This orison has 2 applications.
The 1st creates a
small flame on the end of
the caster’s forefinger.
This flame cannot
be extinguished while
the druid holds it.
The druid has one
round to transfer the
flame to any combustible
material or the
flame dies. Once
transferred, the flame
becomes nonmagical
and is subject to
wind, water, and
other means of being
extinguished.
The 2nd application
is
very rarely used
because of the great
danger involved.
The druid may imbue the
flame with some of
his own lifeforce. This
causes the flame
to become magical, making
it capable of striking
any creature as
though the target
was AC 10. The druid
can then hurl the
flame up to 3’, and must
successfully hit
the creature. Magic resistance
applies, and a successful
saving
throw vs. magic negates
half the damage.
The amount of damage
done varies with
the amount of lifeforce
transferred. The
druid takes 1 hp
of damage for every hp
of effect he wishes
the flame to have.
Furthermore, the
druid must make an
unmodified saving
throw vs. death or
permanently lose
¼ of all hit points given
to the flame. These
lost hit points can only
be regained by level
advancement; no
magic of any type
will restore the lost hit
points. This application
of the orison may
only be cast once
per day. Both applications
of this orison require
only somatic
components, as the
flame is drawn from
the lifeforce of
the caster.
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| Dragon magazine | - | Druidic cantrips | - | 1st Edition AD&D |