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Monday, August 5, 2019

Fire Spell Descriptions

Fire Spell Descriptions

First Level Spells


Control Flames


Duration: 1 Turn

Range: 10’

The spell allows the Fire Elementalist to increase or decrease the intensity of an already existing flame. The wizard can increase a flame to a bonfire size (5’ diameter) or reduce it to the size of a match. This will increase and decrease the amount of light in the area, and the rate of consumption. This will not affect the heat output of the flame.


Burning Hands


Duration: Instant

Range: 0’

The Fire Elementalist casts this spell by placing his hands together in a wide, fanning arc as flames spring forth.

All creatures directly in front of the wizard will take 1 Hit Point of damage per level of the caster.
All flammable items touched by the fire will burn.

Candle of Truth 


Duration: 1 Turn

Range 15’

The Fire Elementalist can create a special candle that will continue to burn as long as the target does not lie.

The candle will continue to burn if the target is telling the truth. If the target tells a half-truth or slight deception, the flame begins to flicker. If the target outright lies, the flame will be snuffed and the spell is ended.
The spell lasts 1 turn or 10 questions, whichever comes first.
The target does not get a saving throw, but is not compelled to speak.
Magic specifically designed to make lies undetectable will fool the candle.
Only the Fire Elementalist can ask the target the questions.
The Fire Elementalist can create the candle with the wax from Giant Bees, and 100 GP of materials.
The candle can often be bought from holy men for 300 GP.


Second Level Spells   


Sun Shade


Duration: 3 Turns

Range: Touch

Casting this spell enables the Fire Elementalist to protect themselves and others from harmful light, color, and illusion effects.

The target see through natural blinding sunlight and heat shimmers.
The target can see through mirages and common illusions (up to 4th level).
The target gains a +4 saving throw bonus versus any visual spell that is related to color, heat, or fire.
The target is immune to the spells Light, Continual Light, and Sun Burst.
The target is immune to reflected light, like off a mirror or reflective shield.

Sun Burst


Duration: 2d4 rounds

Range 15’

The Fire Elementalist can create spheres of light that move swiftly towards the target and blind them for a time unless they make a saving throw versus spell.

The spell can only be cast in full daylight, or in the presence of magic that replicates full daylight like Continual Light.
The spell will effect 1 target per level of the caster, all must be within 15’ radius.
Targets that fail the saving throw will be blinded for 2d4 rounds.
It will not affect targets that are blind, or do not rely on sight.
Undead that fail the save are not blind, but the light cause an irritation that disturbs their connection to the Negative Plane. Undead will have a 4 point penalty to AC, and a -2 penalty to all attacks for 2d4 rounds.

Flaming Sphere


Duration: 6 Rounds

Range: 30’

The Fire Elementalist creates a large ball of flame and can move it around at their will. Anyone that comes into contact with the sphere will make a saving throw versus spell to not be hit.

The Fire Elementalist can conjure the sphere anywhere within 30’ of themselves. With concentration each round they can move the sphere up to 30’, but must stay within 30’ of the caster.
While concentrating on Flaming Sphere, the wizard cannot cast another spell, move more than 10’ in a round, or take damage, otherwise the spell is broken.
Each target that the sphere passes over will need to make a saving throw vs spell or take 2d4 Hit Points of damage.
If at the beginning of a targets turn they are next to the sphere they need to make a saving throw versus spell or take 1d4 points of damage.
Flammable objects that come into contact with the sphere will ignite.
The sphere does not have mass and cannot push objects or people.
The DM may impose penalties for the saving throw if there is little area to move out of the way of the sphere, like a very narrow hallway or a closet.

Third Level Spells


Fireball


See OSE Magic Section


Infravision


See OSE Magic Section


Scorch


Duration: Instant

Range: 150’

The Fire Elementalist creates a blast of intense heat that flows from their hand that strikes a visible target.

