"Some men just want to watch the world burn."

-- Alfred Pennyworth, Batman: The Dark Knight

Do you like setting things on fire? I mean, do you really, really like setting things on fire? Monsters, dungeons, people, horses, party members, buildings, treasure, even yourself? Then this class is for you! Play an emberhaunt and embrace the flame! The emberhaunt is an arcane elemental specialist focused on fire. An emberhaunt focuses on intelligence, quickness of reaction time, the "hot" emotions of courage, anger and madness, and of course, burnin' down the house! Less broadly capable than a sorcerer or wizard, the emberhaunt sacrifices versatility for raw destructive prowess. Even fire-resistant or immune monsters are not safe from your burning power.

GAME RULE INFORMATION
Emberhaunts have the following game statistics.

Abilities: Intelligence is the most important ability for an emberhaunt, as it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity determines the effectiveness of some of the emberhaunt’s secondary abilities, and an emberhaunt benefits from a high Constitution score much as a sorcerer or wizard would.

Alignment: Any

Hit Die: d6

Level BAB Fort Ref Will Special Flame Control 1 2 3 4 5 6 7 8 9
1st +0 +0 +2 +2 Armored mage, cantrips,  flame control, heat endurance Any attack 1 - - - - - - - -
2nd +1 +0 +3 +3 Flame companion, searing spell Searing 2 - - - - - - - -
3rd +1 +1 +3 +3 Ashen skin (5/+1), emberstrike +1d6 Any one 3 - - - - - - - -
4th +2 +1 +4 +4     4 1 - - - - - - -
5th +2 +1 +4 +4 Minor emberheart Any one 4 2 - - - - - - -
6th +3 +2 +5 +5 Cloak of flame's embrace   4 3 1 - - - - - -
7th +3 +2 +5 +5 Ashen skin (10/+2), Any one 4 4 2 - - - - - -
8th +4 +2 +6 +6     4 4 3 1 - - - - -
9th +4 +3 +6 +6 Constant searing spell, emberstrike +2d6 Any one 4 4 4 2 - - - - -
10th +5 +3 +7 +7     4 4 4 3 1 - - - -
11th +5 +3 +7 +7 Ashen skin (20/+3) Any one 4 4 4 4 2 - - - -
12th +6/+1 +4 +8 +8     4 4 4 4 3 1 - - -
13th +6/+1 +4 +8 +8 Emberstrike +3d6 Any one 4 4 4 4 4 2 - - -
14th +7/+2 +4 +9 +9 Fire elemental wild shape 1/day (large), major emberheart   4 4 4 4 4 3 1 - -
15th +7/+2 +5 +9 +9 Ashen skin (30/+4) Any one 4 4 4 4 4 4 2 - -
16th +8/+3 +5 +10 +10     4 4 4 4 4 4 3 1 -
17th +8/+3 +5 +10 +10 Fire elemental wild shape 2/day, emberstrike +4d6 Any one 4 4 4 4 4 4 4 2 -
18th +9/+4 +6 +11 +11     4 4 4 4 4 4 4 3 1
19th +9/+4 +6 +11 +11 Ashen skin (immunity/+5) Any one 4 4 4 4 4 4 4 4 2
20th +10/+5 +6 +12 +12 Fire elemental wild shape 3/day (huge), emberstrike +5d6   4 4 4 4 4 4 4 4 3

CLASS SKILLS (2 + Int mod per level)
An emberhaunt’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int).

CLASS FEATURES
Your spells and class features make you more focused than other elemental casters. You're most effective when solving problems in an immediate and direct manner, preferably with fire. In battle you can obliterate your enemies with magical flames, or act more indirectly by inspiring hope, courage, and battle frenzy. However, you have few defenses, so if you're threatened, you'd best destroy your enemies quickly.

Weapon and Armor Proficiency: The emberhaunt gains proficiency with all simple weapons, and with the scimitar, khopesh, and fauchard. He gains proficiency with light armor, but not with shields.

