Aspect Codex
Pyrokinesis
Pyrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Pyrokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Control Flames
Choose nonmagical flame within range that fits in a 5-ft. cube. You may expand it 5 ft. into fuel, extinguish it, double or halve its light, change its color, or shape harmless animated images in it. You can maintain up to three non-instant effects.
Fire Bolt
Hurl a mote of fire at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) fire damage. A flammable unattended object hit by this power ignites.
Burning Hands
A sheet of flame erupts from your hands. Creatures of your choice in the cone must make a DEX save, taking 10 (3d6) fire damage on a failed save, or half on a success. Flammable unattended objects in the cone ignite.
Produce Flame
A flame appears in your hand, shedding bright light in a 20-ft. radius and dim light for another 20 ft. As an action while it lasts, hurl it at one target within 60 ft.; make a ranged power attack. On a hit, the target takes 1d8 fire damage.
Searing Smite
The next time you hit with a weapon or power attack before the duration ends, the target takes an extra 1d6 fire damage and ignites. At the start of each of its turns, it takes 1d6 fire damage, then makes a CON save, ending the burning on a success.
Hellish Rebuke
When a creature within range damages you, surround it with retaliatory flame. The target must make a DEX save, taking 11 (2d10) fire damage on a failed save, or half on a success.
Scorching Ray
Hurl three fiery rays at one or more targets within range. Make a ranged power attack for each ray. On a hit, a target takes 7 (2d6) fire damage.
Flaming Sphere
Create a 5-ft. sphere of fire in an unoccupied ground space within range. As a bonus action, move it up to 30 ft. A creature that ends its turn within 5 ft. of it, or whose space it enters, must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success.
Heat Metal
Choose one manufactured metal object within range. A creature touching it takes 2d8 fire damage when you use this power and when you use a bonus action on later turns. A creature holding or wearing it must make a CON save or drop it if possible; if it cannot, it has disadvantage on attack rolls and ability checks until your next turn.
Pyrotechnics
Choose nonmagical flame within range that fits in a 5-ft. cube and extinguish it, creating fireworks or smoke. Fireworks force creatures within 10 ft. to make a CON save or be blinded until your next turn. Smoke heavily obscures a 20-ft. radius for 1 minute or until dispersed.
Fireball
A bright streak blossoms into a 20-ft. radius explosion at a point within range. Creatures in the area must make a DEX save, taking 28 (8d6) fire damage on a failed save, or half on a success. Flammable unattended objects ignite.
Ashardalon's Stride
Flames blast from your feet. Your speed increases by 20 ft., your movement does not provoke opportunity attacks, and once per turn when you move within 5 ft. of a creature or unattended object, it takes 1d6 fire damage.
Melf's Minute Meteors
Six tiny meteors orbit you. As a bonus action, expend one or two meteors and send each to a point within 120 ft. Creatures within 5 ft. of a meteor impact must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success.
Smoke Step
Teleport from one flame, smoke cloud, ember, or heated surface you can see to another unoccupied space within range that is adjacent to flame, smoke, ember, or heated metal. Creatures within 5 ft. of the space you leave or enter take fire damage equal to your CHA modifier.
Wall of Fire
Create an opaque wall of fire on a solid surface within range, up to 60 ft. long, 20 ft. high, and 1 ft. thick, or a ring up to 20 ft. in diameter. Creatures in its area make a DEX save, taking 5d8 fire damage on a failed save, or half on a success. One side deals 5d8 fire damage to creatures that end within 10 ft. of it or enter it.
Fire Shield
Wispy flames wreathe you. Choose warm or chill shield. Warm grants resistance to cold damage and burns melee attackers for 2d8 fire damage. Chill grants resistance to fire damage and lashes melee attackers for 2d8 cold damage.
Consuming Pyre
Choose one creature within range. It must make a DEX save, taking 4d8 fire damage and 4d8 radiant or necrotic damage on a failed save, or half on a success. On a failed save, it burns for the duration, repeating the damage at the start of each of its turns until it or an adjacent creature uses an action to allow a new save, ending the effect on a success.
Flame Ward
When you or a creature you can see within range takes fire, cold, lightning, or explosive damage, shape heat and pressure away. Reduce the damage by 4d8 + your CHA modifier. If the reduced damage reaches 0, the protected creature may move 10 ft. through smoke or flame without provoking opportunity attacks.
Flame Strike
A vertical column of brilliant fire roars down in a 10-ft. radius, 40-ft. high cylinder within range. Creatures in the area must make a DEX save, taking 5d6 fire damage and 5d6 radiant damage on a failed save, or half on a success.
Immolation
Flames wreathe one creature within range. The target must make a DEX save, taking 8d6 fire damage on a failed save, or half on a success. On a failed save, it burns for the duration, sheds bright light, and takes 4d6 fire damage at the end of each turn until it succeeds on the repeated save. If this kills the target, it becomes ash.
