The Pyrokinetic Path
The intense heat, the gripping fury that spreads like the wildest of fires boils in your mind’s eye. A pyro-kinetic is a dangerous individual indeed, for their very anger sparks the air around them to intense heats and risks turning even the simplest of flames from a candle to a raging torrent of devastation and horror. While Pyromancers can create the fire themselves with but a force of will, a Pyro-kinetic is much different in that they can conly manipulate the flames with their mind, however, their potential with that manipulation is nigh limitless. To be on the opposing side of a truly gifted Pyro-kinetic is to risk invoking the wrath of the Flames of Hell itself.
Please Note: All abilities that deal fire damage can inflict Burning Condition if an action skill check of average or more is not met after damage is dealt. All other negative effects or positive affects resolve as normal.
White Hot Flash
Rank: 3
Cost: 1,300 deras
Description: You channel your mind’s eye on the nearest speck of flame, be it a candle or torch. Using your psychic will, you force the source of light to suddenly burn so bright and hot that it turns into a blinding white hot flash of light, blinding those within range, both friend and foe alike. However, this will not inflict any damage on the pyro-kinetic.
Effect: On a successful psychic invocation, blind 7 targets within range of the Psychic. Any allies within range must make an action skill check of Average to avoid being blinded as well. The blinding lasts for the Psychic's rank in rounds. All blinded targets automatically fail vision based tests, may only move at half of their normal speed, and have only about half of their original strength.
Beyond the Threshold: N/A
Fist of Flames
Rank: 4
Cost: 12,250 deras
Description: A nearby flame becomes the warm gloves of protection and fury. Using your mind’s eye you are able to manipulate nearby flames and bend them to wrap around your hands. Wreathed in flames, your hands become deadly weapons in their own right capable of burning flesh to cooked meat and even ashes.
Effect: Your hands become wreathed in flames, effectively turning your hands into weapons. For purses of melee combat, each hand is considered to be holding a one-handed weapon. Additionally, all damage dealt from unarmed attacks while this power is active are considered flame damage.
Call the Infernum
Rank: 1 and 2
Cost:
Rank 1: 5,000 deras
Rank 2: 7,250 deras
Description: This is the first and simplest of techniques that all Pyro-Kinetics learn when their power is discovered. Focused, refined and ingrained into your very reflex and subconscious responses, you are able to call the flame of a torch (or similar object) to your hand.
Effect: When using this power, you immediately call to your hand a flame from a source no larger than a torch. (Lanterns are considered smaller than a torch.) This is only called to one hand and while in that hand, you may not wield anything else; however your other hand may wield a weapon or item as normal. Additionally, while this power is not used for damage, you gain proficiency when using the flame as a ranged weapon. This ability is used to gather fire as a fuel source for other Pyro-kinetic abilities.
Weaken the Flames
Rank: 1
Cost: 1,250 deras
Description: A strong and dedicated mind to the ways of Pyro-kinetic has learned such focus and concentration that they have learned to defy the natural laws of physics and prolong the time of which will burn, even going so far as to weaken the flames to the point where they are temporarily extinguished and would require a slow burn to once again build. . .
Effect: Such is strength of will and the power of your psychic ability that you are able to literally siphon the heat out of flames and reduce their strength to the point where they are temporarily doused (however, smoke will still exhume from the pile), for 3 rounds (if in combat) or 5 minutes (if in narrative story.) This affects one flame source within 5 ft for every level of the Psychic’s ranking. However, as the heat once against builds and the psychic’s strength continues to weaken the flames, they will eventually build. When the full amount of time for the duration of the power is exceeded, the flames will suddenly ignite in a large swell, the effects causing a white hot flash of light to form and blinding anyone that fails to make an action skill check of average. For purposes of the blinding, use the effect of White Hot Flash.
Beyond the Threshold: N/A
Rank 2
Cost: 1,750 deras
Effect: May target two fire sources to weaken for 5 Rounds (If in Combat) or 8 Minutes (If in Narrative Story.) When this power’s duration reaches its limit, the heat from the two sources will suddenly spring up in a massive swell, and create a massive white hot flash. (Use the White Hot Flash effect on all targets within range of the sources, excluding the Psychic.) If a target fails the action skill check of average, they are blinded. Additionally, because there are two sources, if anyone rolls lower than the average needed to pass the action skill check then their eyebrows are singed off.
