11.16 Pyromancy
Create fire to incinerate foes.
11.16.1 Cantrips
Heat Air |
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The temperatuture of the air within a Large (60 ft.) radius emanation from you is increased by an amount of your choice, to a maximum increase of 20 degrees Fahrenheit. You cannot increase the temperature above 100 degrees in this way. This typically imposes no direct penalties on other creatures, but it may make them more or less comfortable depending on their preferred temperature.
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Rank 2: The maximum temperature change increases to 25 degrees.
Rank 4: The area increases to a Huge (90 ft.) radius.
Rank 6: The maximum temperature change increases to 30 degrees.
Personal Torch |
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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 and shadowy illumination in an 60 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 2 damage. If the target is highly flammable, such as a torch or campfire, it ignites.
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Rank 2: The damage increases to 5.
Rank 4: The damage increases to 10.
Rank 6: The damage increases to 20.
11.16.2 Rank 1 Spells
Burning Hands | Rank 1 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Small (15 ft.) cone from you.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Desperate Fireburst | Rank 1 |
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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 ends. 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: 1d6 damage +1 per power.
Miss: Half damage.
Eyes of Flame | Rank 1 |
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You can set things on fire simply by staring at them as a standard action. When you do, make an attack vs. Fortitude against something within Short (30 ft.) range from you. After you use this ability, you briefly cannot use it again.
Hit: 1d8 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Flame Blade | Rank 1 |
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The target’s manufactured weapons shed light like a torch. Their strikes with those weapons gain the Fire tag.
Ignition | Rank 1 |
Usage time: Standard action. | Fire |
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Make an attack vs. Fortitude and Reflex against one creature within Medium (60 ft.) range.
Hit: The target catches on fire as a condition. It takes 1d6 damage +1 per 2 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 movement 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.
Critical hit: All damage from the condition is doubled, not just the initial damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Siphon Flame | Rank 1 |
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Whenever you use a Fire ability, you can siphon mundane flames within Long (90 ft.) range to fuel it. This extinguishes each siphoned flame that is Medium or smaller. You gain a +2 accuracy bonus with that ability this round for drawing in a Small flame, such as a campfire. For each size category above Small that you siphon in this way, this accuracy bonus increases by 2, to a maximum of a +7 bonus from a Colossal flame. 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 campfire. After you enhance an ability in this way, this ability ends.
Unstable Heat | 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. Reflex against that creature. After you make this attack, this ability ends.
Hit: 1d6 damage +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
11.16.3 Rank 2 Spells
Burning Grasp | Rank 2 |
Usage time: Standard action. | Fire |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch.
Hit: 1d6 damage +1 per power immediately, and again during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Kindled Fireburst | Rank 2 |
Usage time: Standard action. | Fire |
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Choose one Tiny or larger active fire within Medium (60 ft.) range. Make an attack vs. Reflex against everything within an Small (15 ft.) radius from it.
Hit: 1d6 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 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.
Personal Ignition | Rank 2 |
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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 currently 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 +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 2.
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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.
Pyrohemia | Rank 2 |
Usage time: Standard action. | Fire |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: 1d6 damage +1 per 2 power. If the target loses hit points, it takes this damage again during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Wall of Fire | Rank 2 |
Cost: After you use this ability, you briefly cannot use it or any other Barrier ability.
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You create a Medium (30 ft. long) wall of fire within Medium (60 ft.) range. Whenever anything passes through the wall, you make a reactive attack vs. Reflex against it. In addition, when you cast this spell and during each of your subsequent actions, make an attack vs. Reflex against any creature currently sharing space with it. Generally, this is only possible for Large or larger creatures. You can only attack a given target with this spell once per phase.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
11.16.4 Rank 3 Spells
Fireball |
Rank 3 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Small (15 ft.) radius within Short (30 ft.) range.
Hit: 1d6 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Flame Breath | 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 Large (60 ft.) cone from you. After you use this ability, you briefly cannot use it again.
Hit: 1d6 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Flame Dash | Rank 3 |
Usage time: Standard action. | Fire |
Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.
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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: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Pyroclasm | Rank 3 |
Usage time: Standard action. | Fire |
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Fire consumes a Medium (30 ft.) radius zone from your location. When you cast this spell, and during your next action, make an attack vs. Reflex against everything in the area. This typically means you include yourself as a target.
