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View Full Version : Magic of Delfire (3.5 magic system and accessories, PEACH)



Kazyan
2013-04-21, 05:49 PM
Table of Contents:
Post 1. Delfire One
Post 2. Delfire Flames
Post 3. Delfire Feats and Items
Post 4. Del Heart prestige class (Soulborn/Delfire One limited theurge)
Post 5. Rules for Incidental Delfire
Post 6. Reserved
Expect more content soon!

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Delfire One

http://i188.photobucket.com/albums/z228/Hauntinomin/774228_orb_of_light_zps74fae684.jpg

"I've got something to help that. Watch it burn, the colors. Pretty, isn't it? I've had it since last year."

"Delfire" refers a series of closely-related, poorly-understood magical reactions that require very little--but more than zero--input to sustain themselves. Instances of delfire are very stable, generally remaining the same size, in the same way that fire does. In fact, delfire looks rather a lot like ordinary fire, if ordinary fire was licking up from the bottom of a sphere and was a strange color.

Delfire's reaction mechanism is capable of containing specific magical effects. These effects are neither arcane nor divine, but something else; highly mutated energies are stored within the makeup of the delfire and tint its color. Most delfire is recognizable by its hue and shading.

Delfire is rare due to its strange self-sustaining and difficult-to-replicate magical reactions, but it does appear occasionally and sporadically, when four or more supernatural effects are interacting. It gets in the way, makes a mess, and then sits there at the site of reaction until its fuel leaves. Common locations of delfire are at the edges of incarnum-laced sites, and in ruins of wizard towers.

"Delfire Ones", as they are called by scholars, are people who actively look for delfire and take it within themselves, using their bodies and minds as fuel for the stored reaction. Delfire Ones study their reactions and learn to store more and more energy, even creating new instances of delfire and changing the magical effects bound to each flame. Delfire becomes as much a part of themselves as their clothing, and by releasing and absorbing specific flames, they activate as wide a variety of powers as they can find and contain in themselves. Though absorbing flames sounds extremely dangerous, most people of the civilized races have enough personal energy—be it in body or will—to sustain at least one of the weaker flames of delfire within themselves safely. The art is no more dark and eldritch than casting spells, rare and apparently consuming as it may be.

Adventures: Delfire ones are typically energetic and open to new experiences, and adventuring can just be another expression of that. They also might adventure to find new delfire, then improve their management and capacity of flames.

Characteristics: Delfire ones are all about semipermanent magical effects and at-will abilities. Delfire can passively power the party's ambitions in downtime and in combat. Outside of their unique capability, a Delfire One is convincing and hardy, on account of the abilities they need to excel.

Alignment: Delfire Ones tend away from neutrality on the law-chaos axis. Some practice intense self-discipline exercises in order to improve their capacity for delfire, while others give themselves to the pull and emotion, and expand their capacity that way. Delfire Ones have no particular tendency between good and evil.

Religion: Religion has a surprising importance in the lives of many delfire ones, in that their art is dangerous and miraculous, which tends to make one pray for deific luck or protection. Beyond that, a delfire one might revere Boccob, as delfire is the accidental culmination of many kinds of magic. Others may simply make their own luck, and have no particular deity.

Background: Becoming a Delfire One is about discovery. Few teachers exist regarding becoming a Delfire One, so the whole process is usually fueled by serendipity. A person can puzzle out the proper mental and physical techniques to interact with whatever delfire they can find, and eventually learn how to collect the flames themselves. From there, it's just a matter of getting more curious and wanting to find more.

Races: The adventurous, energetic spirit common to Delfire Ones means that the most common race are gnomes, in that they have the hardiness, attitude, and serendipitous long life that help create a Delfire One. Other races they have only a few of these traits are humans, dwarves, and halflings. Elves may become interested in the eldritch energies despite their frailty. Half-orcs don't understand what the big deal is and don't have the serendipitous long life, and half-elves generally don't have the general qualities that make a good delfire user.

Other Classes: Other magic users have a similarity with Delfire Ones, so they get along amicably, except in the case of wizards or sorcerers too haughty about their own system of magic being superior. Delfire ones have most in common with incarnum users and warlocks, however, and may see more eye-to-eye with them. Melee classes don't have much in common with delfire users, so their interactions will be up to individual personalities. Rogues may be distrusted due to possible theft of flames.

Role: Delfire Ones provide direct battlefield control, damage, and debuffing in the form of delfire effects with a radius, or at-will buffs and damage in the form of "flares", forms of delfire that can be release and collected as part of the same motion. They fill rather the same role that a bard does.

Adaptation: Delfire does not have to be associated with fire, per se, nor does it have to be a magical accident. Delfire can be the result of abandoned experimentation, or magical waste products with usually-untapped potential. It could also take the form of lightning instead of having a fire motif.

GAME RULE INFORMATION
Delfire ones have the following game statistics.
Abilities: Charisma and Constitution are the most important ability scores by far, because they determine the number of nodes a Delfire One has available. Beyond those, a delfire one benefits from a high Intelligence for skill points, and possibly Strength or Dexterity for attacks.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: 3d4 x 10 gp.

Class Skills
The Delfire One's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

THE DELFIRE ONE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maximum Intensity


1st

+0

+2

+0

+2
Delfire Roster
1


2nd

+1

+3

+0

+3
Driven
1


3rd

+2

+3

+1

+3

2


4th

+3

+4

+1

+4
Create Delfire
2


5th

+3

+4

+1

+4
Fire Familiarity
2


6th

+4

+5

+2

+5

3


7th

+5

+5

+2

+5
Improved Fueling
3


8th

+6/+1

+6

+2

+6
Hot Vigor/Will
3


9th

+6/+1

+6

+3

+6

4


10th

+7/+2

+7

+3

+7
Quick Collection
4


11th

+8/+3

+7

+3

+7
Steaming Power/Control
4


12th

+9/+4

+8

+4

+8

5


13th

+9/+4

+8

+4

+8
Quick Closing
5


14th

+10/+5

+9

+4

+9
Residual Power/Control
5


15th

+11/+6/+1

+9

+5

+9

6


16th

+12/+7/+2

+10

+5

+10
Extract Fuel
6


17th

+12/+7/+2

+10

+5

+10
Superheating
6


18th

+13/+8/+3

+11

+6

+11

7


19th

+14/+9/+4

+11

+6

+11
Delfire Sight
7


20th

+15/+10/+5

+12

+6

+12
Plasma Spirit
8



Class Features
All of the following are class features of the Delfire One.

Weapon and Armor Proficiencies: The Delfire One is proficient with simple weapons. They are proficient with light and medium armor, but not with shields.

Delfire Roster (Ex): The basic ability of a Delfire One is to contain delfire within their own bodies. In essence, they virtualize the reaction's components and integrate it into their bodies. The reaction is not stopped, but needs to be fueled. A Delfire One learns to fuel those reactions passively with the metabolic energy of their body and their own force of will.

All Delfire Ones use a mixture of body and spirit to fuel delfire. Those who focus on the energy of the body (favor Constitution) have a number of flame nodes equal to their Constitution score minus 10, plus their Charisma modifier. Those who rely on force of will (favor Charisma) have a number of flame nodes equal to their Charisma score minus 10, plus their Constitution modifier. The Delfire One must choose which ability score to favor, and it remains so for the rest of their career. In-character, this distinction is obvious from later effects dependent on it. Delfire ones that favor Constitution are referred to as body-focused, and those that favor Charisma are willpower-focused.

By default, a flame node is Open. Open Flame Nodes do nothing by themselves, but can be discharged as a burst of energy into an instance of delfire under the Delfire One's possession. The way this works is specified in each kind of flame, but in all cases, it requires a standard action for Embers, or is done as part of the action to relese the flame for Flares. This discharge is referred to as closing a node. After closing, a node is Closed. A Closed node can be reopened with one hour of rest, and all nodes reopen after 8 hours of rest.

An Open node can also be Filled with a Flame. Flames are individual instances of delfire. Filled nodes cannot be closed; the Flame needs to be released first. Once released, the node is Open again. Unless otherwise stated in the description of the Flame, releasing it is a standard action. When released, a flame either creates a semipermanent magical effect, or it causes an effect and immediately fills the node again as part of the action required to release it. These two types of delfire are classified as Embers and Flares, respectively. Some flames can be released in multiple ways, or a Node can be closed to create one of multiple effects for the Flame.

As a full-round action, a Delfire One can collect a Flame of any intensity equal to or lower than their maximum, as shown in the table. A collected flame Fills an Open Node, and disappears from the game map, along with any effects it is currently causing, unless stated otherwise. A Delfire One can collect a Flame and fill a Closed Node with it, but in that case, the node becomes Locked--the Delfire One cannot release the Flame in it until they rest. A Locked node can become Filled by resting, in the same way that a Closed node can become Opened. If no nodes are available (all are Filled or Locked), a Delfire One cannot collect a Flame.

For example, a character with 5 flame nodes contains the Trailwick and Roughening Beacon flames. After resting for the night, all closed nodes open, and all locked nodes revert to merely filled. At the beginning of the day, two nodes are Filled, one with Trailwick and one with Roughening Beacon, and the other three are open. Over the course of the day, the Delfire one might close the three open nodes for a variety of reasons, leaving them with two nodes filled and three closed. If they release the Roughening Beacon, they would be able to close the node it formerly occupied. They do so to activate Roughening Beacon's node closing effect. After the combat is over, they collect Roughening Beacon, but all available nodes are closed--so, one of the closed nodes accepts the delfire, rendering the node locked. The Delfire one can no longer use the fmae for the day, and has to rely on Trailwick. The Delfire one is allowed to close the node containing a flare as part of the action to release the flare, but in doing so, that makes recollecting the flame lock a node. Now the delfire one has two locked nodes and three closed ones, and is probably best off sitting in the back and plinking away with with a crossbow for the rest of the day. Using nodes is resource management, but the more flames Delfire One collects, the fewer nodes they can use before eventually locking a few flames into place.

{table]|No Flame|Flame
Unused|Open|Filled
Expended|Closed|Locked[/table]

All delfire has an intensity between 0 and 7. If a Delfire One attempts to contain a Flame with an intensity higher than their maximum, the flame deals 1d4 damage to them per level over the limit, and the attempt fails. If a Delfire One contains a Flame of an intensity equal to their maximum, the power is almost too much to bear--they are slowed as if by the slow spell, though this effect is nonmagical.

Containing Delfire within one's body is extraordinary, and the delfire within continues to require the nodes even in an antimagic field. Though the Flames themselves are supernatural, they are safely virtualized within the Delfire One's body and are unaffected by antimagic fields, dispels, and even Disjunction.

A Delfire One has a "delfire level" that determines the maximum intensity of delfire that they can use, as well as the power of a few flame effects. See Table: The Delfire One for the correlation between delfire level and maximum intensity.

At 1st level, a delfire one starts with 2 flames collected. They can collect more by finding flames, buying Del Connectrixes, and at later levels, creating delfire on their own.

Driven (Su): At 2nd level, a Delfire One gains a +10' competence bonus to all movement modes. This bonus only functions while the Delfire One contains 2 or more Flames.

Create Delfire (Su): At 4th level, a Delfire One learns to pour their energy into creating new flames. By spending eight hours in rest to prepare themselves, immediately followed by one additional hour in meditation, they can create a new instance of delfire. The new flame can be of any intensity equal to or lower than theirmaximum intensity--thus, at level 5, they can create Intensity 3 flames. The flame does not physically appear; it fills a Node at the time of creation. Creating delfire at one's maximum intensity, or one below, is very difficult and requires special oils and incenses. These cost 200 gp multiplied by the intensity of the flame.

