Iomandra House Rules

Last 3 Edits

Nov 8th, 2017

  • Page created. Info added: guns.



All blue fire attacks count as normal fire attacks, however, any creature with normal fire resistance only reduces the damage by one quarter and a creature immune to fire damage gains resistance instead.

A creature may have blue fire resistance or be immune from blue fire damage which then acts as normal fire protection against all blue fire attacks only (not normal fire).

Blue fire is what Io (the dragon creator god) is said to breathe, and he used a great deal of it during the cataclysm he inflicted upon the world (Io's Fury). So, blue fire is also known as Io's Flame.


These are the equivalent to black-powder weapons in other settings. They are rare, but present, in Iomandra. The weapons themselves are not that rare or expensive - it is the powder itself. Like blue fire itself, weapons fueled by blue fire powder create a blue explosion or muzzle flash.


Blue Fire Powder

Often just shortened to 'blue powder' or even 'dragon powder', this is what fuels firearms in Iomandra. The powder is formed by burning dragons or dragon parts in blue fire. This means, to create more blue fire powder, you require someone that has been spellscarred and capable of producing blue flame or a creature that can do so. Those with the means, must perform a 1 hour ritual with the proficient use of alchemist's tools to combine the two.


However, there are still many deposits of blue powder to be found throughout the world. When Io's Fury was unleashed, many dragons burned in the blue fire, including very powerful dragons, such as exarchs. Where these dragons fell, deposits of blue powder formed. This was what fueled the development of firearms. It is rare to come across these deposits now, most having been discovered, though in lands like Bael Turath, deposits are much more common. There is very clear remains of a fallen dragon god in Bael Turath, so blue powder deposits are said to drift like sand there.

Blue fire powder is expensive. Typically amounting to 1 gp per shot. Shot pouches typically hold 20 shots and cost 20gp in civilised areas.

Proficiency & Stats

Stats for all of these weapons are on our ALL Weapons Stats Page.

Weapons fueled by blue fire include:
Pistols Weapon Group

  • Blackpowder pistol

Rifles & Carbines Weapon Group

  • Blunderbuss
  • Musket/Arquebus

Siege & Heavy Weapons Group

  • Cannon - large
  • Cannon
  • Explosive charges (barrels of blue powder)

Thrown & Slings Group

  • Grenade - fire (this is blue fire and follows all rules for blue fire)
  • Grenade - shrapnel (these are a lot rarer and deal fire damage as well anyway).



Fire-Scarred Savant

Prerequisites. You must have the Fire-Scarred kit.

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You may apply 2 of the following effects to any fire-scarred features you have:

- increase the range by one category.
- double the duration it lasts.
- gain a further use of the feature each rest.
- increase the damage by 1 die type. (1 damage goes to 1d4).
You can take this feat multiple times. Any one fire-scarred feature can only be altered a maximum of three times.


Fire-Scarred Student

Prerequisites. You must have the Fire-Scarred kit.

  • You can choose 3 additional features from the fire scarred kit.
  • You no longer have the fire-scarred drawback.

You can take this feat multiple times.


People and creatures that can manifest the blue flame have many names: fury-scarred, wrath-scarred, Io's chosen, blue flamers, etc. But the most common term used to describe them is simply fire-scarred.


A starting PC can choose to start the game fire-scarred, or at the GM's discretion can add this kit later in the game if they have spent time exposed to fire-scarred regions, creatures or items.
If you take this kit: you choose a manifestation, a feature and gain the drawback listed below.


Fire-Scarred Manifestation

All fire-scarred features are easily recognised as such. When you use any fire-scarred feature it manifests in an easily identified manner.
Firstly, any fire based feature you gain from your class, race or spells is always blue and is treated as blue fire (see above).
Secondly, you must choose (or roll randomly) another obvious physical manifestation. Ideas below:

  • Eyes flare blue.
  • Jagged, glowing cracks of blue flames appear across face and hands.
  • A corona or halo of blue flame.
  • Blue glyphs or sigils appear on body or hovering over you.
  • A tail of glowing blue appears.
  • Bright blue scales cover your body.
  • A blue light shines from centre of chest.
  • Wings of cobalt flame appear.
  • Your breath and mouth flame blue.
  • Large glowing blue claws extend from your hands.
  • Your footprints momentarily burn with blue flame.
  • Blue light snakes around your body.

