Fire Domain
The third element of the eight spheres, fire. One of the wellsprings that grants comfort and incites fear, fire is an uncontrollable force every time it interacts with the world, spreading like hysteria. The use of it is one that must be measured and controlled, lest it burn you as well.
Granted Powers
Those who choose this domain receive the following powers:
- Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of flame from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every cleric level you possess and sets them on fire. Flammable materials burn if the flames touch them. Extinguishing the flames is a full-round action that requires a Reflex save. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire snake, 7th—elemental body IV (fire only), 8th—fire storm, 9th—the blazing grasp.
Channel Energy
The channel deals fire damage. Affected creatures who fail their saves catch on fire.
Subdomains
- Arson
- Ash
- Heat
- Smoke