Spells: An emberhaunt casts arcane spells, which are drawn from the emberhaunt spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the emberhaunt’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast an emberhaunt spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against an emberhaunt’s spell is 10 + the spell's level + the emberhaunt’s Int mod. Like other spellcasters, an emberhaunt can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score.
An emberhaunt need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, causing an arcane spell failure chance. However, an emberhaunt’s limited focus and specialized training allow you to ignore the arcane spell failure chance for light armor. This training does not extend to shields, other forms of armor, or spells gained from other spellcasting classes.

Cantrips: An emberhaunt knows all 0 level spells on their list, known as cantrips. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Flame control (Sp): The emberhaunt learns to conjure fire and shape it to use as a weapon. Select any one of the [attack] powers from the list of emberhaunt flame control abilities below. You can cast it as an at-will spell-like ability. Flame control is the equivalent of a spell whose level is equal to one-half your emberhaunt level, with a minimum spell level of 1st and a maximum of 9th when the emberhaunt reaches 18th level or higher. Use your emberhaunt caster level when determining level-dependent variables such as range and damage, and for any caster level checks required. Save DCs for flame control effects that allow a save are 10 + spell-level-equivalent + Intelligence modifier. Unless otherwise noted, casting flame control is a standard action that provokes attacks of opportunity. You suffer an arcane spell failure chance when using flame control if you wear any armor heavier than light armor or if you are wielding a shield.

Upon reaching 2nd level, your ability to control flame improves and you learn your first [effect] power, sear. At 3rd level, and at each odd-numbered emberhaunt level thereafter, you learn an additional emberhaunt spell-like ability of your choice.
You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. Each flame control power includes one or more [effect] options; you can also learn more [effects] as you advance in level.

Heat Endurance: Your constant experimentation with fire has inured you to extreme heat. You gain Heat Endurance as a bonus feat, even if you do not meet the prerequisites for it.

Flame Companion: An emberhaunt of 2nd level or higher may perform a special incantation to call a small fire elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, except that the emberhaunt does not have to pay more than 100gp to replace his companion after seven days.

Searing Spell: Upon reaching 2nd level, an emberhaunt gains Searing Spell as a bonus feat.

Ashen Skin (Ex): At 3rd level, an emberhaunt masters the mystery of binding the spirits of fire within his own flesh. His skin becomes as hard (and hot) as fire-hardened coals, while retaining its flexibility. His skin appears to be coated with a fine layer of ash, and burning cinders seem to float from his flesh at times. He gains resist fire 5 and a natural armor bonus to his Armor Class of +1. While his smoldering heat can scorch cloth or set paper alight (much as a candle would), he can choose to restrain his inner fires in order to avoid damaging his equipment.
The emberhaunt binds more and more powerful fire spirits into his body as he advances in mastery. At 7th level, the benefit improves to resist fire 10 and +2 natural armor. At 11th level, it improves to resist fire 20 and +3 natural armor. At 15th level, it improves to resist fire 30 and +4 natural armor. At 19th level, he gains total immunity to fire and +5 natural armor.
While his Cloak of Flame's Embrace is active, the emberhaunt also gains an enhancement bonus to his natural armor equal to the natural armor bonus provided by Ashen Skin. For example, an 11th level emberhaunt using Cloak of Flame's Embrace has +3 natural armor and a +3 enhancement bonus to natural armor.

Emberstrike (Su): Starting at 3rd level, the emberhaunt can use his deep understanding of the mysteries of fire to deal more damage with fire effects. Every time an emberhaunt deals fire damage with a spell, spell-like ability, or supernatural ability, he deals an additional 1d6 points of fire damage. Magic weapons that deal fire damage don't trigger this ability, since the source of the damage is the weapon, not the emberhaunt. This only applies to the first time a spell or ability does damage to a target. This damage counts as part of the spell's damage for purposes of metamagic or flame control effects.
The emberhaunts’s emberstrike damage increases by an additional 1d6 points of fire damage at the listed levels in the table above.

Minor Emberheart (Su): Upon reaching 5th level, you gain the ability to craft a minor emberheart, a new magical item described below. The minor emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound minor emberheart without spending the usual gold costs and in half the time, but if you do so, it functions only for you. If you wish to create a minor emberheart that others can use, you must expend gold and time as normal during the crafting process. You may not use more than one bound minor emberheart in any 24-hour period.

