Summon Hellfire: Difference between revisions

From MythCraft Online SRD
Jump to navigation Jump to search
No edit summary
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
''[[Occult]] Ritual, Evoking, Dark Power''
__NOAUTOLINKS__
{| class="creature"
|+
|
== '''Summon Hellfire''' ==
|-
| ''[[Occult]]'' ''Ritual, Evoking, Dark Power''
|-
|''Prerequisites: Occult Power 13''
|-
|'''Casting Time:''' 1 hour
|-
|'''Range:''' 5 miles
|-
|'''Materials:''' 1 gallon of fresh humanoid blood, fresh cut timber, and a slaughtered animal
|-
|'''Recharge''': 1 week
|-
|'''Duration:''' Instantaneous
|-
!Spell Description
|-
|Choose up to three points that you can see within range.
All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.


'''Prerequisites:''' Occult 13
Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds. If there is a strong wind, then they will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 ft. Although sparked by magic, the fire itself is considered nonmagical.


'''Casting Time:''' 1 hour
The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it. Additionally, creatures that begin their turn in smoke must make an END check against a DC of 10 + your magic attribute.


'''Range:''' Sight
On a failure, they suffer the first condition; if they already had that condition, then they gain the subsequent condition on top of any previous effects:


'''Materials:''' 1 gallon of fresh humanoid blood, fresh cut timber, and a slaughtered animal
* Shaken until outside the radius of smoke.
* Sickened until outside the radius of smoke.
* Gain Fatigue.
* Slowed until outside the radius of smoke.
* Suffocating until outside the radius of smoke.


'''Recharge:''' 7 Days
A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. On a failure, that creature takes 2d8 fire damage. On a success, they take 1⁄2 damage.


'''Duration:''' Instantaneous
This fire will burn until extinguished through magical or mundane means or until it runs out of natural fuel.
 
Choose up to three points within range. All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.
 
Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds.If there is a strong wind, then they will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 ft. Although sparked by magic, the fire itself is considered nonmagical.
 
The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it. Additionally, creatures that begin their turn in Smoke must make an END check against a DC of 10 + your magic attribute. If they fail, then they suffer a condition; if they already had that condition, then they gain an additional condition on top of any previous effects:
 
• Shaken until outside the radius of smoke
 
• Sickened until outside the radius of smoke
 
• Fatigued
 
• Slowed until outside the radius of smoke
 
• Suffocating until outside the radius of smoke
 
A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. That creature takes 2d8 Fire [[damage]] if they fail the check, and 1⁄2 damage if they succeed. Fire created from this Ritual will burn until extinguished through magical or mundane means or until it runs out of natural fuel.
 
'''Dark Power:''' When you cast this Ritual, make a Spellcasting check against a DC of 10 + double your character level. If you succeed, you cast the ritual as intended. If you Crit, you also summon a Fire [[elemental]], which appears in the center of one of the fires of your choice and is hostile towards all creatures. If you fail, then one of the three fires originates in your space (randomly determine which of the three fires is not cast where you intended it). If you fail by 10 or more, you summon a Fire Elemental, which appears in an unoccupied space within 10 ft of you and is hostile towards you and your allies.


When you cast this ritual, make a dark power roll.
|-
!Dark Power
|-
|Make a magic attribute check against a DC of 10 + double your character level. On a success, you cast the ritual as intended. On a critical success, you also summon a [[Fire Elemental]], which appears in the center of one of the fires of your choice and is hostile towards all creatures. On a failure, one of the three fires originates in your space (randomly determine which of the three fires is not cast where you intended it). If you fail by 10 or more, you summon a fire elemental, which appears in an unoccupied space within 10 ft and is hostile towards you and your allies.
|}


[[Occult Spells|[Back to Occult Spells]]]
[[Occult Spells|[Back to Occult Spells]]]

Latest revision as of 13:04, 1 August 2025

Summon Hellfire

Occult Ritual, Evoking, Dark Power
Prerequisites: Occult Power 13
Casting Time: 1 hour
Range: 5 miles
Materials: 1 gallon of fresh humanoid blood, fresh cut timber, and a slaughtered animal
Recharge: 1 week
Duration: Instantaneous
Spell Description
Choose up to three points that you can see within range.

All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.

Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds. If there is a strong wind, then they will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 ft. Although sparked by magic, the fire itself is considered nonmagical.

The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it. Additionally, creatures that begin their turn in smoke must make an END check against a DC of 10 + your magic attribute.

On a failure, they suffer the first condition; if they already had that condition, then they gain the subsequent condition on top of any previous effects:

  • Shaken until outside the radius of smoke.
  • Sickened until outside the radius of smoke.
  • Gain Fatigue.
  • Slowed until outside the radius of smoke.
  • Suffocating until outside the radius of smoke.

A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. On a failure, that creature takes 2d8 fire damage. On a success, they take 1⁄2 damage.

This fire will burn until extinguished through magical or mundane means or until it runs out of natural fuel.

When you cast this ritual, make a dark power roll.

Dark Power
Make a magic attribute check against a DC of 10 + double your character level. On a success, you cast the ritual as intended. On a critical success, you also summon a Fire Elemental, which appears in the center of one of the fires of your choice and is hostile towards all creatures. On a failure, one of the three fires originates in your space (randomly determine which of the three fires is not cast where you intended it). If you fail by 10 or more, you summon a fire elemental, which appears in an unoccupied space within 10 ft and is hostile towards you and your allies.

[Back to Occult Spells]