11.16 Pyromancy

Create fire to incinerate foes.

11.16.1 Cantrips

Personal Torch

Standard action

Tags: Fire, Sustain (attuneable, minor)

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You create a flame in your hand. You can create it at any intensity, up to a maximum heat equivalent to a roaring campfire. At it most intense, it sheds bright illumination in a 30 foot radius. As a standard action, you can make a melee attack vs. Reflex against a creature or object. On a hit, you deal the target damage equal to your power. If the target is highly flammable, such as a torch or campfire, it ignites.

11.16.2 Rank 1 Spells

Channel Flame

Standard action

Tags: Attune, Fire

Rank 1

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Whenever you use a Fire ability, you can draw power from one Small or larger mundane fire within Medium (60 ft.) range. When you do, you gain a +2 accuracy bonus with that ability this round. For each size category above Small that you siphon in this way, this accuracy bonus increases by 2, to a maximum of a +10 bonus from a Gargantuan flame. Then, if that fire was Medium or smaller, it is extinguished. After you enhance an ability in this way, this ability is dismissed.

As normal, eight objects of one size category are equivalent to one object of a larger size category, so you could siphon eight Tiny torch flames instead of a Small campfire. When you combine sources of fire in this way, they use their true size for determining whether they are extinguished.

Combustion

Standard action

Tags: Fire

Rank 1

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Make an attack vs. Fortitude with a -4 accuracy penalty against something adjacent to you.

Hit: 1d10 damage + half power. During your next action, the target takes 1d10 damage + half power again, and any extra damage also applies to this damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 1.

Eyes of Flame

Standard action

Tags: Attune, Fire, Visual

Rank 1

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You can set creatures on fire simply by staring at them as a standard action. When you do, make an attack vs. Fortitude against a creature within Short (30 ft.) range. After you stare at a creature in this way, you briefly cannot do so again.

Hit: 1d10 damage + half power, and the target is briefly dazzled (20% miss chance, no special vision).

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The damage increases by 1d6 for each rank beyond 1.

Fire Shield

Standard action

Tags: Fire, Swift

Rank 1

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You are briefly empowered (add rank to damage). In addition, whenever a creature makes a melee attack against you this round, make a reactive attack vs. Reflex against them.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 1.

Pyrohemia

Standard action

Tags: Fire

Rank 1

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Make an attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) cone.

Hit: 1d6 damage + half power.

Injury: The target takes 1d6 damage + half power again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage immediately, and no damage during your next action.

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The damage increases by 2 for each rank beyond 1.

Unstable Heat

Standard action

Tags: Attune, Fire

Rank 1

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Whenever you hit a creature with a Brawling attack or a creature hits you with a Brawling attack, make an attack vs. Fortitude against that creature. After you make this attack, this ability is dismissed.

Hit: 1d4 damage + half power.

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The damage increases by 1 for each rank beyond 1.

11.16.3 Rank 2 Spells

Burning Grasp

Standard action

Tags: Fire

Rank 2

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against something you touch.

Hit: 1d6 damage + half power. During your next action, the target takes 1d6 damage + half power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 2.

Desperate Fireburst

Standard action

Tags: Attune, Fire

Rank 2

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Whenever you use the total defense or recover ability, you can activate this ability. If you do, make an attack vs. Reflex against everything within a Small (15 ft.) radius from you. Then, this ability is dismissed. Unlike the total defense and recover abilities, this attack is not Swift, so it takes effect during your normal action in the action phase.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 2.

Fan of Flames

Standard action

Tags: Fire

Rank 2

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Make an attack vs. Reflex against everything in a Small (15 ft.) cone from you.

Hit: 1d6 damage + half power immediately, and again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage immediately, and no damage during your next action.

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The damage increases by 2 for each rank beyond 2.

Ignition

Standard action

Tags: Fire

Rank 2

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6 damage + half power immediately and during each of your subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 2.

Kindled Fireburst

Standard action

Tags: Fire

Rank 2

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Choose one Tiny or larger active fire within Short (30 ft.) range. Make an attack vs. Reflex against everything within an Small (15 ft.) radius from it. You gain a +1 accuracy bonus for each size category by which the fire is larger than Tiny. This extinguishes the fire if it was Medium or smaller.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

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A small source of fire, such as a torch, erupts into a much larger burst of flame.

Wall of Fire

Standard action

Tags: Barrier, Fire, Sustain (attuneable, minor)

Rank 2

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Medium (30 ft. long) wall of fire within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against any creature sharing space with it. Generally, this is only possible for Large or larger creatures. In addition, whenever something passes through the the wall, you make a reactive attack vs. Reflex against it. You can only attack a given target with this spell once per round.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

11.16.4 Rank 3 Spells

Fireball

Standard action

Tags: Fire

Rank 3

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Make an attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Flame Blade

Standard action

Tags: Fire, Attune (target)

Rank 3

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Choose up to five creatures from among yourself and your allies within Medium (60 ft.) range. Each target’s manufactured weapons shed light like a torch. Their strikes with those weapons gain the Fire tag and deal 1 extra damage.

