D20:Control Flames Power
Psychokinesis [ | |
Level: | Psion/Wilder 1 |
---|---|
Display: | Auditory |
Range: | Medium (100 ft. + 10 ft./level)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target |
Duration: | Concentration, up to 1 min./level |
Saving Throw: | See text |
Power Resistance: | No |
Power Points: | 1 |
This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire?s space); see the accompanying table).
At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify f lames that are already burning (thus denying the foe Ref lex saves after the first).
Manifester Level | Fire Size | Example | Maximum Damage per Round | Space |
---|---|---|---|---|
1st?2nd | Fine | Tindertwig | 1 | 1 foot square |
3rd?4th | Diminutive | Torch | 1d3 | 1 foot square |
5th?6th | Tiny | Small campfire | 1d6 | 1 foot square |
7th?8th | Small | Large campfire | 2d6 | 1 foot square |
9th?10th | Medium | Forge | 3d6 | 1 foot square |
11th?12th | Large | Bonfire | 4d6 | 2-by-2-foot square |
13th?14th | Huge | Burning shack | 5d6 | 3-by-3-foot square |
15th?16th | Gargantuan | Burning tavern | 6d6 | 4-by-4-foot square |
17th or higher | Colossal | Burning inn | 7d6 | 5-by-5-foot square |
1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your manifester level.
2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.
Back to System Reference Document → Powers.
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 5,972 Views |
, 04-03-2007 at 12:17 AM
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