Burning Demand
Level 12You create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target's body, after which you command the target to approach you, run away (as if it had the Fleeing condition), release what it's holding, drop Prone, or stand in place. The target then attempts a fortitude save against your class DC.
Critical Success The sigil immediately vanishes, and the creature is unaffected.
Success The sigil acts as a magnet for your fiery attacks, granting the creature a –1 penalty to its saves and AC against your fire impulses. The sigil lasts until the end of your next turn or until the creature spends at least 1 action obeying your command, whichever happens first.
Failure At the start of the creature's next turn, if it doesn't use their first action to obey the command, the sigil ignites as it vanishes, dealing scaling d6 fire damage and (scaling+2)d6[persistent,fire] damage to the creature.
Critical Failure The creature must spend the first action of its next turn to obey your command; it can't Delay. The sigil vanishes at the end of its turn; it ignites if the creature didn't use all its remaining actions to continue to obey your command, dealing scaling d6 fire damage and (scaling+2)d6[persistent,fire] damage to the creature.
Level (+2) The damage increases by 1d6, and the persistent damage increases by 1d6.