Heatmancy

Elementalism - Pyromancy Ability The ability to control and manipulate Heat Energy.

Fire - Elementalism

XP Cost: 1   Prerequisites: Pyromancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Heat Energy.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters a 4 Meter Area of Intense Heat within Range. Heat from this ability can easily ignite flammable or explosive substances.

Air Fry: Make a Ranged Spell Attack Roll while within 10 Meters of a Source of Intense Heat.

If you Hit the target, it is dealt 2d10 + Spellcasting Modifier Burn Damage.

Heatwave: Expend an Action and target a 3 Meter Cone within Range of a Source of Intense Heat.

All creatures within Area must roll a Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 3d6 Burn Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated Heat to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or Increase the Damage this Ability deals by 1d6 Burn Damage.