Rank 3
Cost: 2,500 deras
Psi-Points: 18 Psi Points
Effect: May target three fire sources to weaken for 9 Rounds (If in Combat), or 12 Minutes (If in Narrative Story). When this power’s duration reaches its limit, the heat from the three sources will suddenly spring up in a massive swell, and create a massive white hot flash (Use White Hot Flash effect on all targets within range of the sources, excluding the Psychic). If they fail the action dice check of hard, apply the negative consequences of White Hot Flash to targets. Additionally, because there are three sources, if anyone fails the action skill check then they are burned by the White Hot Flash that results from the sudden ignition of the flames. They take a light amount of flame damage.
Rank 4
Cost: 4,000 deras
Effect: May target four fire sources to weaken for 13 Rounds (If in Combat), or 20 Minutes (If in Narrative Story). When this power’s duration reaches its limit, the heat from the four sources will suddenly spring up in a massive swell, and create a massive white flash (Use White Hot Flash effects on all targets within range of the sources, excluding the Psychic). If the targets fail the action skill check of hard, apply the negative consequences of White Hot Flash to All Targets. Additionally, because there are four sources of heat that suddenly spring to life, if anyone fails the action dice check they are badly burned by the sudden ignition of the flames coming back to life.
Quench the Flames
Rank: 1
Cost: 2,800 deras
Requirements: All 4 Ranks of Weaken the Flames
Description: Few pyro-kinetics are able to truly tap into the very physics and alter them with the sheer force of their psychic will, let alone weaken the strength of a flame. Even rarer, are those who can physically quench the flame with but a blink from their mind’s eye. Such is the strength of the Psychic, that with their very will they put out those flames that they merely lay their eye upon.
Effect: Channeling your psychic will, you are able to command such psychic power that you focus your will into such a degree that you deprive flame of oxygen, ripping the oxygen molecules and hydrogen atoms apart, and force the flames to simply disappear at your command. One source of fire (Size of a House or smaller) within your gaze within 5ft for every level of the Psychic’s Ranking is immediately quenched, put out.
Beyond the Threshold: N/A
Heat Index Rises
Rank: 1-5
Cost: 12,500 deras
Psi-Points: 22 Psi Points (This skill only needs to be purchased once but the Pyro-kinetic may only use the skills below that are associated with their current ranking. Levels 5 used only by those at Rank 5.)
Description: Tapping into your mind’s eye you can clearly see the threads of temperature before you, and with the gentle or vicious prodding of your psychic will, the psychic is able to increase the temperature in the environment.
Effect: Choose One of the Following Effects to Gain Permanently for this Ability:
Level 1: Fire: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 2: Earth: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 3: Water: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 4: Air: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, a DC of 30 must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just a DC to see if success of the attempt is required). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 5: Environment: With a prod and thought, the Psychic is able to push the bounds of reality and using their will increase the temperature of their environment. The Psychic’s Ranking + Natural Speed of their race will be the number of feet in all directions, in which the temperature rises by 20 Degrees. This means that if the temperature is 70 Degrees outside, the area affected becomes 95 degrees in temperature. So on and so forth. In certain instances, such as with food, or drying clothes, a Hard action skill check Must be met or exceeded, in order to succeed in these tasks. To sustain this ability at this level, an action skill check of Hard must be made to raise the temperate another 20 degrees.
Beyond the Threshold: N/A
Flame Bolt
Rank: 1-5 as noted below
Cost:
Rank 1: 2,000 deras
Rank 2: 2,750 deras
Rank 3: 3,500 deras
Rank 4: 4,200 deras
Rank 5: 5,500 deras
Description: Control of heat and flame is your passion and your life. One of the more combat oriented techniques, a Pyro-kinetic’s teacher or even their own life would at one point have shown them with enough concentration or perhaps even out of fear, the ability to manipulate, command and hurl fire at one’s opponent is a sure way to answer the call to battle or even the demands of an angry teacher. With your psychic will, you are able to take the flame of an existing source (Size Irrelevant), and form it into a perfect projectile of pure flame, and throw it at your target.