The blast hits unerringly (no attack roll or saving throw required).
The blast does 6d4 Hit Points of damage. The blast will 2d4 additional Hit Points of damage if target is wearing metal armor, or touching a metal object that is bigger than a sword, including a shield.
The blast cannot go through water, this includes rain or fog.

Fourth Level Spells


Wall of Fire


See OSE Magic Section


Hell Fire


Duration: Instant

Range: 240’

Flame streaks towards a point within range and detonates in a 20’ radius sphere.

Targets caught in the Hell Fire suffer 1d6 hit points of damage per level of the caster, with a successful save versus spell indicating half damage. 
The caster and his possessions are immune to the effects of this spell.

Strengthen Fire Creature 


Range: 120’

Duration: 1 Turn

This spell enhances creatures of a fiery nature making them look and act in a tougher manner.

The spell can only target creatures that dwell in fire or can manipulate fire, or are native to the Elemental Plane of Fire. Examples include: Red Dragons, Hell Hounds, Efreeti, and Fire Elementals. This does not include creatures that can merely cast fire-based magic, including Fire Elementalist.
Targets of the spell get a +1 bonus to attack rolls and damage. If the target does multiple dice of damage, it gets a +1 to damage per die rolled.
Creatures that are native to the Elemental Plane of Fire gain a +1 to Hit Points per Hit Die of the creature.
This spell is reversible and is called Weaken Fire Creature.

Fifth Level Spells


Animate Dead (Called Reignite the Spark)


See OSE Magic Section


Conjure Elemental – Fire Elemental Only


See OSE Magic Section


Fire Saluqui


Range: 240’

Duration: 3 Turns

The Elementalist creates a saluqui (a desert greyhound) made of pure fire to track a target.

The Elementalist creates the saluqui and gives it a description of the target. The description can be a name or a physical description (e.i. “the man with the red turban I saw at the market” or “the person who stole the fighters coin purse”)
If the target has been in the range of the spell in the last 24 hours, the saluqui will begin to track them down. If the target was not in range, the saluqui will disappear. The saluqui can move at a speed up to 240’ per round for the spell’s duration. 
The hound cannot track or move across water, or be used in heavy rain. It can also snuffed out by having large amounts of earth pushed on top of it, or by and extreme gust of wind. 
If the target teleports or travels to another dimension, the saluqui will travel to that spot and run in circles.

Sixth Level Spells


Disintegrate


See OSE Magic Section


Fireproof


Range: Touch

Duration: 12 Turns

The target of this spell can be a person or an object and they gain full immunity from normal fires and extra protection from magical fires.

Immunity to normal fires including molten lava and bonfires.
Fire based breath weapons do -1 hit points of damage per die.
Target receives +2 bonus to saving throws versus magical fire.
If the target is an object it is immune to both normal and magical fire for the duration.

Candle of Justice


Range: 30’

Duration: 1 Turn

This spell is a more powerful version of the 1st level spell, Candle of Truth. The spell works in the same fashion as Candle of Truth, with 2 important differences. The Fire Elementalist can create a special candle that will help in extracting a confession from the target.

The candle will continue to burn if the target is telling the truth. The first time the target lies a part of their body bursts into flame causing 1d6 damage. Each additional untruth causes an additional die of damage. The 2nd lie is 2d6, the 3rd is 3d6, and so on. The target can make a saving throw for half damage.
With this version of the spell, “truth” is determined by the caster. If the caster believes something to be true, even if it is not, and the answer is incorrect the victim will suffer the effects of a lie. Ignorance of the “truth” or silence will be considered a lie. Half-truths and even outright lies can spare the effects, as long as the caster believes them true.
The spell lasts 1 turn or 10 questions, whichever comes first.
Only the Fire Elementalist can ask the target the questions.
The Fire Elementalist can create the candle with the wax from Giant Bees, and 100 GP of materials.
The candle can often be bought from holy men for 300 GP.

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