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Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Primus - Sculpt Fire (Sp)
At will, you may manipulate fire in simple ways. First, you may always start a fire with normally flammable material, even if the material is fireproofed, soaking wet, or magically protected, just by touching it with your hands as a Full Round Action. Doing this provokes an Attack of Opportunity.
Second, you may retrieve any mundane flame and carry it about in your hand. This functions as Light, but with some additional uses. First, you may increase or decrease the light's reach, at a minimum radius of 5 ft. and to a maximum radius of 10 ft. per 2 Caster Levels you possess. This light's caster level is equal to your own, and thus is capable of dispelling Darkness if you are suitably powerful.
Finally, you can sculpt shapes out of flame or alter a fire’s spread. As a Half Action, you can move one 5-foot square of an ongoing fire per Caster Level you possess to any square contiguous to that fire. For instance, at Caster Level 4, you could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it. You may likewise choose to simply “kill” the number of squares you are capable of affecting, rather than moving them.
Enlightenment - Wall of Ashes (Sp)
As a Half Action, you may create a Wall of Ashes by spending 4 MP. This Talent acts as Wall of Fire, but with some key differences.
First, the swirling ashes of the wall block line of sight for all creatures except you. Additionally, any creatures passing through the wall or standing adjacent to the wall must make a Fortitude save, or be blinded for 1d4 rounds. Lastly, the Wall of Ashes reveals invisible creatures within or adjacent to it as Faerie Fire.
Zenith - Inner Fire (Su)
You gain Fire Resistance equal to 10 + your Caster Level. Additionally, your body begins to possess an internal heat capable of harming those who attack you - a creature who attacks you with an unarmed strike or natural attack automatically suffers Fire damage equal to 1/2 your Caster Level. This damage is also inflicted to manufactured weapons, and such damage ignores one point of the weapon's hardness per CL you possess. If a creature is grappling you, they take double this damage every round, whether they attack you or not.
You may spend 4 MP as a Swift Action to bolster this effect, doubling all of its damage for 1 minute per Caster Level that you possess.
Favored Spells
You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner):
- Elemental Surge (Fire only)
- Elemental Ray (Fire only)
- Elemental Blast (Fire only)
- Elemental Swarm (Fire only)