Effect: The Psychic is able to manifest their psychic will with such control over fire that they are able to command the flames (From any source, size irrelevant), to form a projectile that looks any way that their minds wants the projectile of flame to look (Example: Small little arrows, massive swords, skulls, little dragons, etc). The Target may make an opposed Resistance Check (Action skill check of at least average) If the target fails the check, they are struck for medium Fire Damage.
Beyond the Threshold: N/A
Reign of the Infernum
Rank: 5
Cost: 13,250 deras
Description: Such is the strength of your passion, your anger, your mind, that you are able to cause the molecules in the air to super heat so quickly, that you form vicious columns of flame that shoot down from the sky and surround the target of the Psychic’s power area with flame the scorches the life from the earth.
Effect: Such is your power that you are able to take the heat in the air, intensify it, and burn it so viciously that it becomes a vicious reigning inferno. This attack extends within range of the Psychic, going as far in range as 150 Feet in all the Psychic’s line of sight. It can target a specific person, or location. The Reign of the Infernum extends 18 feet from the Psychic’s line of sight. All enemies and objects within range of the Reign of the Infernum power suffer medium damage.
Beyond the Threshold: N/A
Inferno Extermination
Rank: 5
Cost: 22,000 dera
Description: The strength of the Psychic mind has its limits, and even these are beyond that of mortal men. A Pyro-Kinetic who is able to learn the ways to manipulate and control heat, flame, manipulate the way it moves, and manipulate the way fire and heat can both be used together not just from the source, is able to learn one of the most powerful and devastating powers in the entirety of the Psychic Abilities. Created by the first Pyro-Kinetic in Meztrailov, the Inferno Extermination brings forth a massive assault of flame masterfully manipulated with such psychic control that it becomes so hot it burns not just the material but the immaterial as well.
Effect: Such power is legendary and there are reasons for this. Psychic powers have a toll not just on the material and immaterial worlds, but also the Psychic themselves. The Inferno Extermination affects both the Material World and the Immaterial World (It Pierces the Veil and is capable of destroying souls and spirits of lesser creatures). The Inferno Extermination extends 25 feet in all directions from the origin of the Pyro-Kinetic. The flames of the Inferno Extermination deal 3d10 X(Where X is the Psychic’s Ranking) Fire Damage that ignores Armor. This cannot be resisted, and deals damage to all people, creatures, and objects in range of the Psychic’s Power. However, this power does not come without a price. Each Round that you continue to sustain this power, you suffer 3d10+X(where X is the Psychic’s Ranking) Fire Damage that ignores armor, and permanently reduces HP. This power can affect the souls of the departed, as well as the creatures of the Void, and as such, lesser creatures and spirits and living are all as vulnerable to this damage and will be slain outright.
Incineration
Rank: 4
Cost:
Rank 1: 12,000 deras
Rank 2: 14,250 deras
Rank 3: 19,000 deras
Description: Your psychic will agitates the very heat in the air, and with the nearby flame focuses it and shapes it with his or her will. The resulting effect is that of the psychic manipulating and forcing the heat molecules in the air to begin gathering together. At the height of the psychic doing so, the result will be that the combined heat particles become unstable, and suddenly incinerate the target.
Effect: The psychic’s will is so strong and so potent that they are able to psychically push heat molecules together and stimulate them to a point where they actually cause an intense burning as the temperature rises. This attack requires the Psychic to take their full turn to focus on a single target within 15 feet of them. The damage dealt by this attack is Fire Damage, and on an action skill check of legendary it will automatically set the target on fire with no resistance roll available. If this power is chosen to be sustained on its next round, an action skill check of legendary must be made and so on and so forth for however long it is sustained.
