Pyrokinesis (3.5e Power)

The touched target catches on fire, taking 1d6 points of fire damage per manifester level, and another 1d6 points of fire damage each round until it succeeds on a Reflex save. Creatures within reach of the target may take a move action to make a Reflex save to put the fire out. Fires ignited by Pyrokinesis can spread to other creatures and objects.

Augment: For every two power points spent augmenting Pyrokinesis in any way, its save DC increases by 1.

Ranged Attack: By spending one additional power point, you can increase Pyrokinesis's range to Close, and it becomes a Ranged touch attack. If you spend three additional power points instead, its range becomes Medium. If you spend five, it becomes Long.

Cone or Line: By spending two additional power points, you can make the power affect a 15 foot cone or 25 foot line of creatures and objects instead of a single touched target. In this case, no touch attacks are needed, and instead a Reflex save is permitted to halve the damage and negate the damage over time. For every two additional power points spent on this augment, the cone length increases by 10 feet or the line length increases by 15 feet.

Blast: By spending two additional power points, you can make the power affect a 10 foot spread of creatures and objects around the targeted point instead of a single touched target. In this case, no touch attacks are needed, and instead a Reflex save is permitted to halve the damage and negate the damage over time. Even if the spread includes you, you are not affected. For every two additional power points spent on this augment, the spread radius increases by 5 feet.

Hot Burn: By spending any number of additional power points, you can increase the damage dealt each round by 1d6 damage per power point spent. If you do, the fires become magical.

Spreading Flames: By spending four additional power points, you can make flames from currently burning creatures ignite other creatures who are not currently burning within 5 feet of them at the beginning of each of your turns. This deals the damage over time, but not the initial damage. If you do this augment, the fires become magical. For every two more additional power points spent, you may have the flames jump an additional 5 feet.

Hellfire: By spending two additional power points, you can make half of the initial damage be untyped. By spending four additional power points instead, you can make all of the initial damage be untyped, and be d8s, but if you do, there is no burning damage over time.

Attack Action: By spending eight additional power points, you can manifest Pyrokinesis as an attack action. This can't be combined with any augment that lets it target multiple creatures.

Delay: By spending five additional power points, you can delay the initial effect of Pyrokinesis. As an immediate action, you may make any number of manifestations of Pyrokinesis delayed in this way take effect. While delaying Pyrokinesis, you must make Concentration checks whenever you take damage. If you fail any Concentration check during this time, all delayed manifestations are lost unless you make them take effect as an immediate action.