Control Flames

Psychokinesis [Fire]

Level:Psion/Wilder 1
Display: Auditory
Manifesting Time:1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target:One nonmagical fire source; see text
Duration:Concentration, up to 1 minute/level
Saving Throw:See text
Power Resistance:No

You pyrokinetically control the intensity or movements of one fire source. A non-magical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table.

You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location).

Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.

Table: Control Flames
Manifester LevelFire SizeExampleMax Damage
per Round
Space
1st-2ndFineTindertwig11 foot square
3rd-4thDiminutiveTorch1d31 foot square
5th-6thTinySmall campfire1d61 foot square
7th-8thSmallLarge campfire2d61 foot square
9th-10thMediumForge3d61 foot square
11th-12thLargeBonfire4d62-by-2-foot square
13th-14thHugeBurning shack5d63-by-3-foot square
15th-16thGargantuanBurning tavern6d64-by-4-foot square
17th or higherColossalBurning inn7d65-by-5-foot square

Keep Fire Burning

You can maintain a non-magical fire, causing it to burn without consuming any fuel. This effectively adds time to the total duration that the fire will burn with its current fuel source.

With this power, you can even artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging or smothering the flame would).

Altering Fire Size

By concentrating as a full-round action (in place of the standard action normally used for concentration), you can increase or decrease the size of a fire you control by one step, up to the maximum size of fire you can control according to your manifester level. You can reduce a Tiny or smaller fire to nothing, extinguishing it.

Animating Fire

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 flames that are already burning (thus denying the foe Reflex saves after the first).