Pyro-Kinetic’s Passion
Rank: 5
Cost:
Rank 1: 2,200 deras
Rank 3: 6,700 deras
Rank 5: 9,750 deras
Description: The Control and Manipulation of the mental power that is required to fully control the heat and flame is now finally displayed. Through intense concentration and practice, and rigorous study, you have learned how to shape fire to your will, to command it. While you cannot create fire with your will, you can manipulate and control it with the precision that an artist demonstrates with a paintbrush or a Bard with words. You are able to shape it, increase the area of flames, force control over smoke. With this level of control, there are few limits on what you can achieve.
Effect: Such is the level of control of your ability to manipulate and command flames and heat that you are able to make fire assume any shape you wish it, and burn as wide as you desire. When activating this power, select one of the following abilities:
Double the Size of the Flame. (Assuming that there are flammable materials such as straw, wood, cloth, oil, etc.)
· Reduce the size of a Flame Source (Within Range only)
· Spread the Flames a number of feet in all directions equal to the Psychic’s Rank.
Cause a Fire to create smoke wide enough to create a smoke screen that spreads a number of feet in all directions equal to the Psychic’s Speed + Psychic Rank.
· Cause a fire source to explode violently a number of feet equal to the Psychic’s Ranking in all directions, forcing them to make a Successful Action Skill Check of Average. If the Test is failed, all targets are immediately set on fire.
· Create crude shapes or images with the fire.
· Create 2 forms from the Flames, that resemble whatever small animal, creature, or even child the Psychic’s mind can conjure. These two creatures deal light Fire Damage each.
Beyond the Threshold: N/A
Protection of the Flames
Rank: Any
Cost: 7,750 deras
Description: A rather simple technique, the power of which varies depending on the Pyro-Kinetic, however, the ability to gain protection from Fire is something that a Pyro-Kinetic learns how to do early on, and with varying degrees of strength and success. With this power, you create an immobile barrier of flame that exists for as long as the Psychic wills it into existence.
Effect: The Barrier of Flame that suddenly forms is five feet high and 10 feet in Length. This barrier of Flame can be placed anywhere within range of 5 ft per level of the Psychic in one direction, even right on top of enemies, however, they are allowed to resist (Simple Average action skill check, it’s fairly hard to miss the Protection of the Flames). The Protection of the Flames offers a medium boost in armor, and will last as long as power is sustained.
Beyond the Threshold: N/A
Please Note: All abilities that deal fire damage can inflict Burning Condition if an action skill check of average or more is not met after damage is dealt. All other negative effects or positive affects resolve as normal.
White Hot Flash
Rank: 3
Cost: 1,300 deras
Description: You channel your mind’s eye on the nearest speck of flame, be it a candle or torch. Using your psychic will, you force the source of light to suddenly burn so bright and hot that it turns into a blinding white hot flash of light, blinding those within range, both friend and foe alike. However, this will not inflict any damage on the pyro-kinetic.
Effect: On a successful psychic invocation, blind 7 targets within range of the Psychic. Any allies within range must make an action skill check of Average to avoid being blinded as well. The blinding lasts for the Psychic's rank in rounds. All blinded targets automatically fail vision based tests, may only move at half of their normal speed, and have only about half of their original strength.
Beyond the Threshold: N/A
Fist of Flames
Rank: 4
Cost: 12,250 deras
Description: A nearby flame becomes the warm gloves of protection and fury. Using your mind’s eye you are able to manipulate nearby flames and bend them to wrap around your hands. Wreathed in flames, your hands become deadly weapons in their own right capable of burning flesh to cooked meat and even ashes.
Effect: Your hands become wreathed in flames, effectively turning your hands into weapons. For purses of melee combat, each hand is considered to be holding a one-handed weapon. Additionally, all damage dealt from unarmed attacks while this power is active are considered flame damage.
Call the Infernum
Rank: 1 and 2
Cost:
Rank 1: 5,000 deras
Rank 2: 7,250 deras
Description: This is the first and simplest of techniques that all Pyro-Kinetics learn when their power is discovered. Focused, refined and ingrained into your very reflex and subconscious responses, you are able to call the flame of a torch (or similar object) to your hand.
Effect: When using this power, you immediately call to your hand a flame from a source no larger than a torch. (Lanterns are considered smaller than a torch.) This is only called to one hand and while in that hand, you may not wield anything else; however your other hand may wield a weapon or item as normal. Additionally, while this power is not used for damage, you gain proficiency when using the flame as a ranged weapon. This ability is used to gather fire as a fuel source for other Pyro-kinetic abilities.
