage/1 dmg, reduce by 2/2/1–2 weeks
6/Tail catches fire/On Fire possible/2 dmg, reduce by 2/3/2–4 weeks
7/Severe tail burn/Tail use badly impaired/2 dmg, reduce by 2/4/1–2 months
8/Deep tail burn/Prone risk on failed tumbling/3 dmg, reduce by 2/4/Months
9/Armor/harness heat trap/Immediate extinguish/cool action needed/3 dmg, reduce by 3/5/Months
10/Massive tail burn/Tail unusable/4 dmg, reduce by 3/5/Permanent likely
11/Catastrophic tail immolation/Permanent balance loss likely/4 dmg, reduce by 3/5/Permanent likely
12/Total tail burning destruction/Tail destroyed/5 dmg, reduce by 3/5/Permanent
d12/Unarmored Effect/Negative Effects / Limitations/Armor Damage / Severity Reduction/Vigor Loss/Healing Time
1/Heat flare to groin/Resolve save or recoil/0 dmg, reduce by 1/1/1–4 hours
2/Minor burn/Movement awkward briefly/0–1 dmg, reduce by 1/1/4–8 hours
3/Surface burn/Morale –1 for encounter/1 dmg, reduce by 1/1/1 day
4/Patch burn/Movement –5 briefly/1 dmg, reduce by 1/2/2–4 days
5/Deeper burn/Cannot Exert next turn/1 dmg, reduce by 2/2/1–2 weeks
6/Severe soft-tissue burn/Resolve at disadvantage briefly/2 dmg, reduce by 2/3/2–4 weeks
7/Deep burn/Shock check; movement halved/2 dmg, reduce by 2/4/1–2 months
8/Burning clothing / oil/On Fire; immediate extinguish action needed/3 dmg, reduce by 2/4/Months
9/Massive groin burn/Collapse likely; severe pain/3 dmg, reduce by 3/5/Permanent likely
10/Catastrophic soft-tissue burn/Immediate collapse likely/4 dmg, reduce by 3/5/Permanent likely
11/Massive lower-body burn/Dying without aid/4 dmg, reduce by 3/5/Permanent / fatal likely
12/Total groin/pelvic immolation/Immediate death risk/5 dmg, reduce by 3/5/Fatal likely