Adds the properties of fire to the existing Feature's effects.
As its primary description states, the Fire modification adds the properties of fire to the existing Feature's effects. How powerful the fiery properties are not only depends on the user's Potency, but also on the duration of the Technique, longer lasting Techniques having to spread the fire's Energy throughout its duration.
When it comes to Instant Techniques or Techniques with a Duration Tier of S, any flammable objects or surfaces coming in contact with its manifested effects light up in flames (for Selective delivery Techniques, its effects must not be resisted for it to set its target ablaze). Fire spreads onto other nearby flammable surfaces at the GM's discretion, otherwise it spreads at a rate of 5ft. (in any direction it is allowed to, according to surface type/material) during each round.
Flames smaller than 5ft. deal 1d6 fire damage per every turn that contact is being made with them. As a flame gets larger, it does more damage, dealing 2d6 damage to individuals standing in a 5ft square/hex that has been completely engulfed in flames, and stacking an additional 1d6 for every 5ft. of flame adjacent to the square/hex the subject is currently on. A subject whose clothing has lit up in flames receives 1d6 fire damage per turn until the flame has been put out. Any living creatures who have recently suffered 10 or more points of fire damage are considered Pained for 3 rounds. Standing next to flames as large as 5ft. or more for more than a minute prompts a Resistance check on the subject, it's DC varying on the flame's size and overall temperature in the location (link to Natural Threats), a failure resulting in the subject beginning to be affected by the Overheating condition.
Techniques with a Duration Tier of Mn cause the area or subject affected to become extremely hot, prompting Resistance Checks on living subjects pinned against the Potency of the Fire Technique's user, those failing it becoming affected by the Overheating condition during its duration. Similarly, techniques with a Duration Tier of H cause the area or subject affected to also become significantly hot, just not quite as much, living subjects that don't manage to cool off any way within 5 minutes having to roll a Resistance check to avoid Overheating as well.
Techniques with all other larger Duration Tiers spread the heating properties too much to cause any significant effects, but at the very least, those with a Duration Tier of D are noticed in the temperature.
When modifying a Technique with an existing Damage Output, the properties of Fire Damage are now added to the existing damage, meaning it is affected by any weaknesses or resistances to such type of damage.
Self Techniques modified by Fire grant a -4 damage reduction to fire damage, a +5 on Guard, Deflection and any Saving Throws done to protect from fiery effects, and warm the user enough to prevent conditions such as Freezing and Frozen.
Conjurations modified by Fire are very resistant against heat, flames, and flame-based Techniques, granting a +15 bonus on Guard and their Saving Throws against them, and also reducing any fire damage received by 20. Additionally, Damage Output from their attacks or Techniques is also given the properties of Fire Damage.
[[Author's Advice: In my experience as a GM, the dangers of fire tend to be taken lightly by players that wield it, specially newer ones. Presenting them with the consequences of using it recklessly in towns and protected forests serves as both a good wake-up call and a way develop more story.]]