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The extra damage increases by 1 for each rank beyond 3.

Flame Breath

Standard action

Tags: Attune, Fire

Rank 3

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For the duration of this spell, you can breathe fire like a dragon as a standard action. When you do, make an attack vs. Reflex against everything within a Medium (30 ft.) cone from you. After you breathe fire, you briefly cannot do so again.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Flame Dash

Standard action

Tags: Fire

Rank 3

Cost: You can increase your fatigue level by one to make the teleportation Swift. The attack still resolves during your normal action.

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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. In addition, make an attack vs. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Living Pyre

Standard action

Tags: Fire

Rank 3

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Make an attack vs. Fortitude with a -4 accuracy penalty against a living creature within Medium (60 ft.) range.

Hit: 1d10 damage + half power. During your next action, the target takes 1d10 damage + half power again, and any extra damage also applies to this damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 3.

Personal Ignition

Standard action

Tags: Fire, Attune (deep)

Rank 3

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When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against any creature that you are either grappling or are grappled by. In addition, whenever a creature makes a melee attack against you using a free hand or natural weapon, make a reactive attack vs. Fortitude against them. You can only attack a given target with this spell once per phase.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 3.

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You catch on fire. This does not cause you any harm, as the flames burn around your body without burning you.

Pyroclasm

Standard action

Tags: Fire

Rank 3

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Fire consumes a Medium (30 ft.) radius zone from your location. Make an attack vs. Reflex against everything in the area. This typically means you include yourself as a target. During your next action, this effect repeats in the same area.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Stoke the Fires

Standard action

Tags: Fire

Rank 3

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Make an attack vs. Reflex against all enemies adjacent to you. Then, you are briefly empowered (add rank to damage).

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

11.16.5 Rank 4 Spells

Delayed Fireball

Standard action

Tags: Fire

Rank 4

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When you cast this spell, you create a Fine bead of fire in midair at a location in Short (30 ft.) range. The bead sheds light like a torch. It is immune to most forms of damage, but if it takes damage from a Cold ability, it is destroyed and this spell has no further effect. At the end of the next round, the bead explodes, and you make an attack vs. Reflex against everything in a Medium (30 ft.) radius of it.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Desperate Kindling

Standard action

Tags: Fire

Rank 4

Cost: One fatigue level.

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Make an attack vs. Reflex against yourself and all enemies adjacent to you. Then, you are briefly maximized (deal max damage).

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Flame Aura

Standard action

Tags: Fire, Attune (deep)

Rank 4

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Heat constantly radiates in a Small (15 ft.) radius emanation from you. As a minor action, you can intensify the flames to make an attack vs. Reflex against everything in the area.

Hit: 1d4 damage + half power, and all extra damage does not apply.

Miss: Half damage.

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The damage increases by 1 for each rank beyond 4.

Mighty Combustion

Standard action

Tags: Fire

Rank 4

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Make an attack vs. Fortitude with a -4 accuracy penalty against something adjacent to you.

Hit: 1d6 damage plus 1d6 per 2 power. During your next action, the target takes 1d6 damage plus 1d6 per 2 power again, and any extra damage also applies to this damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2d6 for each rank beyond 4.

Mighty Ignition

Standard action

Tags: Fire

Rank 4

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This spell functions like the ignition spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Pyrohemia

Standard action

Tags: Fire

Rank 4

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Make an attack vs. Fortitude and Reflex against everything in a Medium (30 ft.) cone.

Hit: 1d6 damage per 2 power.

Injury: The target takes 1d6 damage per 2 power again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage immediately, and no damage during your next action.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Unstable Heat

Standard action

Tags: Attune, Fire

Rank 4

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This spell functions like the unstable heat spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 4.

11.16.6 Rank 5 Spells

Blinding Eyes of Flame

Standard action

Tags: Attune, Fire, Visual

Rank 5

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This spell functions like the eyes of flame spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and any extra damage is doubled. On a hit, the target also briefly treats you as being invisible.

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The damage increases by 2d8 for each rank beyond 5.

Flame Serpent

Standard action

Tags: Fire, Sustain (minor)

Rank 5

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When you cast this spell, an attack vs. Reflex against everything in a Medium (30 ft. long), 5 ft. wide shapeable line that is entirely within Medium (60 ft.) range of you. The line cannot intersect itself, and you must designate one end of the line as the head of the flame serpent and the other end as the tail of the flame serpent.

Whenever you sustain this spell, you can repeat this attack in a new line. The tail of the new line must be adjacent to the head of the old line, and it cannot intersect any space occupied by the line in the previous round.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Burning Grasp

Standard action

Tags: Fire

Rank 5

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against something you touch.

Hit: 1d6 damage per 2 power, and any extra damage is doubled. During your next action, the target takes 1d6 damage per 2 power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Fan of Flames

Standard action

Tags: Fire

Rank 5

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Make an attack vs. Reflex against everything in a Medium (30 ft.) cone from you.