Besides the time and pssibly incenses required, creating new delfire has an associated cost by intensity. If the Delfire One cannot pay the cost, the attempt to create the flame fails.



Intensity
Cost


0
2 nodes close/lock after creation


1
4 nodes close/lock after creation


2
6 nodes close/lock after creation


3
2 Con damage & 2 Cha damage; 4 nodes close/lock after creation


4
4 Con damage & 4 Cha damage; 4 nodes close/lock after creation


5
2 Con drain & 2 Cha drain; 8 nodes close/lock after creation


6
4 Con drain & 4 Cha drain; 8 nodes close/lock after creation


7
6 Con drain & 6 Cha drain; 8 nodes close/lock after creation



Fire Familiarity (Ex): At 5th level, a Delfire One understands fire better due to their associations with its magical cousin. You gain a +2 bonus on Spellcraft checks made to identify any magical effect that produces fire.

Improved Fueling (Ex): At 7th level, a Delfire One has practiced their favored fuel for delfire extensively. If they favor Charisma, they gain Iron Will as a bonus feat. If they favor Constitution, they gain Great Fortitude as a bonus feat.

Hot Vigor (Su): At 8th level, if the Delfire One favors Constitution, they gain Resistance to Fire 10. Constant sweating and expressing energy mixes with the supernatural power flowing through them to make them more resilient.

Hot Will (Su): At 8th level, if the Delfire One favors Charisma, their mental forces grow so strong that they can concentrate as a swift action, instead of a standard. They effectively force a brief spike of willpower into focusing, freeing up time.

Quick Collection (Ex): At 10th level, a Delfire One can collect a flame as a standard action.

Steaming Power (Ex): At 11th level, if the Delfire One favors Constitution, they may close a node as a swift action to grant themselves a +8 morale bonus on any Strength check or Strength-based check.

Steaming Control (Ex): At 11th level, if the Delfire One favors Charisma, they may close a node as a swift action to ignore one mind-affecting effect currently affecting them, for the rest of the encounter. If they are not in an encounter, they ignore the effect for one minute.

Quick Closing (Ex): At 13th level, a Delfire One can close a node as a move action where it would otherwise require a standard action.

Residual Power (Ex): At 14th level, if the Delfire One favors Constitution, their flames last outside of their body for twice as long before dissipating, fueled by the abundance of vigor put into their release.

Residual Control (Ex): At 14th level, if the Delfire One favors Charisma, their flames do not necessarily dissipate when reaching the end of their duration. Instead, the Delfire One may, as an immediate action, collect the flame from a distance of up to 100', drawing on the last spark of self-control they used in the flame's release.

Extract Fuel (Su): At 16th level, a Delfire One may, as a full-round action, expunge a bit of their favored fuel through their hands, along with any number of flames contained within. The fuel manifests as a yellow, faintly fluorescent orb, about the width of one's palm and glimmering with the colors of the contained flames. The Delfire One takes 1 point of Constitution or Charisma drain in doing this, whichever is their favored ability score. This drain cannot be removed in any way except by retracting the fuel as below, and bypasses all immunities.

While the fuel is extracted, the flames within are sustained indefinitely, and the fuel is never used up. The Delfire One can retract their fuel and flames in the same way that they collect a flame. Doing so cures the ability drain.

Superheating (Ex): At 17th level, the Delfire One is deeply experienced with their favored fuel. By closing three nodes as a swift action, they may enter a state if incredible energy, powering themselves with a tremendous heightening of their fuel. Whichever fuel they favor, this state lasts for 5 rounds.

If they favor Constitution, their muscles surge with vigor and their skin nearly steams with heat. They gain a +10 bonus to Strength checks and Strength-based checks, their competence bonus to speed increases to +30', and they gain an additional move action per round (which cannot be used for closing a node.) Only once during the superheating, the Delfire One may choose to automatically succeed at a Fortitude save before rolling the d20.

If they favor Charisma, their body relaxes, hardens, and leaps in precision as self-control floods the processes of every superfluous action in their body. They gain a +10 bonus to Dexterity checks and Dexterity-based checks, 50 temporary hit points from ignoring "minor" structural failures of their body, and an additional swift action per round. Only once during the superheating, the Delfire One may choose to automatically succeed at a Will save before rolling the d20.

Delfire Sight (Su): At 19th level, the Delfire One's eyes seem to flicker as if the eyeballs were the orbs of flames. Illusory delfire burns on the perception of all interfering magic. The Delfire One is under a constant arcane sight effect of unlimited range, and can see the inner fire of all creatures: they gain the Lifesight feat (Libris Mortis) as a bonus feat. They need not meet the prerequisites for this feat.

Plasma Spirit (Su): At 20th level, the Delfire One's internal fire has grown uncontrollable, and their body merges with it as an entity of delfire. The Delfire One's body changes into an elemental-like, burning form made of delfire, of whichever coloration the Delfire One wishes. They gain the subtype, but can spend 5 rounds to become corporeal or change back. Their type changes to elemental, and they gain 5 nodes in addition to those granted by high ability scores.












Epic Delfire One

Epic delfire ones are the grandmasters of flames. They are not mere dabblers in a foreign and complicated magic--they [i]are delfire, and have unlocked the mystery of how flames are composed. With this knowledge, they unleash unstoppably powerful, profoundly unfathomable, orbs of completely new delfire onto the world.



Level
Class Feature
Maximum Intensity


21st
Weld Delfire
8


22nd

8


23rd
Epic Delfire
8


24th

9


25th
Epic Drive
9


26th
Bonus Feat
9


27th
Collect Self
10


28th

10


29th
Epic Welding
10


30th

11



Maximum Intensity: The delfire one's maximum intensity increases by one at 24th level, and increments again at every three levels beyond 24th.

Weld Delfire (Su): At 21st level, the delfire one unlocks the mystery of how delfire actually works. Through careful study, they can take apart multiple flames and reassemble them deep within themselves, leaving one flame where two existed before. The discarded parts of the other flames eat at their fuel, but this can be endured.

This ability works like Create Flames, except that you also destroy two flames that you contain. The flame you create as a result of this is a custom flame, classified as a welded flame. The welded flame has a unique name of your choice, and has the effects of both flame destroyed to create it. You cannot weld two of the same flame, any already-welded flames, or any epic flames. The welded flame has an intensity equal to the sum of the intensities of the destroyed flames, plus two. Save DCs should be calculated off the new intensity.

Consult the Create Delfire table for the cost of creating welded flames. For intensities beyond the table, the cost to create the flame is twice the intensity, minus eight, in Constitution drain and Charisma drain. 8 nodes also close or lock after creation, if the flame is of intensity 8 or higher.
Closing a node to enhance a welded flame only activates the node-closing effects of one the constituent flames, which you choose when you close the node.

Epic Delfire (Su): You can collect and create delfire of epic intensities: any flame of intensity 8 or higher that is not also a welded flame. No Del Connectrixes exist for epic delfire (or welded flames, for that matter), and it is not possible for non-epic magic to incidentally create epic delfire. Epic delfire cannot be collected without this class feature, even with sufficient maximum intensity--the collection simply fails and deals a minimum of 1d4 damage from the collection attempt, as if the Delfire One had attempted to collect of flame of one higher intensity than their maximum.

Epic Delfire takes up more nodes than normal delfire. Fore each point of intensity above 7, the epic delfire occupies 1 additional node. If any nodes an epic flame occupies are locked, the flame cannot be released, as if it were a nonepic flame occupying a locked node.

Epic Delfire is essentially unknown, which is why Uou is generally considered the peak of delfire's power. But in the same way that there is magic greater than even wish, delfire can go beyond the limits of conventional magic. It is, after all, contingent one whatever spawns it.

Epic Drive (Su): At 25th level, an epic delfire one's energy is boundless and comes in incredible bursts. The delfire one can close two nodes as a free action to immediately take a move-equivalent action. This action cannot be used to close nodes. This can be done at any time during their turn when they are not already taking an action, besides a full attack.


Sidebar: Breaking the action economy...or not
Even at epic levels, some restraint is required. It's generally understood that spellcasters were simply never given this restraint, because, among other things, they can ignore the action economy via the use of Multispell. At the same time, extra actions are extremely valuable and on the top of the to-get list for many adventurers, including those that practice the Sublime Way. By epic levels, you need to be able to take an extra action somehow.
Epic Drive is a compromise. Move-equivalent actions, while handy, can't really be used to end an encounter. There's not much you can do with them besides actually moving. Thus, the epic delfire one gets to move a lot, without breaking the game. Sadly, this ability is probably weaker than the Factotum's Cunning Surge.

Bonus Feat: At 26th level and every six levels beyond 26th, the delfire one gains a bonus feat drawn from the following list:
Damage Reduction, Del Mind, Del Swordsmanship, Del Vigor, Delfire Entertainer, Delfire Sword-dancer, Endurance, Epic Endurance, Extra Nodes, Fast Healing

Collect Self (Su): It sounds simple enough--if the delfire one is made of delfire, can they collect themselves? At 27th level, they can. By collecting the delfire that composes their bodies, they implode upon themselves harmlessly and leave their current plane of existence. They, effectively, reside within themselves temporarily.

After collecting themselves, the delfire one resumes existing in what is effectively a demiplane of dimensions equal to the delfire one's space (but not reach). The edges of the demiplane are decorated in orbs of delfire flames that the delfire one contains. Inside the demiplane, the delfire one can use any of their flames with unlimited duration, or have the effect of any of their flames occur on them (or the demiplane's area) for any duration they desire. The delfire one cannot be reached inside this personal space, short of divine intervention. Not even wish can pull the delfire one out of the space or cause someone to enter. (If the attempted trespasser is a 20th+ level delfire one or otherwise composed of delfire, the can enter through wish. Exit is possible for them via any plane-shifting magic, or they can be released by the delfire one.) A wish to pull the delfre one out of their space does cause them to exit in the intended destination when the release thmeselves, however. No scrying or divination magic, except any that can penetrate mind blank, will work on a delfire one containing themselves.

A delfire one can bring gear with them when they contain themselves. Plane shifting magic, though ineffective in entering the space, can allow the delfire one leave without releasing themselves. When a delfire one releases themselves, they appear where the collected themselves. This is possibly subject to shunting if an object occupies the location, as dimension door.

A delfire one cannot leave their gear within themselves--that is the purview of the Consumption flame--but it is possible that a creature might be in the space when the delfire one releases themselves. For example, if a delfire one contains themselves while holding a bag of holding, and an ally crawls out of the bag, they could be left behind. In this case, the ally is stuck until they can be plane shifted out. The delfire one cannot release their ally the same way they release delfire.

A delfire one can also contain and release other creatures composed of delfire. For example, an epic delfire one might contain a second epic delfire one, in order to smuggle their friend beyond powerful magical security.

Epic Welding (Su): At 29th level, the epic delfire one may welded flames that are already welded flames, or are epic. Doing so increases the intensity of the resultant flame by 4, or 8 if both component flames are epic and/or welded. Welding an epic flame with produces a flame that counts as both epic and welded.

You may also weld two of the same flame. The result is slightly different from normal welding--it is the same as one of the constituent flames, but all numerical values written in numerals are doubles. Remember that doubling a double equals a triple, and so on, in the case of a welding chain that combines three or more of the same flame.

Kazyan
2013-04-21, 05:51 PM
DELFIRE FLAMES

NAME
Coloration:
Brand: (Duration)
Effect:
Node Closing Effect: For an Ember, closing a node to activate this effect must be done after the flame is released. For a Flare, closing a node is part of the action to release the flame.