Controlled Detonation
When fire, explosion, or volatile energy appears within range, redirect its pressure. Choose a number of creatures up to your CHA modifier in the area; they automatically succeed on the triggering save and take no damage if they would normally take half. One creature not protected this way takes extra fire damage equal to your CHA modifier.
Forgefire
Kindle supernatural forgefire in a handheld object, weapon, tool, forge, engine, or campfire. For the duration, the target burns without fuel, cannot be extinguished by mundane water, and can melt, weld, cook, purify, or temper materials as if using a fully equipped forge.
Pyrokinesis Dominion
Your Pyrokinesis powers ignore fire resistance. You have resistance to fire damage, can breathe normally in smoke you create, and can choose whether flames you control ignite unattended flammable objects.
Investiture of Flame
Flames race across your body. For the duration, you are immune to fire damage and resistant to cold damage. Creatures that move within 5 ft. of you for the first time on a turn or end there take 1d10 fire damage. As an action, create a 15-ft. line of fire; creatures in it make a DEX save, taking 4d8 fire damage on a failed save, or half on a success.
Inferno Engine
Create a 20-ft. radius engine of rotating flame centered within range. The area is heavily obscured by smoke to enemies. A hostile creature that starts there must make a CON save, taking 6d8 fire damage and becoming blinded by smoke until the start of its next turn on a failed save, or half damage only on a success.
Phoenix Renewal
When you or a creature you can see within range would drop to 0 hit points from fire, cold, necrotic, or radiant damage, flames of renewal catch the fall. The target instead drops to 1 hit point and gains temporary hit points equal to 6d8 + your CHA modifier. The target cannot benefit from this power again until it finishes a long rest.
Delayed Blast Fireball
Condense a glowing bead at a point within range. When the effect ends, or when you choose to detonate it, the bead explodes in a 20-ft. radius sphere. Creatures in the area make a DEX save, taking 12d6 fire damage plus 1d6 for each of your turns the bead remained undetonated, or half on a success.
Fire Storm
Create a storm of fire in up to ten contiguous 10-ft. cubes within range. Creatures in the area must make a DEX save, taking 7d10 fire damage on a failed save, or half on a success. Flammable unattended objects ignite.
Ashen Domain
Choose a 60-ft. radius area within range. Heat, ember, ash, and smoke saturate it. Hostile creatures treat the area as lightly obscured difficult terrain. Once per round, when a hostile creature starts there, it takes fire damage equal to your CHA modifier. Open flames in the area obey simple commands you give.
Flamespeaker's Command
For the duration, non-Artifact flames within range move, intensify, dim, split, or shape themselves at your command. Once per turn, when a creature starts within 5 ft. of a flame you control, you may force a DEX save; on a failure, it takes 4d8 fire damage and ignites until the start of its next turn.
Incendiary Cloud
Create a 20-ft. radius cloud of embers and smoke centered within range. The area is heavily obscured. When the cloud appears, enters a creature’s space, or a creature enters or ends its turn there, that creature makes a DEX save, taking 10d8 fire damage on a failed save, or half on a success. At the start of each of your turns, move the cloud 10 ft.
Avatar of Flame
Become a living blaze. For the duration, you are immune to fire damage, resistant to cold damage, shed bright light in a 60-ft. radius, and your Pyrokinesis powers ignore fire resistance. Once per turn when you deal fire damage, add your CHA modifier to one damage roll.
Worldfire Gate
Open a blazing gate to a fire-aspected plane or elemental furnace in a 20-ft. radius area within range. The area is difficult terrain. Hostile creatures that start there must make a DEX save, taking 12d10 fire damage and becoming frightened until the start of their next turn on a failed save, or half damage only on a success.
Phoenix Rebirth
When you would die, collapse into ash and flame. You instead return to life at the start of your next turn in an unoccupied space within 30 ft., with hit points equal to 8d10 + your CHA modifier. Creatures of your choice within 20 ft. of your return must make a DEX save or take the same amount as fire damage.
Meteor Swarm
Blazing meteors strike four different points you can see within range. Each creature in a 40-ft. radius sphere centered on each point must make a DEX save, taking 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half on a success. A creature affected by multiple spheres is damaged only once.
Sovereign Pyrokinesis
Your Pyrokinesis powers ignore fire resistance and treat fire immunity as resistance unless the target is divine, Artifact-grade, or story-protected. You are immune to fire damage, can see through smoke and flame you create, and cannot be ignited against your will.
Living Conflagration
The emanation becomes a controlled inferno of flame, smoke, heat, and ash. Hostile creatures that start there must make a CON save, taking 10d10 fire damage and becoming blinded by smoke until the start of their next turn on a failed save, or half damage only on a success. Chosen allies ignore your smoke and flame.
Ashen Resurrection
Touch the ash, corpse, or remains of a creature dead no longer than 1 day. If its soul is willing, it returns to life with 1 hit point in a burst of flame. The target gains resistance to fire damage for 24 hours, and creatures of your choice within 20 ft. make a DEX save or take 10d10 fire damage.