Cloak of Flame’s Embrace (Su): As a free action, an emberhaunt of 6th level of higher can command the spirits of fire to surround him in a sphere of heat a number of times per day equal to 3 + his Dexterity modifier. This cloak of flame’s embrace casts light as a torch would, and lasts for five minutes. It cannot be extinguished by wind, even magical winds, but it is extinguished by total immersion in any non-flammable liquid or by any effect which could extinguish a magical fire. While cloaked in this fiery aura, the emberhaunt channels the essence of flame to become agile and unpredictable. He gains a +2 bonus on Reflex saving throws and all Dexterity-based checks, including Initiative check. He also gains concealment, although this concealment cannot be used to hide, since the smoke and light give away his general position. At 14th level, the bonus increases to +4.
When his cloak of flame’s embrace is active, he adds an additional 1d6 points of damage with his emberstrike ability.

Constant Searing Spell (Su): At 9th level, the emberhaunt binds even the most powerful spirits of fire with practiced ease. Any [fire] spell cast by the emberhaunt is automatically enhanced with the Searing Spell feat, with no change to the spell’s actual level. Additionally, the searing effect is applied automatically to all flame control spell-like abilities that the emberhaunt knows, at no cost.

Fire Elemental Wild Shape (Su): At 14th level, an emberhaunt gains the ability to assume the form of a Small, Medium, or Large fire elemental once per day. This works like the spell elemental body III except the duration is one hour per level and the emberhaunt may change back as a free action. In addition, the Emberhaunt gains the fire elemental's bonus feats while transformed. Changing form is a standard action and doesn't provoke an attack of opportunity. Upon changing to fire elemental form, the emberhaunt regains hit points (but nothing else) as if he had rested for the night. If slain in fire elemental form, he reverts to his normal shape (but remains dead). The emberhaunt gains an additional use per day of this ability at 17th and 20th level. At 20th level, he may use this wild shape ability to assume the form of a huge fire elemental (as elemental body IV).

Major Emberheart (Su): Upon reaching 14th level, you gain the ability to craft a major emberheart, a new magical item described below. The major emberheart is created following all the rules for crafting wondrous items, except that you do not need to meet any prerequisites.
If you wish, you may create a bound major emberheart without spending the usual gold costs and in half the time, but if you do so, it functions only for you. If you wish to create a major emberheart that others can use, you must expend gold as normal during the crafting process. You may not use more than one bound major emberheart in any 24-hour period.

EMBERHAUNT SPELL LIST
The emberhaunt spell list appears below. All spells not marked are from the PFSRD, other spells are from the Spell Compendium and marked with the page number.
0 Level: dancing lights, detect magic, flare, light, read magic, shock and awe (SC 189), spark.

1st Level: animate fire (SC 12), beastland ferocity (SC 25), burning disarm, endure elements, faerie fire, identify, insightful feint (SC 124), nerveskitter (SC 146), raging flame (SC 164), resurgence (SC 174), slow burn (SC 191), snapdragon fireworks, sun metal, wall of smoke (SC 235).

2nd Level: blinding ray, blood blaze, continual flame, darkfire (SC 59), fire trap, heartfire (SC 112), heroics (SC 113), mad hallucination, make whole, mindless rage (SC 142), primal form (fire only) (SC 161), pyrotechnics, updraft (SC 228).

3rd Level: arcane sight, ash storm, bottle of smoke (SC 37), daylight, dehydrate (SC 62), dispel magic, elemental aura, fire wings (SC 93), flashburst (SC 95), haste, heatstroke, heroism, mesmerizing glare (SC 140), quench, rage, resurgence, mass (SC 175), ritual of flame (new).

4th Level: blistering radiance (SC 33), burning blood (SC 40), fire stride (SC 93), fire shield, flame whips (SC 95), freedom of movement, good hope, minor creation, moonstruck, obsidian flow, scorching ash form..

5th Level:  blessing of the salamander, blood boil, break enchantment, burst of glory, damnation stride, fireward (SC 94), firesnake, major creation, righteous wrath of the faithful (SC 177), shroud of flame (SC 189).

6th Level: anger of the noonday sun (SC 11), anti-cold sphere (SC 13), battlemind link, contagious flame, dispel magic, greater, fire seeds, fire spiders (SC 92), form of the dragon I (gold/red only), ray of light (SC 167), sirocco, summon greater elemental (fire only) (SC 214), vengeful outrage.