When a saving throw is called for in the flame description, the save DC is 10 + flame intensity + favored ability score modifier.

Some flames must be released into your hand, where you hold it. Unless otherwise stated, for a flame like this, if you release it and do not pick it up for longer than 5 rounds, it is destroyed.

When delfire duplicates a spell or power effect, the caster level is equal to your delfire level unless stated otherwise.

Closing a node to activate the node-closing effect of a flame is a standard action.

Intensity 0

ROUGHENING BEACON
Coloration: Dark gray with irregular points of black.
Brand: Ember (1 hour)
Effect: You release this flame onto yourself (in which case it moves with your body) or a square within your unarmed reach. The flame causes squares within 5 feet of it to be treated as difficult terrain, as it temporarily roughens the surface of the floor and causes phantom stones. You are unaffected by this difficult terrain if you have released the flame onto yourself.
Node Closing Effect: All creatures within the difficult terrain become entangled for 1 round.

ANTICIPATE
Coloration: Faint blue--the color of concentrated ozone.
Brand: Flare
Effect: By releasing this flare, you teleport a distance of zero feet, but are delayed as if by an anticipate teleport spell. In effect, you disappear for one round, then reappear. This is a teleportation effect, despite moving no distance. If you cannot reappear, due to an object or creature occupying your former space, you are shunted similarly to dimension door's shunting.
Node Closing Effect: You are delayed by three rounds instead of one, and can move ten feet instead of zero. You must choose where to teleport to when you release the flame, and you must have line of effect. If line of effect is broken in the intervening rounds, you instead move zero feet. If you cannot reappear, due to an object or creature occupying your former space, you are shunted similarly to dimension door's shunting.

TRAILWICK
Coloration: Pale yellow.
Brand: Flare
Effect: As part of releasing this flame, make a melee touch attack against an opponent within your unarmed reach. If this attack succeeds, you deal a number of d6s of fire damage equal to your maximum intensity.
Node Closing Effect: As the standard effect, except that the damage is multiplied by 1.5.

NIGHTLIGHT
Coloration: Pale green, with a teal tint.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. The flame continuously sheds light as a torch, and can be used as a one-handed thrown weapon that deals 1d8 base damage, has a threat range of 19-20/x2, and deals untyped energy damage (thus bypassing DR.)
Node Closing Effect: The flame sheds light at four times the radius of a torch and interacts with magical darkness effects as if it were a 2nd-level spell with the [Light] descriptor. As a thrown weapon, its base damage increases to 1d10. These effects last for 5 rounds.

MAGE GLOBE
Coloration: Reflective silver.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. If you release it and do not pick it up for longer than 2 rounds, it is destroyed. The flame's orb dims into a solid, reflective surface when held, but the reflected world may be imbued with strange colors. By staring into the reflection, you view the world as if through a detect magic effect after 2 rounds of concentration. However, the odd viewing angle you need to contort yourself into makes you flat-footed and halves your land speed. Looking into the globe is a move action.
Node Closing Effect: For 5 rounds, looking into the globe also reveals invisible creatures as see invisibility.

YAULON
Coloration: Deep blue.
Brand: Ember (7 days)
Effect: You release this flame into a 5-foot square within your unarmed reach. The flame enhances creation, granting creatures within 100' with line of effect a +4 competence bonus to Craft and Appraise checks. In addition, creation of magical and psionic items is accelerated under this effect, taking 20% less time if the entire duration is spent within effect of the flame, with proportional reductions for proportionally less duration spent.
Node Closing Effect: This flame does not benefit from closing a node.

Intensity 1
JAUNT
Coloration: Scarlet.
Brand: Flare
Effect: You teleport up to 10 feet. You must land on a solid supporting surface, and you need both line of effect and line of sight to the destination to activate this ability
Node Closing Effect: As above, but you teleport up to 100 feet.

GUULSVAS
Coloration: Lavender.
Brand: Ember (5 minutes)
Effect: You release this flame onto an object within your unarmed reach. As long as the flame resides on the object, you can change the object's patterning and color at-will, provided you have line of sight. These changes do not last after the flame is collected or destroyed.
Node Closing Effect: Creatures with line of sight to the object are affected as if by the hypnotic pattern spell, including the HD limit on total and creatures. Use your delfire level in place of the caster level. The duration is Concentration + 1 round.

PLUME
Coloration: Beige.
Brand: Ember (1 hour)
Effect: You release this flame into a 5-foot cube. Every round, the flame makes a bull rush attempt at a bonus equal to your delfire level against every creature within a 15 foot radius. The flame itself does not move, but its plumes of wind push the enemies back, away from the flame. The results of the bull rush may push creatures to a distance further than 20' from the flame, and in fact the flame always pushes the maximum allowed distance.
Node Closing Effect: The flame immediately makes bull rush attempts as above, but at a bonus equal to +20 + twice your delfire level.

SPITHUR
Coloration: Somewhat dark blue with a green tint.
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. All allies within 20' gain the benefit of the Alertness feat. In addition, while you contain this flame, you also gain the benefit of the Alertness feat--releasing the flame is primarily to bolster your allies' senses.
Node Closing Effect: The radius of the effect increases to 100'. This effect lasts until the flame is destroyed or collected.

ENERGY COMA
Coloration: Faded gray-red.
Brand: Ember (1 hour)
Effect: You release this flame into a 5-foot cube. All creatures within 15' of the flame must make a Fortitude save every round that they stay within the flame or lose 20 points of energy resistance, distributed evenly across their resistances. This effect lasts until the flame is collected or destroyed.
Node Closing Effect: Creatures within 100' of the flame, at your discretion, must immediately make a Fortitude save or lose all energy resistances. This effect lasts until the flame is collected or destroyed.

GRAVITIC ANOMALY
Coloration: Eggshell brown.
Brand: Ember (1 hour)
Effect: You release this flame into a 5-foot square. All creatures within a 15' radius experience gravity at a slightly lower, fluctuating intensity. Any creature that moves into or out of a square in the radius must make a Balance check of DC 11 to continue moving. Failure by 4 or less means that they stop. Failure by 5 or more renders them prone in the square they moved into. A creature is only subject to this effect once per round. In addition, all Jump checks made within the area are made with a +4 circumstance bonus.
Node Closing Effect: All creatures within 30' of the flame, at your discretion, must immediately make a Balance check equal to your save DC or fall prone.

DISNAIM
Coloration: Sickly yellow-green.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. While holding this flame, you gain spell resistance equal to your favored ability score. You can raise or lower this energy resistance as a free action.
Node Closing Effect: As above, except that the spell resistance increases by 2. This improvement lasts for 5 rounds.

Intensity 2
CONSUMPTION
Coloration: Sea green.
Brand: Flare
Effect: You release this flame by targeting an object within your unarmed reach no larger than one cubic foot in volume. That object must make a Fortitude save or be immediately "consumed" by the flare. In actuality, the object is stored within the flame, which is stored within you by its collection. The object has no weight while stored in this way, but you cannot store multiple objects in the same flame. After storing an object, the next time you release this flame, you recreate the object in a burst of delfire, in a square within your unarmed reach.
Node Closing Effect: This flame has no additional effects from closing a node.

LIGHT OF THE MIND
Coloration: Bright pink.
Brand: Ember (24 Hours)
Effect: You release this flame into your hand, where you hold it. If you release it and do not pick it up for longer than 2 rounds, it is destroyed. All allies within 100' of the flame gain a +4 bonus on Will saves against mind-affecting effects.
Node Closing Effect: For 5 rounds, all allies within 100' of the flame are immune to mind-affecting effects.

NOHUN
Coloration: Uneven violet.
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. While holding the flame, you become nondescript to the minds of others, and their thoughts and perceptions turn away from you. This effect is mind-affecting. Creatures that are not looking out for anything take a -10 penalty to Spot and Listen to detect you. Creatures that are on general alert take a -5 penalty to Spot and Listen. Creatures looking specifically for you take no penalty. In addition, when a creature notices you, they must make a DC 12 + your favored ability modifier Concentration check. Failure means that they cannot recall what you look like and stop paying attention to you. They must make a Spot or Listen check to notice you once more. If a creature engages in combat with you, they always remember what you look like and do not lose attention, unless you spend one full round doing nothing.
Node Closing Effect: The Spot and Listen penalties increase by 2 and the Concentration check DC increases by 2. This improvement lasts for 5 minutes.

WHITEHEART
Coloration: Brilliant white.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. If you release it and do not pick it up for longer than 2 rounds, it is destroyed. The flame emits shadowy illumination out to 30' with wispy strands of light. You, and you alone, see into the hearts of those within the light: you view the world within the light as if through simultaneous detect evil, detect good, detect chaos, and detect law spells, each under three rounds of concentration automatically.
Node Closing Effect: For 5 rounds, you also view the world as if under three rounds of concentration on a detect thoughts spell. The flame also emits normal illumination out to 30' and shadowy illumination out to 60'.

SAIHH
Coloration: Very dark teal.
Brand: Ember (1 minute)
Effect: You release this flame into your hand, where you hold it. If you release it and do not pick it up for longer than 5 rounds, it is destroyed. While holding this flame, several marble-sized beads orbit the flame, each the same color as the delfire. As a move action, you can direct one of the beads at a target within 30'. This requires a ranged touch attack. If you hit, the high-speed bead deals 1d6 + your favored ability modifier in bludgeoning damage. The flames normally have 6 beads, but if you contain two or more Siahh flames, the flame appears with 8 beads. If you contain three or more Siahh flames, you can direct a bead as a free action once per round.
Node Closing Effect: You immediately direct three beads at any combination of valid targets. If you contain three or more Siahh flames, you can direct five beads.

DRIVEN BODY
Coloration: Mauve.
Brand: Flare
Effect: You release this flame onto an ally within your unarmed reach. For 1 round, that ally gains a +4 morale bonus to Strength and Constitution, and a +10' morale bonus to land speed.
Node Closing Effect: As above, but the ally also gains an additional attack on a full attack at their highest attack bonus. This bonus attack does not stack with haste or any sources of additional attacks that also don't stack with haste.

Intensity 3
THOUGHTWIRE
Coloration: Red-tinted silver.
Brand: Flare
Effect: You release this flare onto a creature within 100'. You need not make a ranged touch attack; you merely point towards the creature as you release the flame. This allows you to send a short telepathic message of up to 25 words. The recipient may respond telepathically within 1 minute, again with a message of up to 25 words.
Node Closing Effect: For 10 minutes, you gain telepathy out to 15 feet and the benefit of the Mindsight feat (LoM) for that range.

RESHAPER
Coloration: Rose-petal.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. All allies within 20' of the flame are subject to a supernatural disguise self effect at a caster level equal to your delfire level. You are also subject to this effect.
Node Closing Effect: As above, but you and you alone are subject to an alter self effect instead of disguise self, except that you can only alter into creatures with up to 1 Hit Die. If you close the node while you are already altered, you immediately choose a new form to alter into.

OXOLAMP
Coloration: Pale gray, with pink edges
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. All air within 20' of the flame becomes breathable and free of toxins, smoke, or any concealing fog effect. The latter requires an opposed check if it is magical. The check is delfire level against caster level. Oxolamp can clear Dream Fog with a sucessful oposed delfire level check, and if the entire fog is cleared, all objects within will reappear. and possibly be shunted.
Node Closing Effect: The flame also neutralizes poison and cures disease within the radius. You must make a delfire level check against the save DC of each poison or disease within the radius. If you fail the check, you cannot make it again for 24 hours.

