Minor fire deals 1d6 on contact (Reflex DC 12 negates); remaining in its square deals damage again each round without a save.
A minor fire is a sparking console, burning fuel puddle or small electrical fire.
Contact deals 1d6 fire damage; a Reflex save DC 12 negates the initial damage.
Remaining in the burning square deals the damage again each round without a
save. Leaving the square ends that contact. Fire-resistant gear grants +4
resistance to the initial save. The greater-fire tiers describe wider exposure.
Rules Reference
Field
Value
Duration / Default Formula
until extinguished or exited; ticks each round
Duration / Type
persistent
Onset / Trigger
entry
Onset / Type
immediate
Prevented By
Fire-resistant gear, Fire suppressant
Save / Dc
12 (minor), 18 (major), 20 (legacy inferno)
Save / Interval
1 round
Save / Type
Reflex
Stacking
extend
Category
hazard
Effect
description: Minor hazard deals 1d6 fire damage per round.
Field
Value
description
Minor hazard deals 1d6 fire damage per round.
modifier
-1d6
target
hp
description: Major fire deals 3d6 each round; Reflex DC 18 halves damage. Smoke imposes concealment and a separate Fortitude save against coughing.
Field
Value
modifier
-3d6
target
hp
description: Major fire deals 3d6 each round; Reflex DC 18 halves damage. Smoke imposes concealment and a separate Fortitude save against coughing.
description: Inferno hazard deals 2d6 fire damage per round.
description: Engineering check (DC 15) to extinguish the fire.
Field
Value
description
Engineering check (DC 15) to extinguish the fire.
description: Vent oxygen or use a fire suppressant.
Field
Value
description
Vent oxygen or use a fire suppressant.
Severity Tiers
contactOnly: True
Field
Value
contactOnly
true
dc
12
effect
1d6 fire damage on contact; initial Reflex save negates, then standing contact takes damage each round without a save
fireKind
minor
noSaveOnRepeat
true
tier
minor
dc: 18
Field
Value
dc
18
fireKind
major
halfDamageOnSave
true
onset.trigger
entry
saveInterval
1 round
smoke.coughDC
15
smoke.darkAfterRounds
3
smoke.darkMissChance
50
smoke.dimAfterRounds
1
smoke.dimMissChance
20
tier
major
effect: 3d6 fire damage per round, Reflex for half; smoke dims the compartment after one round and obscures it after three; unmasked breathers save Fortitude DC 15 each round or lose their movement and standard action