Pyrokinesis (3.5e Variant Rule)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

Pyrokinesis (Int)[edit]

You can mentally start and control fires.

Requirements: Psychokinesis feat

Check: You can make a Pyrokinesis check to ignite a fire, to increase the size of an existing fire, or to create light (but not heat).

Ignite Fire: You can set any flammable object in your line of sight on fire as a standard action with a successful Pyrokinesis check (DC 15). Targets must make a Reflex saving throw (DC 15) to avoid taking 1d6 points of fire damage. The target must save each round, a successful save means that the fire has gone out, although the pyrokinetic can reignite it with another standard action and successful skill check. A character on fire can automatically extinguish the flames by dousing in water. Spending a full round rolling on the ground grants a +4 bonus on the Reflex saving throw. In addition to using it as an attack, you can use ignite fire to light candles (up to a dozen candles in a five-foot square with a single skill check), torches, hearth fires, and so forth.

Increase Fire: You can increase the size and intensity of a fire. The DC of the Pyrokinesis check is 10 +2 per square foot of increase. Each square foot that you increase the size of the flames also increases the fire’s damage potential by 1 point. The fire maintains its increased size as long as you concentrate and can even burn in the absence of fuel, although smothering still puts it out. While you maintain an increased flame, a victim does not get a Reflex saving throw to put the fire out (although it can still be extinguished by dousing with water) and the fire does additional damage based on your skill check. So a pyrokinetic who makes a DC 16 Pyrokinesis check can spread a fire over an additional three square feet and it does 1d6+3 damage.

Light: By psychically exciting air molecules you can create a glowing spot of “psychic fire” that sheds light but no heat, illuminating an area 20 feet in radius. This requires a move action and a DC 5 Pyrokinesis check. You can increase the intensity (and therefore the radius) of the illumination by increasing the DC of the Pyrokinesis check; each +5 DC increases the radius of the illumination by 10 feet. The point of light moves wherever you direct it within your line of sight as a move action. It can be maintained as a free action.

Special: You can take 10 on Pyrokinesis checks, but you can’t take 20.

Time: Igniting fires and increasing or decreasing flames are standard actions, creating or moving light is a move action.

Strain: 3 for igniting or increasing flames, 1 for creating light.

Back to Main Page3.5e HomebrewRulesPsychic PowersSkillsDescriptions

Back to Main Page3.5e HomebrewCharacter OptionsSkill AbilitiesSkills

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is Open Game Content from Advanced Player's Manual. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains OGC from Advanced Player's Manual material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!