RANNICA
Coloration: Vermillion.
Brand: Flare
Effect: You release this flame onto an improvized weapon you hold in another hand. You become proficient with that specific object as a weapon, and it functions as a manufactured weapon for the purposes of spells and effects. Your proficiency lasts for 24 hours. In addition, so long as you contain his flame, the nonproficiency penalty for wielding an improvized weapon decreases by 1.
Node Closing Effect: As above, but the improvized weapon is treated as masterwork for the purposes of spells and effects. You do not, however, gain the +1 enhancement bonus to attack rolls from closing the node, though a magic weapon spell or similar effect may grant one.

PROPION
Coloration: Grayed orange with yellow-gray edges.
Brand: Ember (1 hour)
Effect: You release this flame onto yourself (in which case it moves with your body), into your hand, or into a square within your unarmed reach. The flame emits a cloud of smoke to a radius of 30'. A strong wind disperses it except for the square that the flame is in. The smoke blocks line of sight, thus granting concealment to everything in it.
Node Closing Effect: You, and you alone, can see through the smoke as if it were air, for 5 rounds.

HOLMACOIS
Coloration: Very pale violet.
Brand: Ember (1 hour)
Effect: You release this flame onto yourself (in which case it moves with your body), into your hand, or into a square within your unarmed reach. The flame emits a cloud of electrical static out to a radius of 100'. All enemies within the cloud take 1 electricity damage per round. Creatures attempting to cast spells or use spell-like abilities must make concentration checks as usual for continual damage effects, but this applies even if they are immune to (or have sufficient resistance against) the electricity damage.
Node Closing Effect: All enemies within the cloud immediately take 2d6 electricity damage, and must make a Fortitude save or become sickened for 1 round.

TALONIA
Coloration: Flamboyant magenta.
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. Within 30', trails of scents left by creatures become visible to the naked eye, in a variety of colors. Creatures that can see these trails gain a +8 circumstance bonus to Survival checks made to track, and a further +2 circumstance bonus to Survival checks in general (these effects stack). In addition, clouds of scent allow you to detect invisible creatures as if they were visible, unless they do not have or are otherwise hiding their scent. Creatures with the Darkstalker feat (Lords of Madness) can avoid being spotted with a successful Hide check.
Node Closing Effect: The range of the above effect increases to 60' for 1 minutes.

Intensity 4
CINNIXER
Coloration: Dark red to the point of near blackness, with brighter red edges.
Brand: Ember (1 hour)
Effect: You release this flame into a 5-foot square within your unarmed reach. Once per round, the flame can draw an object within 100' toward itself with an effective Strength score of 10 + twice your delfire level, with the object selected at your discretion and requiring line of effect. Any unattended and unsecured item flies directly and safely to land within inches of the flame, but drawing an item towards itself that another creature is holding (such as a weapon) requires a successful disarm attempt. Use a strength modifier equal to your delfire level for this purpose.

This effect functions like the Wu Jen spell magnetism in all other ways.
Node Closing Effect: The flame immediately draws one object towards itself, and its strength score for that draw is equal to 15 + twice your delfire level.

POLYTRISM
Coloration: Steel gray.
Brand: Flare
Effect: You release this flame onto a stone or metal object, to a maximum volume of one eighth of a cubic foot per delfire level, within your unarmed reach. That object immediately reshapes, over the course of 1 round, into whichever shape of the same volume that you desire. The shape must be whole and singular, which precludes moving parts. You can create tools in this way, but they are never masterwork.
Node Closing Effect: As above, but you can create masterwork tools with a Craft check of the appropriate type, at DC 30. If the check fails, the tool functions, but is non-masterwork.

SUSTAINING WARMTH
Coloration: Ghostly-pale sea green.
Brand: Ember (7 days)
Effect: You release this flame into a 5-foot square within your unarmed reach or into your hand, where you hold it. You can pick up and move the flame as if it were an ordinary object. All creatures within 100' of the flame, and have line of effect to the flame, do not require food or water, as if the flame were a ring of sustenance that they were wearing. They also only require 2 hours of sleep every night, and no acclimation time is required.

In addition, as long as you have this flame collected, you do not require food or water and need only 2 hours of rest per night.
Node Closing Effect: This flame does not benefit from closing a node.

LIVING CHARGE
Coloration: Solid orange.
Brand: Flare
Effect: You release this flame onto an ally within your unarmed reach or yourself. That ally gains 10 + your delfire level in temporary hit points, which last for 10 minutes.
Node Closing Effect: As above, but the temporary hit points are doubled.

ASIROCATUS
Coloration: Vibrant orange with yellow edges, similar to actual fire.
Brand: Ember (1 hour)
Effect: You release this flame onto yourself (in which case it moves with your body) or a square within your unarmed reach. All allies within 100' of the flame gain resistance to an energy type you select equal to your delfire level. You select the energy type, and every ally resists the same type.
Node Closing Effect: For 5 rounds, the energy resistance granted doubles.

TIMEWIND
Coloration: Deep purple with brown-tinted edges.
Brand: Ember (1 hour)
Effect: You release this flame onto an object within your unarmed reach. That object begins to age in reverse and at an accelerated pace, undoing the effects of rust and decay in a matter of seconds. A number of months pass in reverse equal to the number of rounds the delfire burns upon it. You cannot age an object to before its creation, but it can de-age to pristine condition.
Node Closing Effect: This flame does not benefit from closing a node.

Intensity 5

WINDTAKER
Coloration: Translucent gray.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. If you release it and do not pick it up for longer than 10 minutes, it is destroyed. The flame hovers in the air and is not subject to gravity. You and all allies within 100' of the flame can hover as well, and gain a fly speed at good maneuverability equal to twice their base land speed.
Node Closing Effect: You and all allies within 100' of the flame are subject to a dimension door effect at a caster level equal to your delfire level. Your relative positions stay the same. You choose where you and your allies appear. The flame must be in your hand to gain the benefit of closing a node.

PERESTRIKIL
Coloration: Shaded yellow with white edges.
Brand: Ember (5 minutes)
Effect: You release this flame into a 5-foot square within your unarmed reach. Once every round, the flame generates a "spark" in its square, a small glowing ball of light that can emit rays of light. Treat a spark as a lantern archon in all ways, except that it lacks the [Archon] and [Good] subtypes. You can command a spark or group of sparks as a move action, and they follow your instructions as Summon Monster. Sparks last until the flame is destroyed or collected, but the flame temporarily ceases generating sparks when it has created five of them at once.
Node Closing Effect: The flame immediately creates a "greater spark" in its square. The greater spark counts towards the five-spark limit. Treat a greater spark as a Will-o-wisp, except that it also has a light ray (as normal sparks) and lacks the Natural Invisibility ability.

LOYSIOTISM
Coloration: Royal purple with teal edges.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. While holding the flame, you are constantly surrounded by a lesser globe of invulnerability, as the spell.
Node Closing Effect: For 5 rounds, the lesser globe becomes a normal globe of invulnerability, as the spell.

WROTIOVAULIX
Coloration: Teal, with gradient blood-red edges.
Brand: Flare
Effect: You release this flame onto a magic item. By doing so, the item must make a Will save (if being wielded or intelligent). If the item fails or is not entitled to a Will save, it is disjoined from its enchantments.

The magic is not lost, but instead is stored within the flame, as the consumption flame stores objects. You can release the flame again onto an object of similar make, or the original object, to add the stored enchantments to the target. The target must fill the same body slot as the original item. For example, you could strip a +1 Flaming Longsword of its +1 Flaming properties and add them to a masterwork lance, but not a non-masterwork lance, a shield, or an ioun stone. In the case of weapons, armor, or shields, you cannot transfer enhancements to an already-magic item.

Magical effects that are not enchantments are unaffected by this flame.
Node Closing Effect: This flame does not benefit from closing a node.

DREAM FOG
Coloration: Pale, smoky green.
Brand: Ember (7 days)
Effect: You release this flame into a square within your unarmed reach. The flame emits a plume of pale, smoky green fog to a radius of 20 feet, which contains you (unless you use extreme reach to avoid this). The fog is translucent--one can see 5 feet into it, but anything further than that has total concealment.

The inside of the fog is a nondimensional space. Though it occupies a 20' radius of external space, the inside is of unlimited volume. Objects simply float in the dream fog, completely surrounded by it in all directions. One can approach any object or creature contained within that they wish, simply by moving 5', and the desired object or creature will apparently come within their 5' viewing radius. In reality, the nondimensional space unifies the locations of you and the object. You can leave an object by moving 5' away from it, and your location will be divested from it. Dream fog can contain any number of objects, but each individual object must fit within the physical space in the "real" world that the dream fog occupies.

When releasing the flame, the flame and (probably) you are automatically contained within the dream fog.

Objects or creature contained within the dream fog can be taken out by reaching inside and desiring to grab them. Anyone trying to take something must be aware that the object/creature exists within the dream fog, and what the object/creature is--simply suspecting that there is someone inside is not enough to get anything. Creatures within the dream fog can exit at any time by moving five feet and desiring to leave, and they need not exit at the same point they entered.

If the flame's duration expires, all objects are shunted out of the fog, as the shunting effect of dimension door in the case of volume beyond what the dream fog physically occupied.
Node Closing Effect: The dream fog lasts 30 days instead of 7.

Intensity 6
YANG BODY
Coloration: Dirt brown with gray-and-black dotted edges.
Brand: Special (24 hours; see text)
Effect: You release this flame as part of a full-round action in which you cup your hands and stomp your feet. The flame is released into your hands, and your body inverts into the ground.

You cannot let go of the flame in this state. You exist in an opposite way, with gravity pointing upwards, but in which you treat solid and liquid matter as being permeable and gaseous matter as solid. You walk across the same surface as others, but upside down, and if you fly somehow, you can fly downwards into the earth (if you are on solid earth). You can burrow through the "solid" air if you have a burrow speed that functions without the use of your hands.

Your body is not solid while inverted, but gaseous. Others can track your location by looking for foot-shaped openings in the ground leading to a body-shaped crevasse.

While inverted, you can see through solid and liquid matter as if it were translucent, giving you a shortened line of sight (distance penalties to Spot are quadrupled). You can still detect happenings on the surface through mundane and supernatural senses.

If you attempt to pass through someone's body, you instead end the effect of yang body and appear standing next to them, as if you walked out of their body as if it were a door. You can end the effect of yang body at any time when you are standing by collecting the flame again, at which point you invert back to the surface in the square you were standing in.
Node Closing Effect: This flame does not benefit from closing a node.

Author's Note
To get an idea of how Yang Body works, play one of the Shift series of flash games.

NULLITY FLASH
Coloration: Translucent dark gray, resulting in a black center no matter then angle one looks at it from.
Brand: Flare
Effect: You release this flame onto a creature within 30' by making a ranged touch attack. That creature must immediately make a Fortitude save. If they fail, they take 2 negative levels. If they succeed, they only take 1.
Node Closing Effect: The creature takes an additional two negative levels.

VEINS OF MERCURY
Coloration: Reflective, pale pink.
Brand: Ember (24 hours)
Effect: You release this flame onto your body, in which case it moves with you, or into a 5-foot cube. All creatures within 100' of the flame must make a Fortitude save or become incredibly sluggish as their blood slows--they take a -6 penalty to all physical ability scores. A successful Fortitude save reduces the ability score penalties to -2. Once a creature saves against this effect, they need not save again for 24 hours.
Node Closing Effect: The ability score penalty on a failed save becomes -8, and becomes ability damage instead of a penalty regardless of whether the save succeeds or not. The ability damage does not stack if a creature enters, exits, and re-enters the spell's radius of effect.

