Effect: Fire is used to create or remove Assets or Complications related to heat and fire. At higher ratings Fire can add a Asset to the scene that simulates a conjured 'Fire elemental' creature of some sort that is under the character's control; these Assets can be added to subsequent dice pools to represent the summoned 'Elemental' lending its aid to the character or their allies as relevant. At higher die ratings Fire can be used on reactions to avoid being harmed by some attacks, and to attack with.
At d4 Fire allows trivial control over an existing flame at near-touch range; for instance lighting a pipe or a candle, causing a camp fire to slightly more or less intense, touching someone to raise or lower their temperature a few degrees.
At d6 Fire allows minor control over existing flames or the creation of small flames within the character's zone; for instance lighting or extinguishing all the candle flames in a room, cooling or warming everyone in the zone by ten degrees or so, igniting things with a low flashpoint.
At d8 Fire allows minor control over a larger area as well as more significant effects; for instance creating a spontaneous bonfire, putting out a significant volume and intensity of flames, raising or lowering the ambient temperature by about fifty degrees within the area of control. This rating also allows Fire to be used on reactions against attacks where control over flames or temperatures might be helpful, and the summoning of a small 'minor elemental' to aid the character and their allies as a Asset. Fire can also be used to take actions against other 'Elementals' and similar creatures where relevant.
At d10 Fire allows significant control over heat and flame over a very large area, capable of things like melting metal, creating and snuffing fires in a large area, raising and lowering the ambient temperature by about a hundred degress. This rating also allows Fire to be used as an attack as if it were the Ranged Ability, and the summoning of a 'major elemental' or several small 'minor Elementals' to aid the character and their allies as a Asset.
At d12 Fire allows extreme control over heat and flame; pretty much anything related to controlling or creating fire or increasing or decreasing temperatures is on the table. This rating also allows the summoning of a large 'Elemental lord' or several 'major Elementals' or a swarm of small 'minor Elementals' to aid the character and their allies as a Asset.
Common SFX: The Telesensory SFX can be taken to allow a character to share sensory information with one or more of their summoned 'Elemental' minions.
Common Limits: Fire is sometimes paired with the Spell Components Limit to represent the necessity for mystic passes, incantations, and / or material components, but this is not required.
The Unelemental Limit can be applied to remove the ability to summon 'Elementals'.