Archpyre
For the duration, you become an archflame. You are immune to fire and cold damage, your Pyrokinesis powers treat fire immunity as resistance unless divine or Artifact-grade, and once per turn when you deal fire damage, add 2d10 fire damage or force one affected creature to ignite until the start of your next turn.
Absolute Inferno
Choose a point within range. A 120-ft. radius inferno erupts there. Creatures of your choice in the area must make a DEX save, taking 24d10 fire damage and 12d10 force damage on a failed save, or half on a success. Non-Artifact structures and unattended flammable objects in the area ignite or melt.
Worldfire Dominion
The emanation becomes your fire-domain. You choose which flames burn, spare, reveal, conceal, smoke, consume, or purify. Hostile creatures that start there must make a CON save, taking 14d10 fire damage and suffering one rider you choose until your next turn: blinded, frightened, speed halved, unable to regain hit points, or vulnerable to the next fire damage they take.
The First Flame
Create or awaken a mythic flame tied to a place, bloodline, forge, city, weapon, creature, or star. Define its principle with the GM: eternal flame, cleansing fire, hungry wildfire, phoenix rebirth, living forge, or sun-heart. It can be ended only by Tier 10 cold, divine intervention, or a story condition set when created.
Characters With This Aspect
Firestarter
Nick Kremp
Infernal wizard, fire mage, and beloved spark of My Alchemical Romance whose death left unresolved questions around a Nick-like figure at Root Barrel Farm.
Granny Handjobs
Bertha Granderson
Undead companion whose flamespeaking unlocked in Vithyrex's Maze beside Morgan.
Blaze
Ignotus
Ignotus, known as Blaze, is an infernal sorcerer and former member of the Swarsbard Three whose pyrokinesis manifests through flamespeaking. A strategist more than a hero, he built the Black Company into a mercenary aid organization with darker business beneath the surface. Through his partnership with Maskara Azur, Ignotus distributes enchanted masks to criminals, then profits again by retrieving them. Now tied to the reformed Centrum, he treats fire as symbol, weapon, contract, and warning.
Chef
Lesh
Imported character from the Character Data sheet.
Cinderclap
Drax Cindercap
Drax Cindercap, known as Cinderclap, is a masked human agitator who appears in Point Pringle whenever public tension is ready to catch fire. Wearing charred tin and speaking through distortion, he turns civic meetings into performances of protest, sabotage, and fear. His flamespeaking only deepens the threat, making every speech feel one spark away from disaster. Whether tied to FLESH, Emrys-aligned radicals, or only his own cause, Cinderclap has become a symbol of Point Pringle’s unrest.
Emberwash
K’Zhara Flamehand
Imported character from the Character Data sheet.
Flamer
Jasmine Moore
Jasmine Moore, known as Flamer, is a combat scholar of Luxidran’s Wisdom Division, where theory is expected to survive contact with fire. Her Witchborn flamespeaking manifests as disciplined ignition along her arms, channeled through breath control, martial technique, and arcane containment rings. Rather than burn from rage, Jasmine measures heat like a formula: cutting, cauterizing, defending, or triggering alchemical reactions with precise strikes. Reliable under pressure and respected in hazardous trials, she is proof that Luxidran’s brightest minds do not always stay behind desks. Some enter the blast radius on purpose.
Flynn
Diarmaid
Diarmaid, called Flynn by Dallas Dalton, is a massive long-haired Highland cow with the calm patience of a pasture and the impact force of a runaway wagon. Raised alongside Dallas and gifted to her as a calf, Flynn has followed her from home to the Pink Pony Girls as companion, guardian, and family. He refuses most riders, guards Dallas’s gear like sacred treasure, and seems to know when her rage is about to burn too hot. Anyone who mistakes him for livestock learns quickly what horns are for.
Kindle
Janna Brightspark
Janna Brightspark, known as Kindle, is a fire djinni scribe and junior analyst working inside the Lawful offices of Gravenhurst. Soft-spoken, precise, and stubbornly ethical, she has learned that a corrected clause can save a life as surely as a spell. Her flamespeaking marks her elemental heritage, but her real influence often comes through documentation, procedural clarity, and quiet refusal to let unjust rulings pass unchallenged. In an institution strained by corruption and fear, Janna is not a loud reformer. She is the margin note, amended filing, and careful spark that keeps the record honest.
Lady Emberveil
Magda Emberveil
Magda Emberveil, known as Lady Emberveil, is a human flamespeaker whose presence carries the heat of a royal court and the danger of an open furnace. Draped in black and crimson, crowned by molten hair and a fiery gemstone focus, she commands attention as easily as she commands flame. Her magic blends pyrokinesis, enchantment, and illusion, making every gesture feel like ceremony and every threat feel beautifully rehearsed. True Neutral by nature, Magda is not easily claimed by heroism or villainy. She is power arranged with elegance, and anyone who mistakes beauty for softness will learn how quickly silk can catch fire.