ASSUMPTION
Coloration: A gradient of indigo in the center, fading to the color of grass and then to autumn leaves at the edges.
Brand: Ember (7 days)
Effect: You release this flame onto an object of up to Gargantuan size. That object animates under your control, as an animated object, which also gains a fly speed of 120 ft. at good maneuverability. The object also ignites in illusory indigo fire all over its surface, which sheds light as a torch. The animated object cannot attack.

You have a telepathic bond with the object, and can give telepathic commands over any distance as a free action.
Node Closing Effect: As above, but you may also animate Colossal objects of up to 100 feet in their longest dimension.

ZON-SCRY
Coloration: Desaturated blue and purple, swirling together like smoke.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. Everything within 100' becomes undetectable by divinations. No divinations can penetrate the area; they simply do not reveal anything or fail, depending on the exact nature of the divination. Wish and miracle can foil this effect, unless your delfire level is 18 or above. This protection exists in space and time alike--not even divination that look into the past can pierce this protection if they attempt to gather information on a place and time in which this effect was in place.
Node Closing Effect: Select one ally within 100' and that you have line of effect to. That ally becomes affected as if by a supernatural mind blank effect until the flame is destroyed or collected, even if they leave the 100' radius of this flame's normal effect.

Intensity 7
GLUSNEBEN
Coloration: Brilliant, everwhirling, pale blue points over a white surface, with equally blue edges.
Brand: Ember (24 hours)
Effect: You release this flame into a 5-foot cube. Every round, you can direct the flame as a free action to produce a wall of force every round, each of which lasts for one round. The walls of force are created at a caster level equal to your delfire level, and can be created anywhere so long as they exist entirely within 100' of the flame.
Node Closing Effect: The flame immediately creates three walls of force, as above.

EXTERMINATE
Coloration: Blood red motes crisscrossing a jet black surface, with equally red edges.
Brand: Ember (1 hour)
Effect: You release this flame into a 5-foot square within your unarmed reach. The flame immediately beings rolling towards the nearest enemy at a fly speed of 30 ft. (perfect), taking double move actions each round at the optimal route. Once the flame enters an opponent's square, it detonates violently as a free action, dealing 30d6 fire damage to the target, and the stops moving for two rounds. A sucessful Reflex save halves the damage. Detonation does not destroy the flame. Following that round, the flame beings rolling again to the nearest enemy to repeat this process.

You can also direct the flame towards a particular enemy as a move action, or instruct it to see out a particular target outside of combat. If you take the latter option, you must have an accurate description of the target. If the target is protected by a mind blank or nondetection effect, the flame does not move. After the flame destroys its target in this instance, it returns to you at its speed.

The flame cannot be attacked, though a targeted dispel magic can suppress its properties or disjunction can destroy it, like all delfire.
Node Closing Effect: The next time the flame detonates, it deals 180 fire damage instead of 30d6.

LIFE ABSENCE
Coloration: A transparent center no matter the direction one looks at it from, fading to ghostly gray at the edges.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. All allies within 100' of the flame are affected as if by the veil of undeath spell (Libris Mortis).
Node Closing Effect: For 10 minutes, all allies within 100' of the flame gain the subtype.

HUGINOHOX
Coloration: A tightly-whirling white that appears brighter than any other color of white it can be compared to.
Brand: Ember (7 days)
Effect: You release this flame into your hand, where you hold it. The flame burns voraciously, creating an effect identical to [I]antimagic field, except that the radius is 100' and that delfire is unaffected (including the incorporeal form of a 20th-level delfire one, which does not wink out). Huginohox is prized by delfire ones as the second most-powerful flame, with the ability to shut down even powerful spellcasters.
Node Closing Effect: The radius of the antimagic field increases to 10,000' for 1 minute, and ignores line of effect. After the minute ends, you automatically collect the flame, and it cannot be released again for 8 hours.

UOU
Coloration: Uou burns as an unnamed fourth primary color. The color is not distracting, as it seems very obvious and unremarkable that the color should exist, a realization that everyone comes to the moment they set eyes on the flame.
Brand: Flare
Effect: Known collectively as the most powerful instance of delfire, Uou is coveted above all other flames for the grand feats its possessors can perform. You release this flame onto a creature within your unarmed reach. That creature gains a modicum of near-perfection in several ways, for 5 rounds--they gain the benefits of true seeing and haste effects, a +6 perfection bonus to all ability scores, and DR 5/--. In addition, so long as you contain this flame, you do not age, and are functionally immortal unless killed by an outside source--your body operates so perfectly that aging does not accrue. You do not gain penalties or bonuses from aging.
Node Closing Effect: As above, but the perfection bonus increases to +10.

LIQUID BODY
Coloration: Blue-purple with aqua edges.
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. The delfire turns your body into a translucent, watery mass, similar to a water elemental. This grants you the ooze type and extraordinary physical pliability. You gain a +30 bonus to Escape Artist checks and the ability to store objects inside your body, by shoving them under your skin. Storing or retrieving an object within you requires a standard action, and you can only store objects up to your body's volume. You can store equipment in this way and gain the benefits of them as appropriate to the magic item slot, and this blocks line of effect to the equipment.
Node Closing Effect: Your equipment and body become fully liquid, along with all flames you hold. You can flow like water, and abandon humanoid shape. This lets you become effectively immune to grappling, but you cannot hold or manipulate objects. You gain blindsense out to 30 feet while in this form, and can flow through any opening larger than the head of a pin. Your move speed as a puddle of water is 20'. If any part of you is separated from the main mass of water, you lose a percent of hit points equal to twice the percent of water you lost until rejoins. The effects of all flames are suppressed, except for Liquid Body.
As a full-round action, you can revert to humanoid ooze-like form to end the node-closing effect. Otherwise, the effect lasts until the delfire's duration ends.



EPIC DELFIRE FLAMES

Intensity 8
ENERGY EXOSKELETON
Coloration: Smoky gray static, flickering with all colors of the rainbow.
Brand: Ember (1 hour)
Effect: You release this flame onto yourself. The flame immediately smokes, and the plume of gas form around your body to create a suit of armor. This suit of armor is enormous and fits around you, without taking up your armor body slot. It increases your size category, granting you bonuses as penalties, as per monster size increases from advancing hit dice. The natural armor bonus, if any, becomes a deflection bonus. The armor seems to be solid despite being made of smoke, and grants your internal form concealment. You can breathe normally in the smoke.

In addition, you gain immunity to one energy type of your choice when you release this flame. When you would take damage from this energy type, you instead gain temporary hit points equal to the damage you would have taken for 1 hour, and the armor becomes solid for 5 rounds. While solid, the armor grants you total cover from all attacks, and the armor itself has hit points equal to your ten times your delfire level minus 200. The only way to reach you is to destroy the armor, but it has Hardness equal to one tenth of the temporary hit points you gained. The solid armor takes full damage from all energy types, regardless of your immunity. When the armor is destroyed, it reverts to smoky form.
Node Closing Effect: The armor becomes solid, with hardness equal to your delfire level minus ten. If the armor is already solid, its hit points are restored, and its hardness changes to your delfire level minus ten.

MALVOIDIC
Coloration: Uneven black.
Brand: Flare
Effect: You release this flame in the direction of a set of targets no farther than 30 feet apart. Releasing the flame causes a number of jet black needles to erupt from in front of the flame and go speeding towards the targets, leaving a thin wake of acrid smoke that does not block sight. The needles are tiny fragments of voidstones--bits of negative energy that have grown so concentrated that they fold in upon themselves, creating a solid substance that can be described with everything that has ever been said about negative energy at ten times the volume, and still not be an exaggeration.

You releases a number of voidstone slivers equal to your delfire level divided by six. You must make a ranged touch attack to hit each target. Objects are affected as if by a disintegrate spell. Creatures must make a Fortitude save, or any effects upon them that protect against negative levels or death effects are suppressed for 5 rounds. This includes racial immunities. Following that, they must make a Fortitude save or take three negative levels. In any case, if a sliver hits and the creature is corporeal, the voidstone embeds in the creature's skin (or outer surface), forcing the two saving throws every round. A creature can remove a sliver as a move-equivalent or swift action, but touching the sliver to remove it will force a Fortitude save or take one negative level.
Node Closing Effect: As above, but the number of slivers produced is equal to your delfire level divided by four.


Intensity 9
CHRONOPIN
Coloration: Everyone seems to think they never looked at it in the first place, and all of their color information is second-hand. Said information is inconsistent.
Brand: Ember (1 hour)
Effect: You release this flame into your hand, where you hold it. You feel more grounded when you hold the flame, with time matching evenly to your perception. Within 300', all abilities that are neither extraordinary nor natural cannot affect the flow of time in any way. Time may not be interacted with, except in a one-second-to-one-second time travel ratio that all creatures experience. Fore example, haste, slow, teleport through time, forced dream, synchronicity, and the celerity line simply do nothing when cast within the area of the flame. The material of quintessence, as the power, dissipates within 300' of the flame.

This flame's effect extends throughout space and time--if a creature alters their position in the timestream to a point before the present nothing they can do can affect the area of the flame's effect at the point in time. If they try to enter the flame's effect, they are transported back to the present in the same spatial location, possibly subject to shunting as per dimension door.
Node Closing Effect: The flame pins not only time in place, but also space. The area within 300' of the flame is affected as if by a dimension lock spell.

EIAGENXLIT
Coloration: Invisible. True seeing and see invisibility reveal a blank white with grayed edges.
Brand: Ember (24 hours)
Effect: You release this flame into your hand, where you hold it. The flame causes behemothic wings to sprout form your back, each 15 feet tall, 10 feet wide, and a few inches thick. These statistics are fora medium or small creature, and should be proportionally adjusted to a creature's space if they are not medium or small. The wings require you to hover above the ground while you have them unfolded, but you can will the wings to dissipate or reform as a free action. The wings are invisible, but see invisibility or true seeing see that they are feathery and white.

The wings are so large as to grant you various benefits. You can fly at a speed of 1675' (good). Even if you take a run action, you can only move 6700' per round, because you hit the sound barrier. You can carry other creatures with you if they are within your load, but when moving at least 800' during a single move, a creature cannot ride on your back without falling off. (In the case of a successful DC 70 ride check, they can ride you.)
In combat, you gain two wing buffet attacks, each dealing 8d6 +1/2 Str damage for a medium creature. If a creature cannot see your wing when you attack them, they are denied their flat-footed against the attack. Attacks with your wings gain the benefits of the Knockback and Knock-down feats. Creatures can attack your wings, but the damage is subtracted from your overall HP pool.

You can also beat your wings as a standard action, which duplicates the effect of widened boreal wind (Frostburn) in the direction you face. The boreal wind's dimensions are scaled to your space--a Large creature produces a wind of double the dimensions, a Tiny creature produces winds of half the dimensions, and so one. The wind's damage is not caped by caster level, and the damage is untyped instead of cold.

Finally, you can adjust the positioning of your wings as a move action. Your wings take up squares as you desire, provided the positioning makes sense for solid wings.
Node Closing Effect: Your move speed increases to 4000' (good) for 5 rounds. You can move more than 6700' in a round, and when you do so, a sonic boom erupts upon a location through your move that you select. The boom is as loud as lightning, but does not damage your hearing. All creatures within 300' of the boom, except you, take 2d4 sonic damage per delfire level. A successful Fortitude save halves this damage. You cannot perform a sonic boom in two consecutive rounds, because you need to slow down below the sound barrier.


