Plasmamancy

Elementalism - Pyromancy Ability The ability to control and manipulate High Heat Plasma Reactions.

Fire - Elementalism

XP Cost: 1   Prerequisites: Pyromancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Superheated Gasses.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters a 4 Meter Area of Plasma within Range. Heat from this ability can easily ignite flammable or explosive substances.

Plasmify: Expend your Action to target an unoccupied 4 Meter Area of Gas or Air. That condenses into a single Source of Plasma that occupies 1 Meter within that initial 4 Meter Area. The Plasma dissipates when used for a Plasma Bolt unless this Ability is Sustained.

Plasma Bolt: Make a Ranged Spell Attack Roll while within Range of a Source of Plasma.

If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Burn Damage.

Sustain: Sustaining this Ability allows Manipulated Plasma to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or Increase the Damage this Ability deals by 1d6 Burn Damage.