Pyromancy

## Manifest Flame

**Alternate Names**: Gift of the Fateweaver, Impending Doom, Flicker, Called Fire

**Value**: 100xp

**Prerequisites**: None

**Action**: Half Action

**Focus Power**: Routine (+20) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: The most basic of the pyromancer�s talents, this is nevertheless one of the most difficult to master. Some pyromancers imagine they are reaching inward, to harness the burning fires of their own soul (or in some cases, their boundless rage). Others speak of pricking the smallest of holes in reality, so a daemon of Tzeentch may reach through and bestow the briefest flicker of malefic fre in their hands. When using this power, the psyker manifests a small globe of fire in his hands. The fire burns as long as the power is sustained, and hovers just above the psyker�s hands but does not burn him. The fire is equivalent in brightness to a standard glow-globe, easily illuminating a room. It can also set flammable materials on fire. A truly desperate psyker might try and use it as a weapon, but it is too unwieldy to grant any tangible benefits; the real benefit of this power is that it provides a flame for the psyker to manipulate with other abilities.

## Fire Bolt

**Alternate Names**: Flamer�s Bile, Scouring Blast, The First Canticle of Loringor

**Value**: 100xp

**Prerequisites**: Manifest Flame

**Action**: Free Action

**Focus Power**: Ordinary (+10) Willpower Test

**Range**: 15 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack

**Description**: A simple trick, the psyker flicks a bolt of fire he has manifested or finds conveniently nearby at a foe. Many deluded lackeys of the Imperium consider this a gift from their Corpse-God sent to scour heretics from the earth, though Heretics know it will just as easily burn the �faithful.� Some sorcerers use this ability to frighten their foes, shaping the flames into searing white lights, green-black spheres, or even obscenity-mouthing faces. Fire Bolt is a Psychic Bolt that requires a source of flame to manifest, as per the open flame rule. It is treated as originating from the source of flame. It deals 1d10+Psy Rating Energy Damage; if the psyker scores five or more Degrees of Success and hits his target, the target is set on fire.

## Fire Barrage

**Alternate Names**: Flamer�s Caress, The Second Canticle of Loringor

**Value**: 250xp

**Prerequisites**: Fire Bolt

**Action**: Free Action

**Focus Power**: Challenging (+0) Willpower Test

**Range**: 15 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack

**Description**: A more complicated and nuanced version of the simple fire bolt, the psyker catches up multiple bolts of fire from a single source and hurls them in a buzzing swarm at his intended target.

Fire Barrage is a Psychic Barrage that requires a source of flame to manifest, as per the open flame rule. It is treated asoriginating from the source of flame. It deals 1d10+Psy Rating Energy Damage; if the caster scores four or more Degrees of Success, any targets hit are also set on fire.

## Fire Storm

**Alternate Names**: Flamer�s Fury, The Third and Last Canticle of Loringor

**Value**: 500xp

**Prerequisites**: Fire Barrage

**Action**: Free Action

**Focus Power**: Difficult (�10) Willpower Test

**Range**: 15 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack

**Description**: The psyker summons an intense conflagration from a single source and hurls it through the air at his target. The air itself often ignites, burning the poor foes to cinders. Fire Storm is a Psychic Storm that requires a source of flame to manifest, as per the Open Flame rule. It is treated as originating from the source of flame. It deals 1d10+Psy Rating Energy Damage; if the psyker scores three or more Degrees of Success, any targets hit are also set on fire.

## Flaming Gauntlet�s

**Alternate Names**: Rage made Manifest, Burning Fist, Hand of Fire

**Value**: 200xp

**Prerequisites**: Manifest Flame

**Action**: Free Action

**Focus Power**: Ordinary (+10) Willpower Test

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: An almost instinctual power of many pyromancers is the ability to shroud their fists in flames as they pummel their foes. Some have even been known to call upon this power accidentally, which inflates their reputation amongst more studied sorcerers as wild and unpredictable. The psyker must have a fire source within range to manifest this power. Upon using it, flames slide around his hands and wreath them in flickering tongues as long as the power is maintained. This does not hurt the psyker, but his unarmed attacks do additional damage equal to his current Psy Rating and gain the Flame Quality. He does not count as armedwhen facing opponents with weapons while bare-handed. Anything he carries in his hands becomes damaged as if set on fire or exposed to high temperatures, with the exact effects dependent on the item and the GM�s discretion. This power�s abilities stack with the Unarmed Warrior and Unarmed Master Talents in the following manner. With Unarmed Warrior, he now counts as armed even when facing opponents with weapons while bare handed, and his attacks deal 1d10 damage with the Primitive (7) Quality, instead of the standard 1d5�3. The additional Damage from this power stacks with it. Having the Unarmed Master Talent removes the Primitive (7) Quality from his fiery attacks.