You may have a standard manifestation, but individual features may have additional manifestations. Once you are a fire-scarred, you are also free to add a manifestation to other magic that you use. For example, you might describe flaming blue wings when you cast the fly spell, or trails of blue flame when you move with haste.


Fire-Scarred Feature

When you become fire-scarred, you also gain one of the following features of your choice. (OPTIONAL: Rather than choose 1, you can roll 2 randomly, but must accept the results).

  1. Blue Ball of Flame. You create a ball of blue flame in your hand. It illuminates as a candle and lasts 1 minute. At any time you can choose to end the effect by throwing the ball as a ranged attack with a range of near. The ball deals 1d6 blue fire damage. Once you use this feature, you must finish a short or long rest before you can use it again.
  2. Blue Fire Attack. You can spend a bonus action to make a weapon held by you glow with blue flame. Until the start of your next turn, all attacks with this weapon deal 1 blue fire damage in addition to any other damage. If used on a ranged weapon, this damage applies to all ammunition shot from the weapon. Once you use this feature, you must finish a short or long rest before you can use it again.
  3. Blue Fire Resistance. You talk half damage from all blue fire attacks. (This has no effect on normal fire attacks).
  4. Blue Flame Aura. You are wreathed in blue fire for 1 minute or until a creature takes damage from this aura. The next creature that hits you with a melee attack from close range takes 1d6 blue fire damage. Once you use this feature, you must finish a short or long rest before you can use it again.
  5. Blue Powder Affinity. You do not need to use alchemist's tools when performing a ritual to create blue powder. You are considered proficient in all weapons powered by blue powder.
  6. Draconic Aura. As an action, you gain advantage on one Charisma (Intimidate) skill check. This does not work against dragons, dragonborn, dragonspawn or any other creature with the dragon type. Once you use this feature, you must finish a long rest before you can use it again.
  7. Dragon Tail. As a reaction, you can manifest a blue tail to grant you advantage on any balance-based Dexterity (Acrobatics) roll or to resist up to 5ft. of forced movement. Once you use this feature, you must finish a short or long rest before you can use it again.
  8. Dragon Flight. You manifest blue glowing wings and gain a flight speed equal to your speed until the start of your next turn. If you are in the air at the start of your next turn, you fall. Once you use this feature, you must finish a long rest before you can use it again.
  9. Firelight. You cause part of your body or something you hold to glow with blue light equivalent to a torch. This light lasts for one hour. You can end the effect at any time with a reaction. If this is placed on an item, the light ends if the item leaves your hand. The only exception to this is if the item is passed to another fire-scarred creature. Once you use this feature, you must finish a short or long rest before you can use it again.
  10. Flamespeed. You can spend a bonus action to take the Dash action. Blue flame momentarily licks the ground where you move in addition to your normal manifestation. Once you use this feature, you must finish a short or long rest before you can use it again.
  11. Nose for the Blue. Your manifestation automatically flares when a fire-scarred creature, area or item is within near range. You can suppress the manifestation with a reaction.
  12. See the Unseen. When your manifestation is on, you have darkvision at close range. You can turn this on or off with a reaction. Your eyes also manifest blue light when using this feature.
  13. Sense Blue Fire. As an action you can concentrate to determine the direction of the nearest fire-scarred land, creature, item or blue powder. As another action you can filter out other sources and just determine if the source is an area, creature, item or blue powder.

Fire-Scarred Drawback (Major)

This is considered a major drawback for any PC that wishes to 'buy it off' like any other drawback/flaw. Note that this can be done later by simply choosing the Fire-Scarred Student feat anyway.

As a fire-scarred, you carry with you a little of Io's connection to dragons. Whilst this may grant you some dragon-like features, it also makes you vulnerable to the draconic creatures that survived Io's fury (thanks to Bahamut and Tiamat).

Draconic Susceptibility. As a spell-scarred you are -2 AC and -2 on all saving throws versus dragons, dragonborn, dragonspawn or any other creature with the dragon subtype.


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