7th Level: arcane sight, greater, brilliant inspiration, elemental body (fire only) (SC 78), firebrand, heroism, greater, radiant assault (SC 164), sunbeam, walk through space, waves of ecstasy.

8th Level: aura of vitality (SC 18), euphoric tranquility, heat drain (SC 112), high summer (see below), insanity (SC 244), maddening whispers (SC 135), sunburst, wall of lava.

9th Level: elemental swarm (fire only), fiery body, foresight, form of the dragon III (gold/red only), summon elemental monolith (fire only) (SC 214), time stop, true creation (SC 224).

Flame Control

Flame control powers are grouped into two sets. [Attack] powers are spell-like abilities, while [effect] powers are special options that you can apply to an [attack] as you invoke it. You can add one or more [effects] to an [attack] power by expending an available emberhaunt spell slot when you invoke the ability. The level of the spell slot expended must be equal to or greater than the combined Effect Cost of all the [effects] chosen. When adding effects whose total cost is 0, you must still expend a 0-level or higher spell slot. 

[Attack] Powers

Burning Grasp
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None

Flame erupts from your hand as you touch the target, inflicting 1d8 points of [fire] damage per 1.5 caster levels (minimum 1d8). You must succeed on a melee touch attack to hit the target.

Effect: Burning spear. Your attack takes the form of a spear composed of fire. The spear grants you reach, but you must have both hands free in order to wield it. The spear makes melee touch attacks and deals [fire] damage but otherwise functions as a normal spear. It is not a physical object, so it cannot be disarmed or sundered, nor can you apply your Strength bonus to damage when wielding it. You can take a full attack with the spear, but this increases its casting time to 1 full-round action. The duration of the effect is extended to the beginning of your next turn. Reduce the damage dealt to 1d6 points per 1.5 caster levels (minimum 1d6).
Effect cost: 0


Field of Flame
Range: Close (25 ft + 5 ft/2 levels)
Effect: One 10-foot square (S)
Duration: 1 minute (D)
Saving Throw: None

Fire erupts at a location you designate, inflicting 1d6 + 1 point per caster level of [fire] damage to creatures and objects within the effect, who enter the area, or at the start of your turn. If any 5-foot section of the flame takes 20 or more points of [cold] damage in a round, it goes out.

Effect: Conflagration. The effect occupies a shapeable area of one 10-foot square per four caster levels, per two levels, or per level.
Effect cost: 2, 3, or 4

Effect: Cloud of flame. The effect emits choking black smoke shot through with burning cinders to a height of 20 feet. One square or less of smoke offers [concealment], while two or more squares offers [total concealment]. A strong wind can disperse the smoke as if it was a fog cloud spell.
Effect cost: 2

Effect: Intense heat. Creatures within 10 feet of the field of flame must succeed on a Reflex save or take 2d4 points of [fire] damage.
Effect cost: 1

Effect: Trail of flame. Instead of occupying its normal area, when you move, you leave a trail of flame in five feet wide in your wake, which lengthens as you move, exactly following the path you take across a horizontal surface—you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface. If you also add the wall of flame effect, you leave a wall behind you when you move.
Effect Cost: 3

Effect: Wall of flame. The effect is rotated 90 degrees vertically, producing a straight wall 20 feet long for each 10-foot square of area you would normally produce. This wall is up to 20 feet high, at your option.
Effect Cost: 0


Fiery Aura
Range: Personal
Target: You
Duration: 5 minutes (D)
Saving Throw: None (harmless)

Your weapons are wreathed in mystic fire, and you deal an extra 1d6 points of [fire] damage per 4 caster levels (minimum 1d6) with melee and ranged weapons, natural attacks and unarmed strikes. This mystic fire does not harm you or your equipment.

