Fire is one of the four elements and opposes Water and Winter.

Fire is the element which was used with the greatest caution in the creation of the world. It is the most dangerous element, but without it the creation would be cold and lifeless. Fire burns deep below the earth and far away in the sky. A small spark burns in every living soul. The element Fire is related to Smithing, Summer and Sun.

Deities: Brigit, Goibniu

Granted Powers:

Channeling: Turn water creatures.

Channeling: Rebuke, command, or bolster fire creatures.

Note: 5 ranks of Knowledge (the planes) give you a +1 bonus to the DC for turning water outsiders, as well as rebuking, commanding and bolstering fire outsiders.

You gain the supernatural ability to create magical sparks once per day per class level. A spark can be thrown to a range of ten feet as a ranged attack, causing fire damage equal to 1d4 + your Charisma modifier points. Using the power in this way is a standard action that doesn't provoke attacks of opportunity.

The power can be used to light a torch as a swift action, and lighting any other fire requires at least a swift action.

Domain Spells:

  1. Light: Object shines like a torch.
  2. Burning Hands: 1d4/level fire damage (max 5d4).
  3. Produce Flame: 1d6 damage +1/level, touch or thrown.
  4. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  5. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  6. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  7. Fire Seeds: Acorns and berries become grenades and bombs.
  8. Fire Storm: Deals 1d6/level fire damage.
  9. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  10. Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.

Carrilion Rules Index Spells Index Domain Index

© 2004 by Lorenz Lang, alle Rechte vorbehalten.     ∞