Flame Manipulation


Manifesting Time: 1 action

Range: 120 feet

Maintenance: Concentration, up to 10 minutes

Detection: Psychic, Gesture

You can manipulate a patch of fire that you can see within range and which fits within a 5-foot cube. While the power is in effect, you can control another patch of fire as a bonus action. You can manipulate one patch of fire at a time.

Fire you control with the power burns targets within it as normal for the fire. When the power ends, fire without a source extinguishes, otherwise, it burns normally.

When you first manifest the power and as an action on your subsequent turns while it is in effect, you can douse a patch of nonmagical fire or expand an existing patch of nonmagical fire to an adjacent 5-foot space.

0. The dimensions of the patch of fire you can manipulate increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

1. You increase the intensity of a patch of nonmagical fire, increasing its fire damage by 1d8.

Empower. For every 2 additional power points you spend, the bonus damage increases by 1d8.

1. You decrease the intensity of a patch of nonmagical fire, which can be an object such as the flame of a torch. When it deals fire damage, roll a d8 and subtract the number rolled from its damage, to a minimum of 0.

Empower. When you spend 8 power points (9), the flames of a creature, such as a fire elemental, can be diminished. While the power is in effect, the creature must make a Constitution saving throw at the start of each of its turns. It takes 2d8 force damage on a failed save or half as much damage on a successful one. The damage increases by 1d8 for every 2 additional power points you spend.

2. You can target and control one additional patch of fire. You can take this augmentation multiple times.

3. You can shape a patch of nonmagical fire into the shape of a simple or crude object, such as a pillar or dome. If you control a flame with dimensions greater than a 5-foot cube, you can rearrange the fire to occupy contiguous spaces as you see fit. At least one 5-foot section of the flame must remain in the same position it had before you manipulated the flame this turn.

While the power is in effect, you can reshape a controlled flame as an action.

4. You can target a flame created by a magic or psionic effect. When the power ends, the effect returns to normal provided its duration hasn’t expired. If the spell or power creating the effect ends, flames it created also expire.

5. When you first manifest the power and as an action on your subsequent turn as long as it is in effect, you can move a patch of fire up to 20 feet along a surface. Flame that moves away from its source continues to burn while the power is in effect. Once during the turn, each creature or object caught in the path a fire you move is subject to damage as if it entered the fire.

11. You fashion a nonmagical fire that occupies at least a 5-foot cube into a flame amalgam. It manifests in the space of the patch of fire used to create it or the nearest unoccupied space within range. This creature uses the Flame Amalgam stat block. It resembles a humanoid composed of flames. If it is reduced to 0 hit points, it collapses into a patch of fire which you can manipulate, but the amalgam can’t be reformed unless you manifest the power again.

The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.

Empower. When you spend 4 power points (15), you create a second amalgam from a separate patch of fire, but each amalgam’s Slam attack deals 1d8 less damage. You can issue commands to each creature at the same time.