Fire Telekinesis
(Alteration)
Level: 2
Range: 30 yards
Components: V, S
Duration: 2 rounds per level
Casting Time: 2 segments
Area of Effect: One 5 ft. x 5 ft. fire
Saving Throw: Special

By means of this spell, the magic-user is able to move fire by concentrating on moving it mentally, The magic-user must be within range of an existing fire to manipulate it. This can be used in two ways:

1) The flames themselves can he "picked up" and moved through the air at a movement rare of 5 feet for the duration of the spell. The previous fuel source will remain in place and will be extinguished (although still hot) and any new fuel source that the flames come in contact with may be ignited if it fails to save versus fire. Living creatures hit by the slowly moving flames will suffer 1d6 points of damage per hit. The caster must successfully make a to-hit roll against the target's Armor Class to inflict the damage and may make one such attack per round.

2) As an alternative to moving the entire set of flames from the original fuel source, the magic-user may manipulate the flames to lash out at objects within 10 feet of the original fire. For a torch-sized fire only one such flame may be manipulated per round. Creatures hit by the flame that lashes out are similarly subject to 1d6 points of damage. For a campfire-sized blaze, the magic-user may lash out with up to 1 flame per level against any creatures within 10 feet of the fire. Each flame that successfully hits a target does 1d6 points of damage. Candle-sized flames may not be used to lash out for damage but may be moved to ignite another larger fuel source, which can then be further manipulated as it grows.