Living Flame

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Living Flame(Major) by Stone Gargoyle

This power was developed as an alternative to Control Elemental Force: Fire. The character can transfer some of his energy into fire, enhancing it for a variety of effects.

1.Shape Fire: The character can cause fire to take on shapes like birds, horses, dogs, faces, etc.

Range: 300 feet; affects a 20 foot radius area of flame (must be within line of sight).
Duration: Four minutes per level of experience
Attacks: Uses 1 melee attack/action to activate effect.

2.Cold Flame: The character can negate the damaging effects of fire, allowing people to pass through it unharmed. This will affect the flame expulsion powers of others as well as natural fire.

Range: Up to 300 feet away, afffecting a 20 foot area.
Special: The character can cause the flames to selectively ignore some targets while still harming others at third level.
Duration: 10 minutes per level.
Attacks: Uses 1 melee attack/action to activate effect.

3.Howling Flames: The character can cause flames to emit haunting sounds. All within range must roll vs. Horror Factor (12 or better, +1 at levels 3,6,9,12 and 15, ME bonus applies) to avoid being frightened.

Range: Can affect fire in a 20 foot area up to 300 feet away.
Duration: 4 minutes per level
Attacks: Uses 1 melee attack/action to activate effect.

4.Fuel Flame: The character can quadruple the size of an existing area of flame, fueled every melee round it is concentrated on to become four times its original intensity. See APS Fire for the effects and damage of heat and flame.

Range: 20m foot area up to 300 feet away.
Duration: Concentration, up to 4 minutes per level.
Attacks: Uses up half the character's attacks for the round and he is -2 to initiative and -4 to melee attacks/actions while concentrating on the flames.

5.Eyes of Flame: The character can view the area surrounding a fire by looking out from "the eyes of the flame."

Range: Can view areas through the use of flames up to 200 feet away, +20 feet per level. Views a 20 foot area.
Duration: Concentration. No other actions possible while looking through flame.
Attacks: Uses a minimum of 2 attacks/actions to engage in this type of observation and continues for as long as the hero desires, until he stops looking.

6.Fire Ball: The superbeing can summon flame to form into a fireball to attack opponents.

Range: 300 feet, +30 feet per level
Damage: 3d6, +1d6 per level of experience
Duration: Instant
Attacks: Each fireball counts as one melee attack/action
Strike Bonus: +3 to strike on an aimed shot

7.Stunts and Special Maneuvers: These must be done using existing flames within the area.

  • Fire Skin: The character can learn to have the fire protect him by wrapping itself around him protectively, hovering inches over his skin without burning him. This causes 2d6 damage to opponents striking him.
Maximum Duration: 1d6 melee rounds
Attacks Uses 2 melee attacks/actions to create effect
  • Fire Wall: The character can encircle himself in flames to block attackers
Range: 100 foot radius centered on the character
Size: 6 feet deep, 10 feet tall
Duration: 6 rounds per level of experience
Damage: 4d6 points to anyone who passes through the flame
Attacks: Uses 2 melee attacks/actions to create effect

8.Other Abilities and Bonuses:

When not directly controlling flames, the hero is ony Resistant ti Fire and Heat (half damage)

+1d4 PE

Can walk on hot coals as if 30% his normal weight

+1d4X10SDC

Knows how to cauteerize wounds using flame

+10% to Wilderness Survival

+2 to initiative in any situation involving a fire

Immune to Horror Factor as it relates to dangers related to fire

Immune to magical fire attacks

+4 to save vs. magic