## Incinerate

**Alternate Names**: The Final Touch, Roaring Summoner of Destruction

**Value**: 750xp

**Prerequisites**: Manifest Flame, One with the Flame

**Action**: Full Action

**Focus Power**: Hard (�20) Willpower Test

**Range**: 2 metres x Psy Rating

**Sustained**: Full Action

**Subtype**: Attack, Concentration

**Description**: Truly one of the most difficult tricks of the pyromantic sorcerer is the ability to call forth the inner flame of another being, incinerating them from within. The primitive fire-callers of nomadic tribes within the Vortex are wont to say that the pyromancer stokes the soul-fires until they burn too hot for the body to contain. Of course the forge-masters of the Hollows laugh at this notion, speaking of exciting the sub-molecules within the body until they generate the plasma fury of a star. Whatever the means, the results are the same: a spectacular self-immolation.

The psyker selects a single target (this can be a living being, or a vehicle, or other inanimate object). This power does not require an open flame as per the Open Flame rule. If the Focus Power Test is successful, the target takes 1d10+1 Energy Damage, ignoring Armour. In subsequent Rounds, the power deals the Damage dealt in the previous Round plus 1d10+1 additional Damage, also ignoring Armour. (So in Round 2, the power would deal 2d10+2 damage, while in Round 3, the power would deal 3d10+3 damage, and so forth). The power requires the psyker�s utmost concentration to maintain. If the psyker ever uses a Reaction while sustaining this power, the power immediately ends and must be manifested again

## Molten Man

**Alternate Names**: The Ninth Incantation of Rholian

**Value**: 700xp

**Prerequisites**: Psy Rating 6, At least four other pyromancy powers

**Action**: Half Action

**Focus Power**: Hard (�20) Willpower Test

**Range**: Self

**Sustained**: No

**Subtype**: Concentration

**Description**: To have transcended the physical form and become an avatar of pure energy is no simple feat, and thus only the wisest and most learned have mastered such a trick. In this form, the psyker does not merely destroy, but consumes all matter in fire. Committing one�s self to the form of the Molten Man results in the following consequences:

* All equipment and weaponry carried by the psyker immediately bursts into flames and disintegrates at his feet. Even metal fails to resist the heat being so close in proximity to the psyker in this state. This causes no damage to the psyker himself.
* Before accounting for Toughness and Armour, the psykerreduces all Damage from heat and fire and half of the Damage caused by plasma, las, and melta weapons.
* The psyker gains the following qualities: Stuff of Nightmares and Unnatural Toughness (3).
* The heat he radiates is so intense that all creatures and objects within fve metres of the psyker suffer 1d5 Energy Damage at the beginning of each of the psyker�s turns.
* The psyker also gains the Deadly Natural Weapons Trait and can deal 1d10 + Psy Rating + Strength Bonus Energy Damage with his touch. Molten Man lasts for a number of rounds equal to the psyker�s Psy Rating, at which time he reverts to his normal form and suffers 1d5 levels of Fatigue due to the shock of the escaping heat and the resultant cold.

## One With The Flame

**Alternate Names**: Sculpt Flame, Flameweaver, Sok�caleth�s Dance of Control

**Value**: 400xp

**Prerequisites**: None

**Action**: Full Action

**Focus Power**: Difficult (�10) Willpower Test

**Range**: 5 metres x Psy Rating

**Sustained**: Half Action

**Subtype**: Concentration, Attack

**Description**: The Sok�caleth of Q�Sal are particularly infamous for their ability to control the flames around them through sinuous, flowing dances as the flames respond to their every gesture. To sculpt the flames, the sorcerers claim, one must invite the fire to dance with them, not try to control it. The psyker must have an available source of flame to use this power, as per the Open Flame rule. A successful Focus Power Test allows the psyker to do one (and only one) of thefollowing to a fire:

* Expand a fire up to one metre in any (or all) directions per Degree of Success on the Focus Power Test. If there is nothing to burn in this area, the fire remains there for one round before returning to its original size. Otherwise, the combustibles catch fire and the fire continues to burn. Anyone caught in the fire must make an Ordinary (+10) Agility Test or catch fire.
* Shrink the area of a fire up to one metre in any (or all) directions per Degree of Success on the Focus Power Test. This can extinguish the fire if it is shrunk to zero metres in size.
* Create animated shapes in the flames, such as people, creatures, or objects.
* Send a gout of flame coursing through the air to a range of two times the psyker�s Psy Rating in metres from the original fire. If there is nothing to burn in this area, the fire remains there for one round before going out. Otherwise, the combustibles catch fire and the fire continues to burn in a one metre by one metre area. Anyone caught in the fire must make an Ordinary (+10) Agility Test or catch fire.
* Cause the fire to either drastically increase in brightness, filling the immediate area with bright light (if it wasn�t already), or spew choking smoke and ash. If the psyker chooses the second option, an area within 2d10 metres of the fire in all directions counts as being filled with smoke (see the Black Crusade Core Rulebook, page 245) for 1d10 Rounds.

If the psyker chooses to sustain this power, each round he can choose a new effect. If the effect requires Degrees of Success to determine the magnitude of the effect, he uses the Degrees of Success scored on the initial Focus Power Test.