Hellfire: Difference between revisions

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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. 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:
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.
* Fatigued
* 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. That creature takes 4d8 fire damage if they fail the check, and 1⁄2 damage if they succeed. A creature that crit fails this check also gains Burning (2d8).
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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|When you cast this spell, 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.
|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.
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[[Occult Spells|[Back to Occult Spells]]]
[[Occult Spells|[Back to Occult Spells]]]