Weaken the Flames
Rank: 1
Cost: 1,250 deras
Description: A strong and dedicated mind to the ways of Pyro-kinetic has learned such focus and concentration that they have learned to defy the natural laws of physics and prolong the time of which will burn, even going so far as to weaken the flames to the point where they are temporarily extinguished and would require a slow burn to once again build. . .
Effect: Such is strength of will and the power of your psychic ability that you are able to literally siphon the heat out of flames and reduce their strength to the point where they are temporarily doused (however, smoke will still exhume from the pile), for 3 rounds (if in combat) or 5 minutes (if in narrative story.) This affects one flame source within 5 ft for every level of the Psychic’s ranking. However, as the heat once against builds and the psychic’s strength continues to weaken the flames, they will eventually build. When the full amount of time for the duration of the power is exceeded, the flames will suddenly ignite in a large swell, the effects causing a white hot flash of light to form and blinding anyone that fails to make an action skill check of average. For purposes of the blinding, use the effect of White Hot Flash.
Beyond the Threshold: N/A
Rank 2
Cost: 1,750 deras
Effect: May target two fire sources to weaken for 5 Rounds (If in Combat) or 8 Minutes (If in Narrative Story.) When this power’s duration reaches its limit, the heat from the two sources will suddenly spring up in a massive swell, and create a massive white hot flash. (Use the White Hot Flash effect on all targets within range of the sources, excluding the Psychic.) If a target fails the action skill check of average, they are blinded. Additionally, because there are two sources, if anyone rolls lower than the average needed to pass the action skill check then their eyebrows are singed off.
Rank 3
Cost: 2,500 deras
Psi-Points: 18 Psi Points
Effect: May target three fire sources to weaken for 9 Rounds (If in Combat), or 12 Minutes (If in Narrative Story). When this power’s duration reaches its limit, the heat from the three sources will suddenly spring up in a massive swell, and create a massive white hot flash (Use White Hot Flash effect on all targets within range of the sources, excluding the Psychic). If they fail the action dice check of hard, apply the negative consequences of White Hot Flash to targets. Additionally, because there are three sources, if anyone fails the action skill check then they are burned by the White Hot Flash that results from the sudden ignition of the flames. They take a light amount of flame damage.
Rank 4
Cost: 4,000 deras
Effect: May target four fire sources to weaken for 13 Rounds (If in Combat), or 20 Minutes (If in Narrative Story). When this power’s duration reaches its limit, the heat from the four sources will suddenly spring up in a massive swell, and create a massive white flash (Use White Hot Flash effects on all targets within range of the sources, excluding the Psychic). If the targets fail the action skill check of hard, apply the negative consequences of White Hot Flash to All Targets. Additionally, because there are four sources of heat that suddenly spring to life, if anyone fails the action dice check they are badly burned by the sudden ignition of the flames coming back to life.
Quench the Flames
Rank: 1
Cost: 2,800 deras
Requirements: All 4 Ranks of Weaken the Flames
Description: Few pyro-kinetics are able to truly tap into the very physics and alter them with the sheer force of their psychic will, let alone weaken the strength of a flame. Even rarer, are those who can physically quench the flame with but a blink from their mind’s eye. Such is the strength of the Psychic, that with their very will they put out those flames that they merely lay their eye upon.
Effect: Channeling your psychic will, you are able to command such psychic power that you focus your will into such a degree that you deprive flame of oxygen, ripping the oxygen molecules and hydrogen atoms apart, and force the flames to simply disappear at your command. One source of fire (Size of a House or smaller) within your gaze within 5ft for every level of the Psychic’s Ranking is immediately quenched, put out.
Beyond the Threshold: N/A
Heat Index Rises
Rank: 1-5
Cost: 12,500 deras
Psi-Points: 22 Psi Points (This skill only needs to be purchased once but the Pyro-kinetic may only use the skills below that are associated with their current ranking. Levels 5 used only by those at Rank 5.)
