Fire Zone
When a creature starts their turn touching a Fire Zone or when they touch a Fire Zone for the first time on their turn, the creature must Pass an Grit Save or take Fluid/Fire damage equal to the number of Fire Zone stacks.
A Fire Zone can spread on its own to an adjacent space if a sufficient fuel source exists in that location. Stacks can also be added to an existing Fire Zone if a fuel source is sufficiently flammable. The rate of spreading and intensifying is determined by the GM and may be exacerbated by a Wind Zone. More intense fires will generally burn for less time.
A Fire Zone can cancel out a Dark Zone. A Fire Zone counts as a Dim Light. At 2 stacks or more, a Fire Zone counts as a Bright Light.
Cancellations:
- One stack of Fire Zone can be cleared per Round by dousing it with water.