Intensity 10
DESIGNATION
Coloration: Thick Red and blue ribbons whirling around a white core.
Brand: Ember (12 hours)
Effect: You release this flame into your hand. All delfire effects on your person do not expire so long as you hold this flame, though duration still passes, and delfire flames themselves do expire. When you no longer hold the flame, some effects may expire as a result of exceeding duration.
Node Closing Effect: One non-delfire effect no longer expires, as above. This effect has a duration of 5 rounds, but as it is a delfire effect, it will not expire. Thus, you effectively add one effect to the list of those that will not expire every time you close a node.

FLULIXION
Coloration: Bubbling dark purple.
Brand: Flare
Effect: You release this flame onto an ally within your unarmed reach. By doing so, you infuse them with as much of your fuel as you can, to the point where your very soul enters them.

The ally gains Constitution equal to your Constitution - 10, and Charisma equal to your Charisma - 10. At the same time, your Constitution drops to 1 and your Charisma drops to 0. Your body may still need to eat or breathe, but is unconscious so long as your soul resides in the ally. All flames you contain are destroyed as a result of this, except for Flulixion, so most delfire ones will use their Extract Fuel ability to store all of their other flames. Flulixion becomes stored within the ally. Your mind is also stored within the ally, and you have a telepathic connection. The ally can take actions as normal, but superior co-ordination and drive between the two of you allows the ally to take an additional standard action every rounds. You can also take an addtional swift mental action every round, but not the ally.

Your mind and soul share the ally's new Charisma score, so your mind is not unconscious.

To end this effect, the ally can release Flulixion onto your body. You mind and soul leave the ally at that time to rejoin your body, and both of your Charisma and Constitution scores return to normal.

Flulixion does not allow this effect to stack. While two minds are in one body, the only effect of releasing Flulixion will be ending its own effect.
Node Closing Effect: As above, but you can select a third ability score to transfer. Your body has that score decreased to 0, and your ally's score is increased by your score - 10. If you select a mental ability score, your mind shares the ally's mental ability score.

Kazyan
2013-04-21, 05:52 PM
Delfire Feats

Del Vigor
Even for a vigor-focused delfire user, you have incredible fortitude.
Prerequisites: Endurance, CON 15, delfire level 3rd
Benefit: The bonuses from the Endurance feat increase to +6. In addition, you gain increased endurance that depends on the amount of delfire you contain. The following bonuses are supernatural.
5+ flames: You may take 10 on Constitution and Strength checks, even if threatened or distracted.
10+ flames: You become immune to fatigue. Effects that would render you exhausted instead render you fatigued.
15+ flames: You become immune to exhaustion.
20+ flames: You become immune to being sickened. Effects that would render you nauseated instead render you sickened.
25+ flames: You become immune to penalties, ability drain, and ability damage to your Strength and Constitution.
30+ flames: You gain 30 additional hit points, +2 per flame above 30. These are not temporary hit points, and you could lose some or all of them when releasing a flame.
60+ flames: You gain Fast Healing 1, +1 per flame above 60. You could lose some or all of this Fast Healing when releasing a flame.
Normal: The bonuses from Endurance are +4.

Del Mind
Even for a mentally-focused delfire user, you have great internal tenacity.
Prerequisites: Skill Focus (Concentration), CHA 15, dlefire level 3rd
Benefit: You add your Charisma modifier as a competence bonus to Concentration checks. In addition, you gain increased mental resilience that depends on the amount of delfire you contain. The following bonuses are supernatural.
5+ flames: You may take 10 on Charisma and Concentration checks, even if threatened or exhausted.
10+ flames: You become immune to being shaken. Effects that would render you firghtened or panicked instead render you shaken or frightened, repectively.
15+ flames: You become immune to fear.
20+ flames: You bome immune to stunning. Effects that would render you stunned instead render you dazed.
25+ flames: You become immune to penalties, ability drain, and ability damage to your Charisma, and you ignore penalties to your Will saveing throws.
30+ flames: You may initiate the Iron Heart Surge maneuver at will, without regards to the rules for readying or expending maneuvers. You do not need to be able to move to initiate this manuever. "Condition" refers to a condition as defined by the Player's Handbook.
60+ flames: You may use telekinesis as a supernatural ability at-will, powered by your inhuman focus.
Normal: You do not add your Charisma modifier to Concentration checks.

Delfire Entertainer
You can juggle delfire with little effort. Despite how stange it may look, it allows you more held delfire effects at once.
Prerequisites: DEX 13, delfire level 1st
Benefit: You can juggle a number of delfire flames equal to your Dexterity score minus 10. These flames all count as held. Your juggling skill is enough that you take no penalties and no concentration is requried, though you still occupy two hands doing this. If you are bull rushed or otherwise moved at least 5' against your will, or are knocked prone, you drop all but two flames. The flames are chosen randomly.

When two hands are already full with delfire and you release a flame that should be released into your hand, you can start juggling all three as a free action. You can collect a delfire flame being juggled as a free action. You do not need to have three or more delifre flames out to begin juggling, which is always a free action.
Normal: Only certain bards gain bonuses from juggling in the middle of a battlefield.

Flame-Infused Capacity
You have learned how to boost a soulmeld with an investment of delfire and nodes.
Prerequisites: CON 13, CHA 13, delfire level 3rd, ability to shape a soulmeld
Benefit: When you shape soulmelds, you may empower one soulmeld with delfire. To do this, you release a flame into the soulmeld and close a number of nodes equal to the flame's intensity. That soulmeld is treated as having essentia equal to the flame's intensity, even if this brings it above your essentia capcity, but it cannot otherwise be invested with essentia by any means. When you do this, the soulmeld turns the color if the delfire flame you invested it with. Only one soulmeld may be empowerd with delfire at a time.
Normal: Soulmelds and delfire have no special interaction.

Cobalt Closure
For delfire's purposes, you can substitute your personal soul energy for willpower and endurance.
Prerequisites: Essentia pool 1+, delfire level 1st, CON 15
Benefit: Once per day, you can invest essentia into this feat. A number of times equal to the amount of invested essentia, you may choose to keep a node open when you would otherwise close it. Effectively, you gain a number of extra nodes that can only be used for closing. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.
Normal: Soulmelds and delfire have no special interaction.

Extra Nodes
You can contain more delfire than expected.
Prerequisites: CON 15, CHA 15, delfire level 1st.
Benefit: You gain 3 additional nodes.
Normal: You have a number of nodes equal to your favored ability score, plus the nonfavored ability modifier, minus 10.
Special: This feats can be taken multiple times. Its effects stack.

Flame Dilettante
You can contain a flame.
Prerequisites: CON 15, CHA 15
Benefit: You gain one node and a flame of zero intensity contained within. You can use this flame and node in the same way that a delfire one can. Your delfire level is 1, and your maximum intensity is 0 (but you do not take the penalty for having a flame at your maximum intensity). You can contain additional flames if you gain additional nodes.
Normal: Levels in delfire classes are required to use delfire.
Special: Delfire-using classes cannot take this feat. If you take this feat and later gain levels in a delfire-using class, you lose this feat, and may replace it with any other feat you qualify for.

Del Steadiness
Even while containing delfire that pushes your limits, you don't slow down much.
Prerequisites: CON 15, CHA 15, delfire level 1st
Benefit: If you have collected a flame of intensity equal to your maximum, your move speed does not decrease from the standard slow effect. You can still only take a standard or move action per round.
Normal: Delfire users that collect a flame equal to their maximum intensity are slowed.

Del Rage
Your emotions burn with delfire flames.
Prerequisites: CON 13, CHA 13, delfire level 1st, ability to rage or enter ferocity/whirling frenzy
Benefit: When you rage or enter ferocity/whirling frenzy, you may close a node as a free action. When you do, you gain a +4 bonus to Charisma or Constitution (the latter only an option if you are not raging) for the duration of the rage.
Normal: Raging doesn't work that way.

Del Smite
You can channel nodes into your smiting.
Prerequisites: CON 13, CHA 13, delfire level 1st, ability to smite
Benefit: When you smite, you can close a node as a free action before making the attack roll. If you do so, you gain a bonus equal to your maximum intensity to the attack and damage roll.
Normal: Smiting has nothing to do with delfire.
Special: A soulborn can take this as a bonus feat in place of an incarnum feat.

Del Focus
You can use nodes in place of your psionic focus.
Prerequisites: CON 13, CHA 13, manifester and delfire level 1st
Benefit: When you would expend your psionic focus, you can instead close two nodes as a free action.
Normal: Mind powers and weird fire powers are generally unrelated.

Del Swordsmanship
You can charge any weaponry with delfire.
Prerequisites: CON 13, CHA 13, delfire level 1st, BAB 5+
Benefit: Any weapon you wield functions as if it had the del blade enchantment so long as you hold it. If you wield two weapons, you can charge both with one flame, the same way you would charge a single del blade.
Normal: Melee can't have nice things.

Del Asceticism
Your ki and delfire combine beautifully.
Prerequisites: Stunning Fist, Improved Unarmed Strike, Maximum Intensity 2
Benefit: You can multiclass between monk and any delfire-using class freely, and substitute Charisma for Wisdom for the purposes of all monk abilities. Finally, as a full-round action, you can deliver a single melee attack with a special monk weapon or unarmed strike, using your Stunning Fist feat and closing a node as a free action. When you do so, the DC of the Stunning Fist attempt is increased by your maximum intensity.
Normal: Monks and delfire don't mix.

Delfire Sword-dancer [Epic]
You have mastered the ability to juggle weaponry along with delfire, to the point that you can make attacks with juggleds weapons. By timing the swings just right, your attacks are even marginally accurate.
Prerequisites: Del Swordsmanship, Delfire Entertainer, DEX 17, CHA 17, CON 17
When you juggle delfire as per Delfire Entertainer, you can juggle light weapons in place of any flames. You can make attacks with these weapons, but they are all considered off-hand attacks, though you can make additional attacks with each one as if they were each the off-hand weapon in Two-Weapon-Fighting. Thus, if you do not have Improved Two-Weapon-Fighting, you can only make one attack with each weapon, but if you do, you can make two. This increases to three for Greater Two-Weapon Fighting, and four for Perfect Two-Weapon-Fighting. Remember that these extra attacks only apply on a full attack. You take a -2 penalty to all attacks per weapon you attack with.

If you also infuse one or more of the weapons with a flame, as the Del Swordsmanship feat, the total penalty for that weapon is reduced by 2. For example, if you juggle a flame and three daggers, one of which is infused with a different flame, you can make two attacks at a -6 penalty with the regular daggers, plus one attack at a -4 penalty with the infused dagger.
Normal: Multiweapon fighting doesn't even come close to working like this.


Delfire Items

Del Ring

This ring is adorned with colored circles in an unbroken chain around itself, with stylized flame engravings winding around them as if they were orbs. From where a jewel would be on the ring, it has a pin pointing out and ending in a flat disk with a subtle outward curve.

When the wielder releases a flame with the option or requirement to be held in one hand, they can instead release the flame onto the tip of the pin. The pin keeps the flame extended three inches away from the back of the user's hand. The flame counts as held when at the end of the pin, and can be collected as normal. A Del Ring does not function as a third hand; it can only hold a flame.

Faint evocation; CL 4th; Forge Ring, tenser's floating disk or delfire level 3rd; Price 6,000 gp.