Effect: Fiery shroud. The aura envelops your entire body. Creatures who attack you with non-reach melee weapons, unarmed strikes, or natural attacks also take the damage.
Effect cost: 3

Effect: Enduring flame. Increase the duration of the effect to 1 hour or 24 hours.
Effect cost: 1 or 6

Effect: Burning legion. Up to one ally per caster level within 60 feet of you also gains the effect.
Effect cost: 3


Fire Bolt
Range: 30 feet
Effect: Line
Duration: Instantaneous
Saving Throw: Reflex half

A line of fire shoots from your eyes, mouth, or fingertips, inflicting 1d6+1 points of [fire] damage per 1.5 caster levels (minimum 1d6) to creatures and objects within the effect.

Effect: Extended Bolt. Increase the range of the effect to 60 feet or 120 feet.
Effect cost: 2 or 4


Fireburst
Range: Close (25 ft + 5 ft/2 levels)
Effect: 10 ft radius burst
Duration: Instantaneous
Saving Throw: Reflex half

Fire erupts at a point you designate, inflicting 1d6 points of [fire] damage per 1.5 caster levels (minimum 1d6) to creatures and objects within the effect.

Effect: Enduring flame. The effect persists for 1 round per caster level. Creatures take damage when they enter the area or at the start of your turn.
Effect cost: 3

Effect: Extended range. Increase the range of the effect to Medium or Long.
Effect cost: 1 or 2

Effect: Nova. If you center the effect on yourself, you take no damage from the attack.
Effect cost: 0

Effect: Wide burst. Increase the radius of the burst to 15 ft, 20 ft, 30 ft, or 40 ft
Effect cost: 1, 2, 4, or 6

Pillar of Fire
Range: Close (25 ft + 5 ft/2 levels)
Effect: Cylinder (10 ft radius, 30 ft high)
Duration: Instantaneous
Saving Throw: Reflex half

Fire erupts at a point you designate, inflicting 1d6 points of [fire] damage per 1.5 caster levels (minimum 1d6) to creatures and objects within the effect.

Effect: Enduring flame. The effect persists for 1 round per caster level. Creatures take damage when they enter the area or at the start of your turn.
Effect cost: 3

Effect: Extended range. Increase the range of the effect to Medium or Long.
Effect cost: 1 or 2

Effect: Massive attack. Increase the size of the cylinder to a 20 ft radius, 40 ft high. Alternately, increase it to a 30 ft radius, 50 ft high.
Effect cost: 2 or 4

Effect: Nova. If you center the effect on yourself, you take no damage from the attack.
Effect cost: 0


Ray of flame
Range: Medium (100 ft + 10 ft/caster level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None

A ray of fire streaks from your eye or palm towards the target, inflicting 1d6 points of [fire] damage per 1.5 caster levels (minimum 1d6) . You must succeed on a ranged touch attack to hit the target.

Effect: Split ray. You fire two rays at separate targets within range. Reduce the damage dealt to 1d6 points per 2 caster levels. You must have a caster level of at least 2 in order to use this effect.
Effect cost: 1

Effect: Debilitating heat. Targets struck by the ray must succeed on a Fortitude save or become either [sickened] or [dazed] for 1 round.
Effect cost: 1 or 4


Wash of Flame
Range: 15 feet
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half

A cone of flame shoots from your mouth or fingertips, inflicting 1d6+1 points of [fire] damage per 1.5 caster levels (minimum 1d6) to creatures and objects within the effect.

Effect: Flamethrower. Increase the range of the effect to 30 feet or 60 feet.
Effect cost: 2 or 4

Effect: Fan the flames. The cone widens to a hemisphere. 
Effect cost: 1

[Effect Powers]

Burning
Effect: Victims of your attack are set on fire, and take 1d6 [fire] damage per round until extinguished. A creature that has been set afire can attempt a DC 15 Reflex save as a full-round action to extinguish the flames.
Effect cost: 1

Charring
Effect: Your attack deals only half as many dice of damage as it normally would. Each round thereafter, victims continue to burn and take one fewer die of damage, until the effect reaches zero dice or is extinguished. For example, an attack that normally deals 12d6 damage would instead deal 6d6 initially, then 5d6 on the next round, then 4d6, 3d6, and so on. A creature that has been set afire can attempt a DC 15 Reflex save as a full-round action to extinguish the flames.
Effect cost: 2

Delayed
Effect: When you cast it, you can choose to delay your attack’s effect by up to 5 rounds. The effect must still be a legal action when it occurs, and may fail if conditions have changed.
Effect cost: 3