Description: Tapping into your mind’s eye you can clearly see the threads of temperature before you, and with the gentle or vicious prodding of your psychic will, the psychic is able to increase the temperature in the environment.
Effect: Choose One of the Following Effects to Gain Permanently for this Ability:
Level 1: Fire: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 2: Earth: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 3: Water: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, an action skill check of average must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just an action skill check to see if success of the attempt is achieved). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 4: Air: The Psychic is able to increase the temperature of Fire, any small object (tea cup, paper, etc) and a person (NPC or PC). To increase the temperature of a person, a DC of 30 must be met (For a PC an opposing resistance roll must be made. If neither side succeeds, the person who comes closest to success wins. If both sides succeed then the highest success wins. For NPC’s there is no opposing resistance roll needed, just a DC to see if success of the attempt is required). A success raises the temperature of Fire, any small object, or a person by 15 Degrees.
Level 5: Environment: With a prod and thought, the Psychic is able to push the bounds of reality and using their will increase the temperature of their environment. The Psychic’s Ranking + Natural Speed of their race will be the number of feet in all directions, in which the temperature rises by 20 Degrees. This means that if the temperature is 70 Degrees outside, the area affected becomes 95 degrees in temperature. So on and so forth. In certain instances, such as with food, or drying clothes, a Hard action skill check Must be met or exceeded, in order to succeed in these tasks. To sustain this ability at this level, an action skill check of Hard must be made to raise the temperate another 20 degrees.
Beyond the Threshold: N/A
Flame Bolt
Rank: 1-5 as noted below
Cost:
Rank 1: 2,000 deras
Rank 2: 2,750 deras
Rank 3: 3,500 deras
Rank 4: 4,200 deras
Rank 5: 5,500 deras
Description: Control of heat and flame is your passion and your life. One of the more combat oriented techniques, a Pyro-kinetic’s teacher or even their own life would at one point have shown them with enough concentration or perhaps even out of fear, the ability to manipulate, command and hurl fire at one’s opponent is a sure way to answer the call to battle or even the demands of an angry teacher. With your psychic will, you are able to take the flame of an existing source (Size Irrelevant), and form it into a perfect projectile of pure flame, and throw it at your target.
Effect: The Psychic is able to manifest their psychic will with such control over fire that they are able to command the flames (From any source, size irrelevant), to form a projectile that looks any way that their minds wants the projectile of flame to look (Example: Small little arrows, massive swords, skulls, little dragons, etc). The Target may make an opposed Resistance Check (Action skill check of at least average) If the target fails the check, they are struck for medium Fire Damage.
Beyond the Threshold: N/A
Reign of the Infernum
Rank: 5
Cost: 13,250 deras
Description: Such is the strength of your passion, your anger, your mind, that you are able to cause the molecules in the air to super heat so quickly, that you form vicious columns of flame that shoot down from the sky and surround the target of the Psychic’s power area with flame the scorches the life from the earth.
Effect: Such is your power that you are able to take the heat in the air, intensify it, and burn it so viciously that it becomes a vicious reigning inferno. This attack extends within range of the Psychic, going as far in range as 150 Feet in all the Psychic’s line of sight. It can target a specific person, or location. The Reign of the Infernum extends 18 feet from the Psychic’s line of sight. All enemies and objects within range of the Reign of the Infernum power suffer medium damage.
Beyond the Threshold: N/A
Inferno Extermination
Rank: 5
Cost: 22,000 dera
Description: The strength of the Psychic mind has its limits, and even these are beyond that of mortal men. A Pyro-Kinetic who is able to learn the ways to manipulate and control heat, flame, manipulate the way it moves, and manipulate the way fire and heat can both be used together not just from the source, is able to learn one of the most powerful and devastating powers in the entirety of the Psychic Abilities. Created by the first Pyro-Kinetic in Meztrailov, the Inferno Extermination brings forth a massive assault of flame masterfully manipulated with such psychic control that it becomes so hot it burns not just the material but the immaterial as well.