Del Connectrix

A Del Connectrix is a 1-foot wide, shallow box containing a series of one-shot magical effects that are known to combine in a way that creates a specific instance of delfire. The boxes are typically octagonal and colored purple with gold trim, and have an activating lever that needs to be pulled around the entire perimeter of the box's octagon. The lever is engraved with the name of the delfire produced. The delfire appears hovering two inches above the box. It lasts for its listed duration before disappearing. (Flares last for 1 round.) The intent is for a Delfire One to collect it immediately, thus adding it to their delfire roster permanently.

The cost of a Del Connectrix depends on the delfire intensity.

Strong universal; CL 6 + twice the delfire level; Craft Wondrous Item, 2nd + twice the delfire level of any two of the following: arcane caster level, divine caster level, meldshaper level, manifester level, or binder level; Price 250 gp (0th), 2,000 gp (1st), 6,750 gp (2nd), 16,000 gp (3rd), 31,250 gp (4th), 54,000 gp (5th), 85,750 gp (6th), 128,000 (7th).

Del Blade

Del blades are brightly-colored weapons adorned with engraved circles and stylized flames. The wielder may release a flame into the del blade, at which point the engravings light up with the color of the flame. The flame does not take effect as it normally does--it is instead contained within the del blade, and its duration is extended indefinitely. A Delfire One can collect the flame as normal while grasping the weapon, but if they release the weapon, they automatically collect the flame again.

While a del blade contains a flame, it gains a bonus to damage equal to the flame's intensity, which replaces the damage bonus from the del blade's enhancement bonus.

Strong evocation; CL 10th; Craft Magic Arms and Armor; Price +1 bonus.

Node Talisman

Node talismans are made of clay, and engraved with tightly-spaced concentric circles. They fade in a gradient, from orange in the center to yellow at the edge. Node Talismans occupy the throat slot, but any number of them can be worn at the same time (to the exclusion of other magic items, with the sole exception of an unmodified Amulet of Health.) When the user would close a node, they may instead activate a node talisman, the colors of which immediately go dark. In effect, using a node talisman takes the place of closing a node.

Faint evocation; CL 2nd; Craft Wondrous Item, lesser orb of fire; Price 500 gp.

Boots of Del Striding

These boots appear to be normal boots of striding and springing except for colorful, engraved circles on the bottom of the heels. The user may release a flame into the boots of del striding, at which point the engravings light up with the color of the flame. The flame does not take effect as it normally does--it is instead contained within the boots of del striding, and its duration is extended indefinitely. A Delfire One can collect the flame as normal while wearing the boots, but if they unequip the boots, they automatically collect the flame again.

While the boots of del striding contain a flame, they add an enhancement bonus to the user's land speed equal to +10' multiplied by the flame's intensity.

Moderate transmutation; CL 5rd; Craft Wondrous Item, expeditious retreat; Price 8,000 gp; Weight 1 lb.

Kazyan
2013-04-21, 05:53 PM
Del Heart

My soul is limitless, and will fuel my crusade until the end of time.

Del Hearts are rare users of both incarnum and delfire. Favoring their will over raw soul energy, Del Hearts have incredible passion to their cause, and believe in delfire as a handy tool in the same way that incarnum is. Though parhaps lacking in number of soulmelds, they can fuse essentia and flares into deadly strikes.

BECOMING A DEL HEART
Soulborn + Delfire One + The Urge to Theurge = Del Heart.

ENTRY REQUIREMENTS
Maximum Intensity: 2
Favored Ability Score: Charisma
Class Feature: Incarnum Defense
Feat: Del Smite
Skills: Knowledge (Arcana) 8 ranks

Class Skills
The Del Heart's class skills (and the key ability for each skill) are Climb (STR), Concentration (CON), Craft (INT), Handle Animal (CHA), Heal (WIS), Jump (STR) , Knowledge (arcana) (INT), Knowledge (the planes) (INT), Profession (WIS), Ride (DEX), Spellcraft (INT), Swim (STR). A lawful good Del Heart adds Diplomacy to the Del Heart class skills listed above. A chaotic good Del Heart adds Gather Information to the list. A lawful evil Del Heart adds Bluff to the list, and a chaotic evil Del Heart adds Intimidate to the list.
Skills Points at Each Level: 2 + Int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping and Delfire

1st|
+1|
+0|
+0|
+2|Cobalt Closure|+1 level of meldshaping and delfire-using classes

2nd|
+2|
+0|
+0|
+3|Trailwick Smite|+1 level of meldshaping class

3rd|
+3|
+1|
+1|
+3|Smite Opposition +1/day|+1 level of meldshaping and delfire-using classes

4th|
+4|
+1|
+1|
+4|Shape Del Soulmeld (1)|+1 level of meldshaping class

5th|
+5|
+1|
+1|
+4|Chakra binds (hands, feet, crown)|+1 level of meldshaping and delfire-using classes

6th|
+6|
+2|
+2|
+5|Node Smite|+1 level of meldshaping class

7th|
+7|
+2|
+2|
+5|Shape Del Soulmeld (2)|+1 level of meldshaping and delfire-using classes

8th|
+8|
+2|
+2|
+6|Smite Opposition +2/day|+1 level of meldshaping class

9th|
+9|
+3|
+3|
+6|Rannica Smite|+1 level of meldshaping and delfire-using classes

10th|
+10|
+3|
+3|
+7|Shape Del Soulmeld (3)|+1 level of meldshaping class[/table]

Weapon Proficiencies: A Del Heart gains no additional proficiencies.

Medlshaping: At each Del Heart level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the Del Heart level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a Del Heart, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Delfire: At 2nd level and every even Del Heart level afterwards, you increase your delfire level and your maximum intensity as if you had gained a level in the delfire-using class to which you belonged prior to gaining the Del Heart level. You do not, however, gain any other abilities of that class. If you had more than one delfire-using class before becoming a Del Heart, you must decide to which class to add each level for the purpose of determining your maximum intensity and delfire level.

Cobalt Closure (Su): A Del Heart gains Cobalt Closure as a bonus feat.

Trailwick Smite (Su): At 2nd level, as a free action, a Del Heart can release the trailwick flame on a target when they successfully smite them, by closing a node as a free action. No touch attack is required for the trailwick in this case. In effect, the smite takes the place of the touch attack. If the Del Heart does not contain the trailwick flame, they cannot use this ability.

Smite Opposition: At 3rd level and again at 8th, the Del Heart gains an additional use of their Smite Opposition ability.

Shape Del Soulmeld (Su): At 4th level, the Del Heart can shape incarnum into the general shape of soulmelds, but fill the space with delfire and invest it with nodes. The soulmeld becomes a construct of delfire with a thin layer of incarnum to hold it together, granting power from both substances.

The Del Heart can shape only one Del Soulmeld at a time, but they do not count towards the maximum number of soulmelds shaped by class. Del Soulmelds are shaped at the same time as normal soulmelds, are function similarly, but cannot be invested with essentia in the same way that other soulmelds can. Instead, upon shaping the soulmeld, the Del Heart invests the del soulmeld with one flame. That flame is no longer usable until the del heart shapes soulmelds again, and appears burning within the del soulmeld. Finally, the del heart uses nodes in place of essentia for the purposes of the del soulmeld: By closing one or more nodes as a swift action (or a free action if done as part of reallocation essentia), the del soulmeld is treated as having increased its essentia by a number equal to the amount of closed nodes. The Del Heart can also open nodes in a similar way to divest the pseudo-essentia from the del soulmeld.

At 7th level and again at 10th level, the Del Heart can shape an additional del soulmeld.

Chakra Binds (Su): Beginning at 5th level, you can bind your soulmelds to your arms, hands, and feet chakras.

Node Smite (Su): At 6th level, the Del Heart can close two nodes as a full-round action to gain an additional use of their Smite Opposition ability for the day.

Rannica Smite (Su): At 9th level, if the Del Heart makes a successful smite attempt using an improvized weapon they have proficiency with via the rannica flame, the smite attempt is not expended, and they may gain the benefit of their Del Smite feat without needing to closing a node.

DEL HEARTS IN THE GAME
Del hearts are given many features of varying usefulness because of the fact that Soulborn is not a very good class, and that the delfire progression is stunted for a theurge class. The intended entry is Delfire One 4/Soulborn 2 or Delfire One 4/Soulborn 3. If you are using a homebrew fix to the Soulborn class that makes its meldshaping worthwhile, remove all three X Smite abilities from the Del Heart's progression.

Kazyan
2013-04-21, 05:56 PM
Incidental Delfire

If you stick all kinds of magic in a vat and stir it up with a ladle made out of force, delfire is the chunky set of orbs that float to the top. At high levels, magical effects fly around all the time, and this can create enough mixtures and interactions for delfire to occur. The following rules are useful in a delfire-heavy campaign, where rules for finding delfire in the wild are wanted. For other campaigns, it is highly recommended that the DM simply throw down a particularly annoying bit of delfire nearby when the payers are stacking tons and tons of magic on themselves.

For a delfire flame to be incidentally created, four different magical effects need to accrue on the same creature, target, or location. One of these effects must be supernatural, and another a spell-like ability or spell. The final two effects can be anything that is not of the same kind of effect--arcane magic, divine magic, psionics, or spell-like ability--as the second effect. The final two effects must also be different kinds of effects. This means that stacking beneficial spells on a character and passing them over with a supernatural ability is ineffective in creating incidental delfire, but if the spell stack contains both arcane and divine spells, and two supernatural abilities are used in tandem, delfire will result. (Supernatural ability, divine spell, arcane spell, and supernatural ability--the combination does not violate any of the above rules.)

The following is a list of "kinds of effects" for the purposes of creating incidental delfire.

- Generic supernatural ability or flame-related supernatural ability
- Supernatural ability as the result of Soul Binding
- Incarnum, whether that be a soulmeld upon a creature, or an effect generated by said soulmeld
- Utterances
- Mysteries
- Supernatural maneuvers
- Generic spell-like abilities
- Psi-like abilities
- Powers
- Arcane Spells
- Divine Magic

Magic items specifically do not count, and never contribute to incidental delfire.

Once the conditions are met for incidental delfire to appear, one round passes before a flame appears on the conjunction of the four effects. Usually this is a creature or target, but sometimes the conjunction is an area, in which case the flame appears in a random spot therein. If the flame is created on a creature, it usually show up at their feet. Arcane Sight and Greater Arcane Sight reveal a snarl of magic where the flame is going to appear.

The flame itself is effectively random, as delfire is prone to radical changes from even minute differences in magical flux. The maximum possible intensity of the flame is equal to the spell level of the highest-level spell-like ability, spell, or power in the combination, minus one. For example, if a supernatural maneuver, 5th-level utterance, 6th-level arcane spell, and 2nd-level divine spell were all visited upon a creature, the flame's maximum possible intensity would be 6 - 1 = 5. To determine the flame's actual intensity, randomly generate a number between 0 and the maximum possible intensity. Finally, the DM selects a flame from the list of flames of that level.

Once the flame has been chosen and created, it appears, and lasts for 24 hours before being destroyed. If the flame is an ember and its effect requires no player input, its effect activates as if it has been released. Otherwise, the flame is inert.

Once a flame has been created, no more flames will appear near those who were present at its creation for 24 hours. Delfire is rare, and fate seems to enforce this on those who try to study it.


Sidebar: Checking for Delfire can slow down the game
It's true, and D&D 3.5 doesn't need any more of that. Thus, the 24 hour rule. Note that, unless 3 or more types of effects are going to be occurring at once, no one needs to check for delfire that day, because it cannot happen. Thus, only a very mixed party--e.g. Archivist, Incarnate, and Binder--will accidentally create some delfire, and even then, only when they ca get all of their effects running in one spot at once.

