Hellfire: Difference between revisions
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!Spell Description | !Spell Description | ||
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|Choose up to five points within range. The red flames of hell explode outwards from those points in a 100 ft radius from each point. 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. A [[Fire Elemental]] appears at the center of each fire. Such | |Choose up to five points within range. The red flames of hell explode outwards from those points in a 100 ft radius from each point. 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. A [[Fire Elemental]] appears at the center of each fire. Such elementals are hostile to all creatures besides other fire elementals. | ||
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. | 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. | 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, then 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 | * Shaken until outside the radius of smoke. | ||
* Sickened until outside the radius of smoke | * Sickened until outside the radius of smoke. | ||
* | * Gain Fatigue. | ||
* Slowed until outside the radius of smoke | * Slowed until outside the radius of smoke. | ||
* Suffocating 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. | 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 4d8 fire damage. On a success, they take 1⁄2 damage. A creature that crit fails this check also gains Burning (2d8). | ||
When you cast this spell, make a dark power roll. | |||
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!Dark Power | !Dark Power | ||
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| | |Roll 1d20. If you roll 5 or lower, you spontaneously combust. You immediately die, and your soul burns to ashes and cannot be recovered or restored by any means. | ||
|} | |} | ||
[[Occult Spells|[Back to Occult Spells]]] | [[Occult Spells|[Back to Occult Spells]]] | ||
Latest revision as of 14:43, 1 August 2025
Hellfire |
| Occult Spell, Evoking, Dark Power, Conjuring 10 |
| APC: 30 |
| SPC: 100 |
| Range: Sight |
| Requires: Gesture, Verbal, Visual |
| Duration: Instantaneous |
| Spell Description |
|---|
| Choose up to five points within range. The red flames of hell explode outwards from those points in a 100 ft radius from each point. 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. A Fire Elemental appears at the center of each fire. Such elementals are hostile to all creatures besides other fire elementals.
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, then they suffer the first condition; if they already had that condition, then they gain the subsequent condition on top of any previous effects:
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 4d8 fire damage. On a success, they take 1⁄2 damage. A creature that crit fails this check also gains Burning (2d8). When you cast this spell, make a dark power roll. |
| Dark Power |
| Roll 1d20. If you roll 5 or lower, you spontaneously combust. You immediately die, and your soul burns to ashes and cannot be recovered or restored by any means. |