The following are the granted power options for fire clerics.
Minor Granted Powers
Affect Normal Fires: This ability functions once per day, and acts exactly as the 1st-level wizard spell of the same name.
Cleansing Flame: The cleric steps into a flame the size of a campfire for no more than one round. This allows him to skip one meal (food and water), cures him of 1d4 points of damage, and cleans his body of dirt and filth. If the cleric is poisoned, the cleansing flame will allow him a second saving throw. Note that this “meal” is not enough to sustain the cleric for any length of time. He will still need normal food and water to supplement the energy given him by the cleansing flame.
A character may invoke this ability when attacked by a fireball, when stepping into a burning building, or at any other time of need. The effects last for only one round. After that, the priest either suffers the usual damage, or he has to use his ability to ignore the element to protect himself. He may use this ability once per day.
Control Flame: A fire priest can control any fires smaller than torch head. He may cause them to smother, spread, or move, as long as the flames remain in contact with combustible material. The fire may even perform short leaps through the air by expanding and catching on other materials, but this range is limited to 6 inches per level of the caster. A 6th-level cleric could cause the flame to leap 36 inches, or 1 yard.
Enflame: The priest does not gate flame from his plane, but creates small fires the size of a match stick at will. This power ignites torches and larger materials normally. The ability has a range of 1 yard per level of the caster.
Protection from Flame: A fire cleric may take this ability upon reaching the 5th level. It grants him a +2 to saving throws vs. any fire-based attack. The disadvantage of this ability is that the priest is at –2 to any water based attacks, since casting protection from flame will dowse his own fiery energies.
Major Granted Powers
Ignore Element: At 5th level, fire clerics may ignore fire and heat for a number of rounds equal to their level. Their weapons and possessions are also protected. A heat metal spell would make a priest’s sword glowing hot, but it would not warp or otherwise affect it. When the time limit has passed, the priest is subject to the full effects of whatever is attacking him. Items that have been heated to extremes will suffer whatever effects are appropriate if they are not cooled before the power fades. The sword in the example above would warp as soon as the cleric’s power stopped functioning if a heat metal spell was still in effect.
Gate Element: At 7th level, the cleric can gate in raw flame from the Elemental Plane of Fire. The flame can be as small as the character wishes, its maximum size is 1 cubic foot for every level of the priest above the 6th. Each cubic foot can affect one medium to large sized creature. As the total volume increases, so does the heat and damage. Every cubic foot gated in does 1d6 points of damage to anything that it touches. A successful saving throw will cut this in half. Fire without fuel will last only a single round. It ignites paper, clothing, hair, wood, and other light materials if a successful saving throw vs. magical fire is not made. Summoned fire that catches on combustible materials will burn normally and destroy material items accordingly.
A cleric may not move the flame once it has materialized, and it must appear at a point no more than 50 feet away. Anything that can ignite will, unless a saving throw vs. magical fire is successful. Items carried by characters who make the saving throw are also unaffected. Burning items inflict damage normally.