Explosive
Effect: On a failed Reflex save, victims of your area attack are ejected from the area and knocked prone. Such creatures take 1d6 points of physical damage per 10 feet traveled in this fashion.
Effect cost: 2

Searing
Effect: Your attack ignores fire resistance, deals half damage to creatures with fire immunity, and deals double damage to creatures with vulnerability to fire.
Effect cost: 1

Selective
Effect: You can specify a number of squares equal to your Dex mod in an area attack. These squares are unaffected by it..
Effect cost: 2

Smoldering
Effect: Your attack uses the next largest die size when determining damage dealt.
Effect cost: 2

Swift
Effect: You cast your attack as a swift action instead of a standard action.
Effect cost: 4

Feats

EXTRA FLAME CONTROL [General]
You are especially versatile when using your flame control power.
Prerequisite: Flame control class feature.
Benefit: You gain an additional flame control power.
Special: You can take this feat more than once. Its effects stack.

IMPROVED FLAME CONTROL [General]
You are especially skilled at enhancing your flame control attacks.
Prerequisite: Flame control class feature.
Benefit: When you gain this feat, select one of the [attack] powers that you currently possess. When you add effects to that flame control attack, reduce the total effect cost by one. If the total effect cost is reduced to zero, you do not need to expend a spell slot to produce the effect.

Magic Items

Emberheart, Minor: This fist-sized lump of magical coal has been infused with the intensity and raging heat of a volcano. On command, a minor emberheart can produce the following effects:

Light (at will)
Heroics (3/day)
Fire Wings (3/day) Faint evocation; CL 5th; Craft Wondrous Item; fire wings, heroics, light, creator must natively have the fire subtype or be an emberhaunt; Price 12,000 gp; Weight 1 lb.


Emberheart, Major: A major emberheart looks similar to a minor emberheart, except that it is constantly surrounded by a swirling vortex of smoke and cinders to a radius of 1 foot. Creatures holding a major emberheart take 1d4+1 points of fire damage per round from the device's burning radiance. On command, a major emberheart can be used to produce the following effects:
Light (at will)
Fire Stride (3/day)
Firebrand (3/day)
Heroics (3/day)
Fire Wings (3/day)
Fire Storm (1/day)
High Summer (1/day, see below)
major emberheart's most awesome power is the ability to create a high summer once per day. A major emberheart casts this spell automatically each day at dawn, unless it has already been used that day to create a high summer. Thus, the mere presence of a major emberheart generates a 15-mile-radius zone of eternal summer; the majority of tropical or waste regions that appear in frostfell environments are the result of the introduction of a major emberheart into the region.

Strong transmutation; CL 15th; Craft Wondrous Item, light, fire stride, firebrand, heroics, fire wings, fire storm, high summer, creator must natively have the fire subtype or be an ember haunt; Price 120,000 gp; Weight 1 lb.

New Spells 

Ritual of Flame
Evocation [Fire]
Level: emberhaunt 3
Components: S, F, sacrifice
Casting Time: 1 immediate action
Range: 30 ft.
Target: Creatures or squares within a 30-ft. radius burst
Duration: 1 round
Saving Throw: Yes
Spell Resistance: Yes

With merely a forceful gesture, you channel the spirits of fire through yourself, launching them at nearby creatures.

You send jets of superheated air at a number of creatures within range up to your Dexterity modifier. Affected allies receive resist cold 10 and a +4 bonus to saves against [cold] until the beginning of your next turn, while enemies are [sickened] for 1 round by the heat (Fort negates, DC = 10 + ½ emberhaunt level + Dex modifier). At 13th level, the resistance increases to 20 and the save bonus increases to +6, while enemies are [nauseated] instead of [sickened].

A caster of at least 9th level may instead invoke choking smoke: The emberhaunt can direct thick clouds of smoke to fill a number of squares within range up to his Dexterity modifier. Allies within the affected squares receive [concealment] until the beginning of the emberhaunt’s next turn, while enemies within the squares are [blinded] for 1 round by the thick smoke (Fort negates, DC = 10 + ½ emberhaunt level + Dex modifier). At 17th level, allies receive [total concealment] instead.

