11.15 Pyromancy
Create fire to incinerate foes.
11.15.1 Cantrips
Extinguish |
Usage time: Standard action. | Fire |
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Choose one Medium or smaller active flame within Medium (60 ft.) range. If the target is attended by a creature, such as a torch being carried, you must make an attack vs. Reflex against the attending creature. Otherwise, the attack automatically hits.
Hit: The flame is extinguished.
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Rank 2: The maximum size increases to Large.
Rank 4: The maximum size increases to Huge.
Rank 6: The maximum size increases to Gargantuan.
Heat Air |
Usage time: Standard action. | Fire |
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The temperatuture of the air within a Medium (30 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.
This ability lasts until you use it again or until you dismiss it.
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Rank 3: You can choose to affect a Large (60 ft.) radius instead, and the maximum temperature change increases to 30 degrees.
Rank 5: You can choose to affect a Huge (90 ft.) radius instead, and the maximum temperature change increases to 40 degrees.
Rank 7: You can choose to affect a Gargantuan (120 ft.) radius instead, and the maximum temperature change increases to 50 degrees.
Kindle |
Usage time: Standard action. | Fire |
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Make an attack vs. Fortitude against anything within Short (30 ft.) range.
Hit: 2 fire 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.
Personal Torch |
Usage time: Standard action. | Fire |
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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 fire damage.
This effect lasts until you use it again or until you dismiss it.
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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.
11.15.2 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 powerfire.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
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 anything within Short (30 ft.) range from you. After you use this ability, you briefly cannot use it again.
Hit: 1d8 damage +1 per powerfire.
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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 atFire 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 powerfire 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.
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. Reflex against something you touch.
Hit: 1d6 damage +1 per 2 powerimmediately, 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 powerfire.
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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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 powerfire.
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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 powerfire. 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 |
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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.
After using this ability, you briefly cannot use it or any other Barrier ability.
Hit: 1d6 damage +1 per 2 powerfire.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 2.
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 powerfire.
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 powerfire.
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 powerfire.
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 powerfire.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
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 powerfire.
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 powerfire.
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 powerfire.
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 per 2 powerfire.
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The attack’s accuracy increases by +1 for each rank beyond 4.
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 powerfire.
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. Armor 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 powerfire.
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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 powerfire.
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. Reflex against something you touch.
Hit: 1d6 per 2 powerfire 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 powerfire.
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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 per 2 powerfire.
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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 per 2 powerfire.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Mighty Wall of Fire | Rank 5 |
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This spell functions like the wall of fire spell, except that the damage increases to 1d6 per 2 powerfire. 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.
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 per 2 powerfire.
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 powerfire. 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 powerfire, 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 powerfire.
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).
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 powerfire. 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 per 2 powerfire.
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.
11.15.3 Rituals
Heat Tolerance | Rank 1 |
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Choose yourself or an ally or unattended object within Medium (60 ft.) range. The target suffers no harm from being in a hot environment. It can exist comfortably in conditions as high as 140 degrees Fahrenheit. Its equipment, if any, is also protected. This does not protect the target from fire damage.
This ritual requires one fatigue level from its participants.
Sense Flame | Rank 2 |
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You learn the general pattern of where active fires exist within a one mile radius from your location. The detail of your mental picture is limited to roughly knowing whether fire does or does not exist in each hundred-foot square in the area. Since this is a Detection ability, it can penetrate some solid objects (see Detection). This ritual can sense fires as small as a candle flame, but no smaller.
This ritual requires one fatigue level from its participants.
Distant Sense Flame | Rank 4 |
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This ritual functions like the sense flame ritual, except that the range increases to a ten mile radius from your location.
This ritual requires one fatigue level from its participants.
Explosive Runes | Rank 4 |
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Choose one Medium or smaller unattended object with writing on it within Short (30 ft.) range. The writing on the object is altered by the runes in subtle ways, making it more difficult to read. It becomes a trap. To read the writing, a creature must concentrate on reading it, which requires a standard action. If a creature reads the object, the object explodes. After the object explodes in this way, the ritual is dismissed. If the object is destroyed or rendered illegible, the ritual is dismissed without exploding.
When the object explodes, make an attack vs. Reflex against everything within a Medium (30 ft.) radius from the object. Your accuracy with this attack is equal to half the sum of your level and Perception. This accuracy is calculated at the time that you perform this ritual and does not change afterwards.
Hit: 1d8 damage +1 per powerfire.
Miss: Half damage.
This ritual requires one fatigue level from its participants.
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You can perform this ritual at a higher rank.
Rank 5: The damage increases to 1d6 per 2 powerfire.
Rank 6: The damage increases to 1d6 damage plus 1d6 per 2 powerfire.
Rank 7: The damage increases to 1d8 damage plus 1d8 per 2 powerfire.
Heat Wave | Rank 4 |
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The temperature in a two mile radius cylinder-shaped zone from your location increases rapidly. Over the next minute after you finish this ritual, the temperature increases by 40 degrees Fahrenheit, to a maximum of 120 degrees. Unlike normal, this effect does not require line of effect to you. Instead, it affects all outdoor locations within the area. Even a thin barrier, such as a tent, is enough to protect locations from the effect of this ritual.
This ritual requires one fatigue level from its participants.
Intense Heat Wave | Rank 7 |
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This ritual functions like the heat wave ritual, except that the temperature in the area increases by 60 degrees, to a maximum of 160 degrees.
This ritual requires one fatigue level from its participants.