Devil Fire (3.5e Spell)
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Transmutation [Evil, Devil Lore] | |
Level: | Sor/Wiz 4 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/lvl |
Saving Throw: | none |
Spell Resistance: | no |
The caster draws out a contract written in his own blood and some gold coins, which both disappear in a flash of red smoke. A fiery aura surrounds the caster.
Devil Fire grants different effects depending on the number of Devil Lore spells active on the caster or cast during the duration of this spell. For each unique Devil Lore spell currently active on the caster (including this spell) as well as cast during the duration of this spell, Devil Fire has the following effects:
Number of Spells Cast | Effect |
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1 | Attackers take 1d6 fire damage, flames give off 10 feet of light |
2 | As previous, but add +1 damage per caster level |
3 | As previous, but you take only half damage from fire-based attacks |
4 | As previous, but if a fire-based attack allows a Reflex save for half damage, you take no damage on a successful save. |
5 | As previous, but you get +2 to all saving throws against fire-based attacks |
6 | As previous, but the damage is improved to 3d6 |
7 | As previous, but you gain a resistance to fire of 15 |
8 | As previous, but the damage is improved to 5d6 |
9 | As previous, but you gain a resistance to fire of 30 |
Any round in which the caster casts a Devil Lore spell, all other active Devil Lore spells have their duration extended by one round.
Material Component[edit]
A piece of parchment with an unsigned devil's contract written in the blood of the caster as well as 5 gold pieces. The parchment costs 5 gold pieces to prepare in addition to the 5 gold pieces consumed in the casting. It also causes 4 hitpoints to be lost from the caster's total hitpoints, which cannot be destroyed until the material component is destroyed (either physically or during the casting of this spell).
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