Flame finger (Alteration)
Range: 0
Duration: 1 round
AE: The caster
Components: S
CT: 1/3 segment
Saving Throw: 1/2

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.
 
- - - - -
Dragon magazine - Druidic cantrips - 1st Edition AD&D