Fire Type Card Listing


lighting:

requires the launcher to be fire type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on fire launched attacks, )
(fire, type, passive effect)


elixir of power:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, elixir, stat)


burning powder:

80 % success
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, status, offensive)


ember:

3 magical power, 100 % success
(fire, magical, offensive)


searing contact:

works as a reaction against a contact card
requires the launcher to be fire type, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 2 turns
(fire, contact, reaction, status, offensive)


hand in the fire:

works following the number of   cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card into their exile
(fire, double try, manipulation)


fire panic:

works following the launcher's fear status
4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(fire, panic, contact, critical risk, physical, offensive, multi-hit)


fire symbol

100 % success
The launcher gets 2 fire symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(fire, minor symbol, passive effect)


molotov cocktail:

Level 1
5 physical power, 80 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, physical, offensive)


evaporation:

Level 1
works as a parry against a water card, 85 % success
The launcher gets 1 evaporation cards in their hand, The launcher can't draw during 2 turns
(fire, parry)


gunpowder:

Level 1
7 magical power, the launcher suffers 100 % of the damages caused to the target, 75 % success
the launcher suffers 100 % of the damages caused to the target
the launcher has a 100 % chance of becoming +1 in burning, for up to 1 turns
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, magical, offensive, status)


land mine:

Level 1
works as a parry against a "foot" card
12 magical power
100 % success
(fire, explosion, parry, magical, offensive)


overheat:

Level 2
100 % success
the launcher has a 100 % chance of becoming +3 in special attack, for up to 2 turns
in 2 turns the launcher has a 100 % chance of becoming +2 in burning, -2 in freezing, for up to 2 turns
(fire, critical risk, stat, status)


swordfire:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, weapon, sword, physical, offensive)


fire punch:

Level 4
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, hand, physical, offensive)


evaporator ray:

Level 4
follows the number of water cards in the target's hand
4 magical power, 100 % success
the target has a 100 % chance to put 1 card water into their exile
(fire, ray, magical, offensive, manipulation)


burning wind:

Level 5
90 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, wind, status, offensive)


oppressive heat:

Level 5
100 % success
Changes the environment to oppressive heat
(+3 power on fire launched attacks, -3 power on ice launched attacks, -2 power on water launched attacks, -1 power on grass launched attacks)
(fire, environment)


pyromancer:

Level 6
100 % success
The launcher takes the pyromancer posture
(+3 power on fire launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on water received attacks, +3 power on ground received attacks, +3 power on rock received attacks)
(fire, posture)


fire fang:

Level 7
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in burning, for up to 2 turns
(fire, mouth, fang, contact, physical, offensive)


burning power:

Level 8
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, stat)


stirring up:

Level 9
works following the target's burning status, 5 magical power, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, magical, offensive, status)


flamethrower:

Level 10
15 magical power, 100 % success
the target has a 15 % chance of becoming +1 in burning, for up to 2 turns
(fire, magical, offensive)


inflamed roll:

Level 12
10 physical power, 80 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns
the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, physical, offensive, stat)


calcination:

Level 15
12 magical power, the launcher suffers 100 % of the damages caused to the target, 85 % success
the launcher has a 100 % chance of becoming +2 in burning, for up to 1 turns
the target has a 100 % chance of becoming +2 in burning, for up to 1 turns
the launcher has a 100 % chance to put 2 card into their exile
the target has a 100 % chance to put 2 card into their exile
(fire, magical, offensive, status, manipulation)


explosive symbol

Level 15
1 magical power, 100 % success
(fire, major symbol, magical, offensive)


fire blast:

Level 18
20 magical power, has a level 1 critical failiure, 100 % success
the target has a 25 % chance of becoming +1 in burning, for up to 2 turns
(fire, explosion, magical, offensive)


eruption:

Level 20
30 magical power, 80 % success
the launcher has a 100 % chance of becoming -3 in special attack, for up to 4 turns
(fire, surge, magical, offensive, stat)


fire breath:

Level 25
20 magical power, 100 % success
the target has a 50 % chance of becoming +1 in burning, for up to 2 turns
(fire, wind, magical, offensive)


burning overkill:

Level 28
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +2 in special attack, for up to 4 turns
(fire, stat)