Hit: 1d6 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
11.16.5 Rank 4 Spells
Delayed Fireball | Rank 4 |
Usage time: Standard action. | Fire |
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When you cast this spell, you create a Fine bead of fire in midair at a location in Medium (60 ft.) range. The bead sheds light like a torch. It is immune to most forms of damage, but if it takes cold damage, 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 plus 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Flame Aura | 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. Fortitude against everything in the area.
Hit: 1d6 damage +1 per 2 power. All sources of extra damage do not apply to this attack.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Burning Hands | Rank 4 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Medium (30 ft.) cone from you.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Ignition | Rank 4 |
Usage time: Standard action. | Fire |
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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 attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Unstable Heat | 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 attack’s accuracy increases by +1 for each rank beyond 4.
11.16.6 Rank 5 Spells
Flame Serpent | Rank 5 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Large (60 ft. long), 5 ft. wide shapeable line that starts within Medium (60 ft.) range.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Flaming Spheres | Rank 5 |
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When you cast this spell, a cluster of flaming spheres appears over your head. Each sphere is approximately one foot in diameter. As a minor action, you can fire an orb at a creature or object within Short (30 ft.) range. When you do, make an attack vs. Fortitude with a -2 accuracy penalty against that target. After the sphere deals damage, it disappears and another sphere appears in the cluster.
Hit: 1d8 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Massive Fireball | Rank 5 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Large (60 ft.) radius within Medium (60 ft.) range.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Burning Grasp | Rank 5 |
Usage time: Standard action. | Fire |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch.
Hit: 1d6 damage plus 1d6 per 2 power immediately, and again during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Eyes of Flame | Rank 5 |
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This spell functions like the eyes of flame spell, except that the damage increases to 1d10 damage plus 1d10 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Personal Ignition | Rank 5 |
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This spell functions like the personal ignition spell, except that the damage increases to 1d6 damage per 2 power.
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The attack’s accuracy increases by +1 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 Pyrohemia | Rank 5 |
Usage time: Standard action. | Fire |
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This spell functions like the pyrohemia spell, except that the damage increases to 1d6 damage per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Wall of Fire | Rank 5 |
Cost: After you use this ability, you briefly cannot use it 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 attack’s accuracy increases by +1 for each rank beyond 5.
11.16.7 Rank 6 Spells
Distant Flame Dash | Rank 6 |
Usage time: Standard action. | Fire |
Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.
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You teleport into an unoccupied destination on a stable surface within Distant (120 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 attack’s accuracy increases by +1 for each rank beyond 6.
Massive Flame Breath | Rank 6 |
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This spell functions like the flame breath spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power. In addition, the area increases to a Gargantuan (120 ft.) cone.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Mighty Kindled Fireburst | Rank 6 |
Usage time: Standard action. | Fire |
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This spell functions like the kindled fireburst spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the area increases to a Medium (30 ft.) radius.
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The attack’s accuracy increases by +1 for each rank beyond 6.
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A small source of fire, such as a torch, erupts into a much larger burst of flame.
Mighty Pyroclasm | Rank 6 |
Usage time: Standard action. | Fire |
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Fire consumes a Large (60 ft.) radius zone from your location. When you cast this spell, and during your next action, make an attack vs. Reflex against everything in the area. This typically means you include yourself as a target.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Wings of the Phoenix | Rank 6 |
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You gain a 30 foot fly speed with a maximum height of 15 feet (see Flight).
11.16.8 Rank 7 Spells
Immolating Fireball | Rank 7 |
Usage time: Standard action. | Fire |
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Make an attack vs. Reflex against everything in a Small (15 ft.) radius within Medium (60 ft.) range.
Hit: 1d8 damage plus 1d8 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.
Mighty Flame Aura | Rank 7 |
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This spell functions like the flame aura spell, except that the damage increases to 1d6 damage per 2 power. Extra damage is still not applied.
Soul of the Phoenix | 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:
- You return at full hit points and damage resistance, with all of your conditions removed.
- All of your vital rolls for your vital rolls that were 0 or lower become 1, preventing you from dying again immediately.
- You increase your fatigue level by three.
After you are restored to life in this way, this spell ends.