You know, I've had a thought. Ignite suddenly becomes somewhat useful if you change it from a permanent spell to a sustained one.
QUOTE (My Version of Ignite With Changes In Bold)
New Ignite
P, LOS, S, (F/2)+X?
The New Ignite spell accelerates molecular motion in the target, causing it to become red hot in an area with a radius of up to (Force) meters. The spellcaster must achieve enough net hits to beat a threshold equal to the target’s Object Resistance (see p. 174). The extreme temperature affects the target as decided by the gamemaster (flammable materials burst into flame; certain metals and plastics will melt, weaken, or burn; stone or high-tech compounds will be weakened slightly, or not at all). Additionally, any time a character handles or maintains contact with the target, they suffer (Force) boxes of Fire Damage (see p. 155) per Combat Turn. When the spell ends, the target's temperature returns to normal, although it retains any damage suffered while under the spell's effects.
Against living targets, treat New Ignite as an Opposed Test pitting Spellcasting + Magic vs. Body (+ Counterspelling). If successful, New Ignite wraps a living target in heat and flames, causing (Force) boxes of Fire Damage per Combat Turn. Resolve the damage at the end of each Combat Turn by making a Damage Resistance Test using the victim's Body + half Impact Armor. Ammo or explosives carried by a victim may go off. The gamemaster should reduce the Force of the fire accordingly for extinguishing efforts. If the Force of the fire is reduced to zero, the spell ends.
So, let's do a trial run. You cast at force, ohh... four. You roll well and get five hits on the spellcasting test, only four count. Against a nonliving target, that will beat most OR values and cause the target to become red hot. Let's say you cast it on a street samurai's prized katana. The red hot metal is now dangerous to maintain a hold on (unless wielded via cyberlimb, which this particular samurai lacks). Stubbornly, he chooses not to drop his favorite blade and has to resist 4 Fire damage. He rolls 4 Body + 3 (6 / 2) Impact Armor and scores a lucky 3 hits, taking 1 box of physical damage. Despite this, he swings at his opponent, you! He rolls 5 Agility + 5 Blades vs. your 4 Reaction + 2 Clubs - 2 Spell Sustain as you attempt to parry the blow with your old-school mage's staff. The samurai gets 3 hits against your 1 hit, dealing 5 ([4 Strength / 2] + 3) + 2 Net Hit for 7 boxes of physical damage. You roll your 3 Body and 4 Impact Armor, getting a solid 3 hits, and you take 4 boxes of physical damage. Ouch! Fortunately, the red hot metal of the blade doesn't cause any additional Fire Damage, as it does not remain in contact with your body long enough to do so.
However, since the red hot metal of the katana is weakened, it is more likely to break in combat. In this case, let's say the GM decides that every time the blade is used to make or defend against an attack, the wielder must roll a single die - rolling a one results in the weapon being damaged or destroyed. In this instance the samurai rolls a 2, narrowly avoiding ruining his heat-softened blade.
Let's say that instead of the katana, you cast the spell on the samurai himself. He resists your 4 Spellcasting test hits with his 4 Body, getting an amazing 3 hits, but that's not enough to resist the spell and he is enveloped by Force 4 flames. These flames deal 4 Fire Damage, resisted normally, at the end of every combat turn. The samurai, suddenly hot under the collar, decides he'd rather not stay on fire if he can help it and spends a Complex Action to stop, drop, and roll, which the gamemaster decides reduces the Force of the flames by 3, with the downside that the samurai sacrifices his action and is now prone.
Let's run it at a high force now, let's say 11. Targeting an assault trooper's light machine gun, you get only 3 hits, but that meets the threshhold set by the high-tech gun's OR 3. It glows red hot, and unless the trooper drops it before the end of the combat turn, he'll have to stage down 11 Fire damage, which is nothing to sneeze at! Furthermore, the GM rules that the high spell force creates enough heat to substantially weaken the weapon. Interestingly, the assault trooper is a little bit suicidal, and decides to hang on to his weapon despite his blistering fingers. He opens fire on you with a full wide burst, but because his gun's barrel is almost molten at this point, the GM decides he loses the benefits of his Gas-Vent system. While you suffer a -9 DP to dodge because of the full wide burst, his malfunctioning gun causes him to suffer 5 uncompensated recoil, which is doubled to 10 because he's using a heavy weapon. You may not even have a single die to roll, but then again neither does he! You emerge unscathed! Then, as the Combat Turn comes to a close, the trooper suddenly has to resist that 11 Fire damage he ignored earlier. With only half his normal impact armor and a bad roll, he only manages to soak 2 points, for a whopping 9 physical damage!
If you had instead cast the spell on the trooper himself, your 3 spellcasting hits would have come close to losing out to his 2 body hits. The trooper again chooses to ignore the danger and spends his turn shooting, but gets tagged by one of your teammates for 3 physical damage. When the end of the turn comes, he manages to soak 4 damage, but that's just not enough to keep him from falling unconscious from an addition 7 damage, and then burning to death next turn.
A few other possible uses for New Ignite include setting off explosive materials, shattering standard glass windows via heat expansion, melting hardened glass to create openings, softening walls or door to make it easier to blow through them, making floors and other surfaces too hot to cross safely, instantly boiling a cup of water for your soy-ramen, and a whole lot else too.
~Umidori