Hit: 1d8 damage + power immediately, and again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage immediately, and no damage during your next action.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Fire Shield

Standard action

Tags: Fire, Swift

Rank 5

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This spell functions like the fire shield spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Kindled Fireburst

Standard action

Tags: Fire

Rank 5

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This spell functions like the kindled fireburst spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 5.

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A small source of fire, such as a torch, erupts into a much larger burst of flame.

Mighty Personal Ignition

Standard action

Tags: Fire, Attune (deep)

Rank 5

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This spell functions like the personal ignition spell, except that the damage increases to 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 5.

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You catch on fire. This does not cause you any harm, as the flames burn around your body without burning you.

Mighty Wall of Fire

Standard action

Tags: Barrier, Fire, Sustain (attuneable, minor)

Rank 5

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of fire spell, except that the damage increases to 1d6 damage per 2 power. In addition, the area increases to a Large (60 ft. long) wall.

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The damage increases by 1d6 for each rank beyond 5.

Split Fireball

Standard action

Tags: Fire

Rank 5

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Make an attack vs. Reflex against everything in each of two separate Tiny (5 ft.) radius areas within Short (30 ft.) range. If the areas overlap, you still only make one attack against creatures in the overlapping area.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

11.16.7 Rank 6 Spells

Distant Flame Dash

Standard action

Tags: Fire

Rank 6

Cost: You can increase your fatigue level by one to make the teleportation Swift. The attack still resolves during your normal action.

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You teleport into an unoccupied destination on a stable surface within Long (90 ft.) range. In addition, make an attack vs. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 6.

Greater Flame Blade

Standard action

Tags: Fire, Attune (target)

Rank 6

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This spell functions like the flame blade spell, except that the extra damage increases to 1d6.

Immolating Fireball

Standard action

Tags: Fire

Rank 6

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Make an attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power. If a creature takes a vital wound from this damage that leaves it unconscious, its body is completely destroyed by flame. Only a pile of ashes remains. An immolated creature’s equipment is unaffected.

Miss: Half damage.

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The damage increases by 2d6 for each rank beyond 6.

Inescapable Ignition

Standard action

Tags: Fire

Rank 6

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This spell functions like the ignition spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and the difficulty value of the Dexterity check to put out the flames increases to 15.

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The damage increases by 2d6 for each rank beyond 6.

Massive Flame Breath

Standard action

Tags: Attune, Fire

Rank 6

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This spell functions like the flame breath spell, except that the damage increases to 1d10 damage plus 1d10 per 2 power, and the area increases to a Large (60 ft.) cone from you.

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The damage increases by 2d10 for each rank beyond 6.

Mighty Living Pyre

Standard action

Tags: Fire

Rank 6

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Make an attack vs. Fortitude with a -4 accuracy penalty against a living creature within Medium (60 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power. During your next action, the target takes 1d6 damage plus 1d6 per 2 power again, and any extra damage also applies to this damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2d6 for each rank beyond 6.

Mighty Pyroclasm

Standard action

Tags: Fire

Rank 6

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Fire consumes a Large (60 ft.) radius zone from your location. Make an attack vs. Reflex against everything in the area. This typically means you include yourself as a target. During your next action, this effect repeats in the same area.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 6.

Stoke the Bonfire

Standard action

Tags: Fire

Rank 6

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You are briefly empowered (add rank to damage). Then, make an attack vs. Reflex against all enemies adjacent to you.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 6.

Wings of the Phoenix

Standard action

Tags: Attune, Fire

Rank 6

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You gain a slow fly speed with a maximum height of 15 feet (see Flight).

11.16.8 Rank 7 Spells

Desperate Pyre

Standard action

Tags: Fire

Rank 7

Cost: One fatigue level.

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Make an attack vs. Reflex against yourself and all enemies adjacent to you. Then, you are briefly maximized (deal max damage).

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

Immolate

Standard action

Tags: Fire

Rank 7

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Make an attack vs. Fortitude with a -4 accuracy penalty against something adjacent to you.

Hit: 1d6 damage plus 1d6 per power, and any extra damage is doubled. During your next action, the target takes 1d6 damage plus 1d6 per power again, and any extra damage also applies to this damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Massive Pyrohemia

Standard action

Tags: Fire

Rank 7

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This spell functions like the pyrohemia spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the area increases to a Large (60 ft.) cone.

Mighty Flame Aura

Standard action

Tags: Fire, Attune (deep)

Rank 7

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This spell functions like the flame aura spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

Soul of the Phoenix

Standard action

Tags: Fire, Attune (deep)

Rank 7

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You embody the soul of the undying phoenix. If you die, your body and equipment catch fire and are instantly burned to ash. At the end of the next round after you died, you return to life with all of your equipment intact. Your return in the same state in which you died, with three exceptions:

After you are restored to life in this way, this ability is dismissed.