Effect: Such power is legendary and there are reasons for this. Psychic powers have a toll not just on the material and immaterial worlds, but also the Psychic themselves. The Inferno Extermination affects both the Material World and the Immaterial World (It Pierces the Veil and is capable of destroying souls and spirits of lesser creatures). The Inferno Extermination extends 25 feet in all directions from the origin of the Pyro-Kinetic. The flames of the Inferno Extermination deal 3d10 X(Where X is the Psychic’s Ranking) Fire Damage that ignores Armor. This cannot be resisted, and deals damage to all people, creatures, and objects in range of the Psychic’s Power. However, this power does not come without a price. Each Round that you continue to sustain this power, you suffer 3d10+X(where X is the Psychic’s Ranking) Fire Damage that ignores armor, and permanently reduces HP. This power can affect the souls of the departed, as well as the creatures of the Void, and as such, lesser creatures and spirits and living are all as vulnerable to this damage and will be slain outright.
Incineration
Rank: 4
Cost:
Rank 1: 12,000 deras
Rank 2: 14,250 deras
Rank 3: 19,000 deras
Description: Your psychic will agitates the very heat in the air, and with the nearby flame focuses it and shapes it with his or her will. The resulting effect is that of the psychic manipulating and forcing the heat molecules in the air to begin gathering together. At the height of the psychic doing so, the result will be that the combined heat particles become unstable, and suddenly incinerate the target.
Effect: The psychic’s will is so strong and so potent that they are able to psychically push heat molecules together and stimulate them to a point where they actually cause an intense burning as the temperature rises. This attack requires the Psychic to take their full turn to focus on a single target within 15 feet of them. The damage dealt by this attack is Fire Damage, and on an action skill check of legendary it will automatically set the target on fire with no resistance roll available. If this power is chosen to be sustained on its next round, an action skill check of legendary must be made and so on and so forth for however long it is sustained.
Pyro-Kinetic’s Passion
Rank: 5
Cost:
Rank 1: 2,200 deras
Rank 3: 6,700 deras
Rank 5: 9,750 deras
Description: The Control and Manipulation of the mental power that is required to fully control the heat and flame is now finally displayed. Through intense concentration and practice, and rigorous study, you have learned how to shape fire to your will, to command it. While you cannot create fire with your will, you can manipulate and control it with the precision that an artist demonstrates with a paintbrush or a Bard with words. You are able to shape it, increase the area of flames, force control over smoke. With this level of control, there are few limits on what you can achieve.
Effect: Such is the level of control of your ability to manipulate and command flames and heat that you are able to make fire assume any shape you wish it, and burn as wide as you desire. When activating this power, select one of the following abilities:
Double the Size of the Flame. (Assuming that there are flammable materials such as straw, wood, cloth, oil, etc.)
· Reduce the size of a Flame Source (Within Range only)
· Spread the Flames a number of feet in all directions equal to the Psychic’s Rank.
Cause a Fire to create smoke wide enough to create a smoke screen that spreads a number of feet in all directions equal to the Psychic’s Speed + Psychic Rank.
· Cause a fire source to explode violently a number of feet equal to the Psychic’s Ranking in all directions, forcing them to make a Successful Action Skill Check of Average. If the Test is failed, all targets are immediately set on fire.
· Create crude shapes or images with the fire.
· Create 2 forms from the Flames, that resemble whatever small animal, creature, or even child the Psychic’s mind can conjure. These two creatures deal light Fire Damage each.
Beyond the Threshold: N/A
Protection of the Flames
Rank: Any
Cost: 7,750 deras
Description: A rather simple technique, the power of which varies depending on the Pyro-Kinetic, however, the ability to gain protection from Fire is something that a Pyro-Kinetic learns how to do early on, and with varying degrees of strength and success. With this power, you create an immobile barrier of flame that exists for as long as the Psychic wills it into existence.
Effect: The Barrier of Flame that suddenly forms is five feet high and 10 feet in Length. This barrier of Flame can be placed anywhere within range of 5 ft per level of the Psychic in one direction, even right on top of enemies, however, they are allowed to resist (Simple Average action skill check, it’s fairly hard to miss the Protection of the Flames). The Protection of the Flames offers a medium boost in armor, and will last as long as power is sustained.
Beyond the Threshold: N/A