Mind of the Pyrokinetic

The Mind of the Pyrokinetic uses focused mental energy to generate, shape, and control fire. Unlike elemental spellcasters, Pyrokinetics rely on disciplined thought to produce heat and combustion, with no verbal or somatic components required. Their abilities are built around direct manipulation of thermal force.

Mental Fire Control

Pyrokinetics can produce flames on command, adjust heat levels with precision, and channel fire into constructs, weapons, or defensive zones. Their abilities allow them to ignite, project, and extinguish fire using mental effort alone. With training, they learn to bypass resistances, concentrate fire in tight formations, and prevent friendly fire zones.

They are commonly identified by temperature changes around them, often heating objects simply by standing nearby. Their clothing and equipment are typically heat-resistant or enchanted to withstand prolonged exposure to self-generated flame.

Training and Structure

Most Pyrokinetics are taught in controlled environments—mountain forges, desert compounds, or isolated bunkers—to prevent collateral damage. Training emphasizes measured activation, energy conservation, and restraint. Without proper focus, the mental strain of pyrokinetics can lead to burnout or loss of control. Some institutions require mental check-ins or stabilization routines to avoid flare-ups.

Applied Doctrine

The Pyrokinetic functions best as a high-damage frontline caster or siege operative. They can clear terrain, break enemy formations, and deny space through fire zoning. Advanced techniques include converting mental strain into temporary flame armor, causing chain combustions through mental targeting, and flash-melting barriers. Their presence on a battlefield is strategic and high-risk: effective when focused, dangerous when disrupted.


  • Passive Abilities:
  • Awaken Pyrokinetic Menta (5th)
    500 gp 5
  • Awaken Pyrokinetic Menta (8th)
    500 gp 8
  • Awaken Pyrokinetic Menta (12th)
    1000 gp 12
  • Awaken Pyrokinetic Menta (16th)
    2000 gp 16
  • Awaken Pyrokinetic Menta (20th)
    3000 gp 20
  • Awaken Pyrokinetic Menta (24th)
    3000 gp 24
  • Awaken Pyrokinetic Menta (28th)
    5000 gp 28
  • Awaken Pyrokinetic Menta (32nd)
    6000 gp 32
  • Awaken Pyrokinetic Menta (36th)
    8000 gp 36
  • Awaken Pyrokinetic Menta (40th)
    10000 gp 40

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information