Hellfire: Difference between revisions
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'''Dark Power:''' 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. | '''Dark Power:''' 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. | ||
[[Occult Spells|[Back to Occult Spells]]] | |||
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== '''Hellfire''' == | |||
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| ''[[Occult]] Spell, Evoking, Dark Power, Conjuring 10'' | |||
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[[Occult Spells|[Back to Occult Spells]]] | [[Occult Spells|[Back to Occult Spells]]] | ||
Revision as of 13:17, 3 July 2024
Occult Spell, Evoking, Dark Power, Conjuring 10
APC: 30
SPC: 100
Range: Sight
Requirements: Verbal, Visual, Gesture
Duration: Instantaneous
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. 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 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).
Dark Power: 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.
Hellfire |
| Occult Spell, Evoking, Dark Power, Conjuring 10 |
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