Dark Fire (3.5e Spell)
From D&D Wiki
Evocation [Fire] | |
Level: | Clr 3, Sor/Wiz 2 |
---|---|
Components: | V, S, M |
Casting time: | 1 full round |
Range: | Touch |
Target: | One object touched |
Duration: | 4 hours + 1 hour/2 caster levels |
Saving Throw: | None |
Spell Resistance: | No |
Description
A flame, void of light, springs forth from an object that you touch. The effect feels like a regular flame, but it does not give off any visible illumination nor does it consume oxygen.
History
A mystic devoted her time to studying the properties of flames through arcane practices. Through many trials she unlocked the key to separating light from heat. Two spells emerged though one gained more popularity while the other disappeared in history. The spell Continual Flame is attributed to her and it was only until recently that her Dark Fire spell was discovered. The mystic is assumed to have died before completing a permanent Dark Fire spell. This secretly guarded spell is known to a select few.
Game Mechanics
Any cautious creature (at half-speed) that approaches the object enchanted with Dark Fire will be able to feel the heat and possibly avoid the danger. Flammable items that come in contact with Dark Fire will be consumed in visible flames as if lit by a normal torch.
The magical fire does not consume the item it is enchanted to during the duration of the spell. If the item enchanted is flammable then at the end of the spell's duration the object will be consumed in visible flames and will burn normally.
Attempts to cover up or hide the object with Dark Fire will not quench the flames. Submerged objects will continue to produce heat and will start to boil the liquid (water or some other liquid with a similar boiling point or lower) it is in within reason.
This spell is not a light spell and will not counter or dispel darkness spells. Creatures with darkvision or low-light vision are not affected by this spell. Creatures that rely on heat-vision can see the heat given off the object in a 5-foot radius. The object enchanted is not considered magical and will not hurt creatures that have damage resistance against normal missiles.
Material Component: You sprinkle black star sapphire dust (worth 5 gp) on the item that is to carry the flame.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Sorcerer/Wizard