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.

PyrokinesisSpellcastingChargesIntimidation42 sheet-ready

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Aspect powers are play-facing.

Pyrokinesis has 42 powers ready for character sheets, including 40 with VTT hooks.

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Aspect doors

Power list

42 linked powers can be browsed from this aspect.

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Sheet use

42 powers can sit on character sheets.

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VTT hooks

40 powers have enough hooks for future VTT actions.

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Gaps

No mechanics gaps were found in this aspect.

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Power Readiness

Aspect powers are play-facing.

Pyrokinesis has 42 powers ready for character sheets, including 40 with VTT hooks.

42 sheet-ready
42 powers42 sheet-ready40 VTT hooks6 limited-use2 passive

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

42 linked powers.
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42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-WillVTT hook

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.

Tier 0ActionAt-WillVTT hook

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.

Tier 1ActionAt-WillVTT hook

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.

Tier 1Bonus ActionAt-WillVTT hook

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.

Tier 1Bonus ActionAt-WillVTT hook

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.

Tier 1ReactionAt-WillVTT hook

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.

Tier 2ActionAt-WillVTT hook

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.

Tier 2ActionAt-WillVTT hook

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.

Tier 2ActionAt-WillVTT hook

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.

Tier 2ActionAt-WillVTT hook

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.

Tier 3ActionAt-WillVTT hook

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.

Tier 3Bonus ActionAt-WillVTT hook

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.

Tier 3ActionAt-WillVTT hook

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.

Tier 3Bonus ActionAt-WillVTT hook

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.

Tier 4ActionAt-WillVTT hook

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.

Tier 4ActionAt-WillVTT hook

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.

Tier 4ActionAt-WillVTT hook

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.

Tier 4ReactionAt-WillVTT hook

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.

Tier 5ActionAt-WillVTT hook

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.

Tier 5ActionAt-WillVTT hook

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.

Tier 5ReactionAt-WillVTT hook

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.

Tier 5ActionAt-WillVTT hook

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.

Tier 6PassiveAt-WillPassive

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.

Tier 6ActionAt-WillVTT hook

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.

Tier 6ActionAt-WillVTT hook

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.

Tier 6ReactionAt-WillVTT hook

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.

Tier 7ActionAt-WillVTT hook

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.

Tier 7ActionAt-WillVTT hook

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.

Tier 7ActionAt-WillVTT hook

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.

Tier 7Bonus ActionAt-WillVTT hook

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.

Tier 8ActionAt-WillVTT hook

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.

Tier 8Bonus ActionAt-WillVTT hook

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.

Tier 8Action1/Long RestLimited use

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.

Tier 8Reaction1/Long RestLimited use

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.

Tier 9Action1/Long RestLimited use

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.

Tier 9PassiveAt-WillPassive

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.

Tier 9ActionAt-WillVTT hook

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.

Tier 9Action1/Long RestLimited use

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.

Tier 10Bonus ActionAt-WillVTT hook

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.

Tier 10Action1/Long RestLimited use

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.

Tier 10ActionAt-WillVTT hook

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.

Tier 10Action1/EverLimited use

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

10 characters with this aspect.
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Blaze - Ignotus

Black Company / Centrum (2100 MB -) / Pyrokinesis (Flamespeaking)

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.

AliveInfernal

Chef - Lesh

Point Pringle / Pyrokinesis (Flamespeaking)

Profile details are still being written.

DeceasedGoblin

Cinderclap - Drax Cindercap

Point Pringle / Pyrokinesis (Flamespeaking)

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.

AliveHuman

Emberwash - K’Zhara Flamehand

Steamwright Union / Pyrokinesis (Flamespeaking)

K'Zhara Flamehand is Dallas Dalton's fire djinni mother, an embersmith rescued from Gertie's Forge after digging an escape route and piloting Arthur's ship back to Jericha.

AliveDjinni (Fire)

Firestarter - Nick Kremp

My Alchemical Romance / Pyrokinesis (Flamespeaking)

Nick Kremp, the Firestarter, was an infernal wizard and adventurer of My Alchemical Romance whose lawful heart burned as brightly as his flamespeaking. Raised without privilege, Nick became the group’s public voice, hype man, and emotional warmth, using charm, optimism, and fire magic to lift others even when the world turned dangerous. His relationship with Iwlvflybadofsjhhu Jr. and bond with Princess Beatrix, his beloved polar bear companion, grounded him beyond spectacle. Nick believed in doing good, following the law where he could, and keeping the spark alive for his friends; his death in 2100 MB left My Alchemical Romance without one of its brightest lights.

DeceasedInfernal

Flamer - Jasmine Moore

Wisdom Division / Pyrokinesis (Flamespeaking)

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.

AliveHuman

Flynn - Diarmaid

Pink Pony Girls / Pyrokinesis (Flamespeaking)

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.

AliveCow

Granny Handjobs - Bertha Granderson

My Alchemical Romance / Pyrokinesis (Flamespeaking)

Grease is a goblin ranger of Kickassery Inc. whose Whisperwoods survival skills, probability magic, and reckless field instincts make her a key Pink Pony route-finder and chaos-pressure character. Her active hooks include the Whispwoods path to K’Zhara Flamehand, a vision of her town burning from an inside job, the mysterious choker, and her role in Freedom’s shapeshifter conflict.

UndeadUndead (Zombie)

Kindle - Janna Brightspark

The Lawful / Pyrokinesis (Flamespeaking)

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.

AliveDjinni (Fire)

Lady Emberveil - Magda Emberveil

Human / Pyrokinesis (Flamespeaking)

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.

AliveHuman