Pyromancy

( Core Element ) Elementalism - Pyromancy Ability The ability to control and manipulate Fire in its most basic forms.

Fire - Elementalism

XP Cost: 1   Prerequisites: Elementalism

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 Active Flames and Fires.

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

Firefighting: Make a Melee or Ranged Spell Attack Roll vs a Target within Range while within Range of a Source of Fire.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Burn Damage.

Fireball: Expend an Action and target a 1 Meter Blast Area within Range.

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

Creatures that Fail the Saving Throw are dealt 2d6 Burn Damage.

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

Sustain: Sustaining this Ability allows Manipulated Fire or Flames to persist, Acting as a Source of Fire, 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.