Affect Normal Fires (spell)

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Affect normal fires enables the caster to magically alter a natural fire no larger than 3 ft. in diameter. Specifically, the size of a campfire can be shrunk from the size of a candle, or parts of the fire can be hurled up to a distance of 10 ft. These potentials are explained separately.

Affect Normal Fires
Range 5 ft. per level
Duration 3 rounds per level
Area of Effect 3 ft. diameter fire
Casting Time 1 round
Saving Throw see text
Level mage (1st)

Shrunken Fire

To shrink and move a fire, the caster must spend a full round accomplishing the task. He or she must also possess a twig, taper, candle, torch or lantern upon which the fire can be induced to land.

While in this form, the fire continues to burn without using fuel — though it must have oxygen or else the flame will quit. Thus, the caster can snuff the flame at will with a simple extinguisher, but it cannot be contained in any manner.

As the spell's duration is insufficient for long-time storage of a fire, it can nevertheless be employed as a means of moving and dropping a fire wherever it might prove convenient for later manipulation. The caster or anyone else may bear the fire without fear of harm, until the caster commands the fire to return to normal, whereupon it will jump a five-foot distance and appear, fuel and all, as it did before it was shrunk.

The shrunken fire will produce as much illumination as the form it takes, i.e., that of a candle or torch.

Hurling Fire

This requires a fire that's at least 1½ ft. in diameter, that's been built normally. If the fire has been shrunken and moved to another place, because the original fire was "normal," it remains suitable for hurling.

Using all of his or her action points that round, the caster causes a ball of flame to leap from the fire to a target the size of a combat hex. The damage caused will be 1-6; victims are entitled to a saving throw. If this succeeds, the target will only be singed for 0-1 points — though this presumes the target has also leapt back one hex. If there is no escape hex, then there is no saving throw and the target takes full damage.

Fire hurled in this manner is insufficient to threaten carried objects, as it lights briefly; but the caster can continue to hurl the fire — or shrink it again — as long as the spell's duration lasts.