In a game in which only one player is dealing with delfire, ignore these rules. The DM should just have delfire occasionally appear where there are many kinds of magic.

Kazyan
2013-04-21, 05:58 PM
Aaaaand done. You wonderful people can post now! (This doubles as a reserved post.)

I'm shaking with nervousness right now. Please be gentle.

Garryl
2013-04-21, 08:19 PM
I'm having a lot of trouble figuring out how this actually works. Do you have a Delfire for Dummies section anywhere?

Is there any way to get new flames of your maximum intensity other than Del Connectrixes (which are prohibitively expensive) and DM fiat (finding them in the wild)?

Vadskye
2013-04-21, 08:24 PM
Aaaaand done. You wonderful people can post now! (This doubles as a reserved post.)

I'm shaking with nervousness right now. Please be gentle.

I wasn't going to take the time to review this... but you sold me here. Too cute to pass up. I'll be back once I understand what on earth Delfire is.

Kazyan
2013-04-21, 08:28 PM
Aaand that is a bad sign. When I am not on my phone, I will rewrite the Delfire Roster section to be more explanatory.

Dunno what I was thinking with Create Flames's limit; I'll change it to allow you to make flames up to your maximum intensity. Del Connectrixes are only really feasible before you have that feature, for Intensity 0 flames.

Maybe a diagram of nodes and flames will aid the reader in understanding. I'll make one when, again, I'm not on my phone.

EDIT: Yeesh, two responses that indicate I really need to explain this better. Hold up until tomorrow, so I can make changes?

Vadskye
2013-04-21, 08:43 PM
EDIT: Yeesh, two responses that indicate I really need to explain this better. Hold up until tomorrow, so I can make changes?

Sure. Here's what I have so far on the current version:


A Delfire One has a number of Flame Nodes up to their Con or Cha score, plus their Cha or Con modifier, respectively, minus 10.
This is really awkward. Try "All Delfire Ones use a mixture of body and spirit to fuel delfire. Those who focus on the energy of the body have a number of flame nodes equal to their Constitution score minus 10, plus their Charisma modifier. Those who rely on force of will have a number of flame nodes equal to their Charisma score minus 10, plus their Constitution modifier."
(Incidentally, I'm happy to see another person who thinks Charisma represents force of will!)

The whole description in the Delfire Roster section is... difficult to understand. You have some ideas in there that are actually fairly intuitive once I wrapped my head around what was going on, but the presentation needs work.


Favor Force (Ex): At 7th level, a Delfire One has practiced their favored fuel for delfire extensively. If they favor Charisma, they gain Iron Will as a bonus feat. If they favor Constitution, they gain Great Fortitude as a bonus feat.
The name here is not the best. Also, you need a name for "favor Charisma" and "favor Constitution" that is more thematic and in-universe, given how many abilities are based on that choice.

I'm subscribed; I'll make sure to check back once you go over the description sections again to smooth it out.

Kazyan
2013-04-22, 06:38 AM
Okay, I've given an example as to how nodes work over the course of a day under "Delfire Roster", explaining that there's a resource management and tradeoff thing inherent to getting more flames. Maybe that will help. If not, I will make the diagrams.

Create Delfire now works up to your maximum intensity, but unless the flame is at least two lower than that, you need to fork over some gold. Way less than for Del Connectrixes, though. FYI, Del Connectrix costs scale cubically and incense costs are linear, which is why the former ramps up so quickly.

Residual Power is no longer useless. I was expecting shorter durations when I wrote it, but ended up with Embers lasting at least 1 hour most of the time. It's now an Extend. Meant to fix that before posting.

inuyasha
2013-04-22, 09:05 AM
this is wiggy and trippy man...but where are the level 8 intensity nodes that you get at level 20?

overall: I like it

Kazyan
2013-04-22, 09:26 AM
this is wiggy and trippy man...but where are the level 8 intensity nodes that you get at level 20?

overall: I like it

There are no Intensity 8 flames (until I get around to Epic Delfire rules); the point of Maximum Intensity 8 is that you can contain Intensity 7 flames without being slowed. :smallsmile: Thank you. Um...wiggy and trippy?

EDIT: New change. I've decided that the capstones are a bit much. Delfire Sight no longer has true seeing attached, and changing from solid to incorporeal and back now takes 5 rounds so that you can't just do it in the middle of battle.

Allnightmask
2013-05-05, 03:19 AM
Man, this is an awesome homebrew. I'm loving the variety of effects you've written up. This is going to be slipped in my campaign for some antagonistic elves who worship the goddess of dependence of nature and magic. I'm so excited to write up a fight fought in dream fog and timewind restoring corroded traps outside of it. I would take off my hat to you if I weren't already indoors. :smallbiggrin:

EdroGrimshell
2013-05-05, 11:17 AM
I'd love to see this mixed with Spellfire (Magic of Faerun) in some way, honestly. Seems like it'd fit.

Kazyan
2013-05-05, 11:51 AM
Man, this is an awesome homebrew. I'm loving the variety of effects you've written up. This is going to be slipped in my campaign for some antagonistic elves who worship the goddess of dependence of nature and magic. I'm so excited to write up a fight fought in dream fog and timewind restoring corroded traps outside of it. I would take off my hat to you if I weren't already indoors. :smallbiggrin:

Squee! Lemme know how it goes.


I'd love to see this mixed with Spellfire (Magic of Faerun) in some way, honestly. Seems like it'd fit.

I know nothing about Spellfire, but I think it was the subconscious inspiration for the name of the homebrew. I might take a look sometime--delfire is the result of mixed magic, so theurges with everything, as soon as i get around to it.

Anyway. I've just thrown up some rules for incidental delfire, to provide a rules backing to the "flames just randomly show up when you stack magic" thing. I have to reiterate that the rules are optional and best in a delfire-heavy campaign. (There are and will never be delfire-heavy campaigns, obviously.)

Wanna take delfire to those silly epic gestalts on the PbP forum? I'm working on the epic-level Delfire One today, so you'll be able to do it soon. :smallsmile:

Kazyan
2013-05-06, 07:24 PM
Got epic? Now you do. A few epic flames from intensities 8 to 10, epic delfire rules, Epic Delfire One features up to level 29 before you hit pattern mode, and a silly epic feat. Tell me if some of the math seems to stop working at very high levels.

Does anyone know what kinds of offerings the God of Typos likes? Because I want to bribe it into staying away from my work.

Moonwolf727
2013-05-18, 05:03 PM
I've been looking at this and I'm really intruiged by the entire concept, it took me almost half an hour to understand how nodes worked in conjunction with delfire but I get it now :P

Anyway, quick question: Can the Cha/Con drain from Extract Fuel be healed normally, via magic, once you collect the flame again or is it just permanent regardless?

Kazyan
2013-05-18, 05:47 PM
If anyone can come up with a better way to explain it, pleeeeeease tell me.

The intent was that when you recollect your fuel, the drain immediately goes away, but I guess that never got into the text. Will fix.

Fizban
2013-05-18, 09:17 PM
Well this is pretty cool, I'll hop on the list of "more when I've figured it all out." It's a lot easier to understand once you think of it as moving objects around rather than. . not. As I read, I think some more natural language would help a lot. Nodes and open and closed and locked and what is kinda hard to get immediately. For example (though it overlaps with some of your other terms), instead of nodes you could call them embers, which sustain a flame within you (instead of a node becoming filled). Instead of discharging a node for an effect, causing it to become closed, you would use an ember to stoke a flame after which it becomes cool. Collecting a flame on a cool ember would then make it dormant until you could rest, at which point it would merely be filled (can't think of a better word there). I know it would be a ton of work to go through and change all that and I'd definitely suggest doing it on the side if you consider it since we're all reading the current version, but natural terminology is always the best way to help people understand a class better. Meldshaping is a pain in the ass, but chakras all line up with the standard body slots and shaped/bound is only two different states so it's easy once you get it and I think the same stuff will apply here: use words that make people think of moving the flame around instead of trying to figure out what a node is.

Edit: so, begin the stuffs. I can't seem to find where it is, but I assume that if a flame's duration runs out without being collected it is destroyed, and since there's no special note for tracking the remaining duration on a flame you've collected I will further assume that the duration resets every time you release it. I also notice that although containing a flame at your limit will stagger you, you can avoid that penalty with some of them by just carrying them around-if you're okay with advertising what you are and what you're carrying. Nice. Oh, and while I'm at it: are you sure you want them to be slowed as the spell? That's effectively 1/4 move speed with an extra -1 on stuff, since you only get one action at half move speed. If you just want them to have half actions then the usual terms would be "limited to one action per round" or "partial actions" or "staggered," though the last one has ties to nonlethal damage. Ah, nevermind, skimming the feats shows me you did intend the full penalty.

Reshaper may be a little too good (and by may I mean is). At-will 24 hour alter self on all allies into whatever they want, and you can even do outsiders yourself. Mass +6 natural armor/fly/swim/water breathing changing whenever you want. Rannica says it's instantaneous as a flare, but it gives you a proficiency with a duration, and alters the item for an unspecified duration-not impossible, but possibly unintended. Propion is weaker than all the other 3rd tier flames and uses contradictory language (if it blocks line of sight then everything already has full concealment, why not use normal cloud terms?). Holmacois is also crazy good, with no-save damage in a 100' radius for an hour it beats a lot of 4th level spells. Talonia's extra effect only seems to exist for a range boost, so why not just make it a range boost? Asirocatus is a bit weak if you ask me (I've never thought resist=level is that much), though mass resist energy is 4th level this is less than half in return for more range. Playtesting I guess. I also don't see an attack flame at 4th, or much in the way of damage mid-game. Dnd is combat so some direct damage at a range longer than 30' before endgame would be nice.

Stuff starts getting real awesome at 5th. Assumption seems to think that you have to close a node in order to release it, something may have got lost in updates. Huginohox has an oddly long duration for being held in the hand, and really shouldn't be holdable on a ring (though I suppose it would suppress the ring and fall off if you tried it). It's crazy, but if you consider wide range antimagic acceptable at 18th+ then go for it. Uou. . . is laughable. True seeing, haste, and +2 ability scores for 5 rounds is not an ECL 18 effect. A passive lack of aging might sound like it, but mechanically there's stuff all the way down to LA+1 that can make you undead, and both liches and ghosts don't die even when killed by an outside source. Liquid Body is cool, but definitely not endgame material with all those penalties. Blocking line of effect to your gear is a powerful defense, but dropping your speed to 5' just to go gaseous is worse than well, gaseous form. I think I'm gonna skip on the epic for now.

I've got be missing something about durations, because it looks like you could basically keep half the long duration flames in your backpack overnight and then just cycle refresh them a couple times per day, and store the rest on rings (okay so not all of them but there's still a lot). Also, while another delfire user could obviously take your flames, did you intend for them to be vulnerable to dispelling? As Su abilities right now they're not, which is fine, but that's a possible counter you could build in. Ah, found a reference in Exterminate, so you intended it to be suppressed by dispel.

So this system is pretty awesome. You get to place cool effects on the field or in your hand or on people or things, pick them up and store them for later, overcharge them, and even possibly swipe them from enemies. It has a combination of at-will and per day effects with versatility and burst power in direct competition to keep each other in check, and some flames even give you a passive benefit just for equipping them. It has tons of potential, and is just the kind of thing I'm terrible at writing for since it does more than just duplicate other effects.

Final edit: sorry if anyone was trying to read that while I added stuff, I'm done now.