A caster of at least 13th level may instead invoke dazzling radiance: All creatures within a 30-ft. radius are [stunned] by the brilliant light, or [dazzled] on successful Fortitude save (DC = 10 + ½ emberhaunt level + Dex modifier). The caster can shield a number of target creatures within range up to his Dexterity modifier. Shielded creatures are unaffected by the dazzling radiance. The caster is vulnerable to the dazzling radiance unless he selects himself as a target to be shielded. The emberhaunt must drive the fire in the area to a fever pitch to activate this ability; he must sacrifice an additional 5 hit points when invoking dazzling radiance. The flash of light is instantaneous, but the conditions last for 1 round. Dazzling radiance has the [light] descriptor, and counters and dispels darkness effects appropriately.

A caster of at least 17th level can instead invoke burning heat. The temperature within a 30-ft. radius rises to approximately 500 degrees Fahrenheit (260 degrees Celcius) for 1 round. Lamp oil and other combustible fuel sources immediately burst into flame. Any exposed dry, flammable items such as paper, cloth, leather, hair, fur, etc, catch fire and begin to burn. Liquids begin to boil furiously, and small volumes of liquid (such as the contents of most potions, vials, and flasks) quickly boil away to nothing. Creatures may attempt a Reflex save to protect vulnerable magical items in their possession (DC = 10 + ½ emberhaunt level + Dex modifier). Additionally, all creatures sustain 3d10 points of [fire] damage and are now on fire. The caster can shield a number of target squares within range up to his Dexterity modifier. Shielded squares are unaffected by the burning heat. The caster is vulnerable to the burning heat unless he selects himself as a target to be shielded. The caster must drive the fire in the area to a fever pitch to activate this ability; he must sacrifice an additional 10 hit points when invoking burning heat.

Focus Component: an emberheart.
Sacrifice Component: the caster takes one point of damage for each creature targeted by this ability. Invoking dazzling radiance requires a sacrifice of 5 additional hit points, while burning heat requires a sacrifice of 10 additional hit points. This damage may not be prevented or redirected, although it doesn't disrupt the spellcasting process.


High Summer
Transmutation [Fire]
Level: Emberhaunt 8
Components: V, S, M (ruby worth 500g)
Casting Time: 10 minutes (see text)
Range: 1 mile/level
Area: 1 mile/level radius, centered on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

You change the weather to a state of permanent summer, or strengthen summer conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The temperature rises to warm or by one band, whichever produces the warmer result (see SS p.12 for details). Open water and the moisture in soil and plants begins to evaporate, leading to drier conditions. In most environments, rainfall tapers off, and if the area was already dry or conditions were already summery, desertification may occur, creating a waste environment. If the area was already a desert, it becomes a hellish waste in which few things can live. High winds often develop near the border of the spells effect and along coastlines as cooler air mingles with the hot air of the high summer, which can lead to dust storms or intense lightning storms. Alternately, if cast in a frostfell or glacial region, the snow and ice melt rapidly, choking waterways and leading to flash floods and heavy soil erosion (which accelerates the creation of waste environments). You specify the sort of weather impact you wish to create, but DM adjudication may be necessary to establish the final result.

Daily wind and water evaporation from open water sources (lakes, reservoirs, wells, etc.) during high summer are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, -2 in winter, +2 for a hot climate, -2 for temperate climate, and -6 for cold climate. Roll separately for wind and desiccation. The wind and desiccation are the maximum possible for the day; at your option, there can be less wind or drought. Severe winds will bring a duststorm (described on SS p.16) if there has been evaporation since the last rain.

High Summer d20 Roll Amount of Desiccation Amount of Wind
0 or less 1d12 inches of rain Weak (0-10 mph)
1-5 No change in water level Weak (0-10 mph)
6-10 1d4-1 inches evaporation Moderate (11+ mph)
11-15 1d8 inches evaporation or 1 inch dustfall Moderate (11+ mph)
16-20 1d12 inches evaporation Strong (21+ mph)
21-25 2d12+4 inches evaporation Strong (21+ mph)
26+ 1d6+1 feet of evaporation, temperate increases +1 band Severe (31+ mph)

You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). .

Feats and prestige classes for elemental casters.