Level: 4
Range: Touch
Components: V,S,M
Casting Time: 4 segments
Duration: 2 rounds plus
1 round/level
Saving Throw: None
Area of Effect: Special
By means of
this spell, which involves
a pinch of sulphur
and a spark of normal flame,
the
caster creates everburning
flame that
blazes until the spell duration
expires
without consuming the object
or location
it is cast upon.
Instead, the conflagration
sucks air into itself and
somehow feeds upon the aether
and
the spell energy for its
burning.
The spell must be cast on
an object or
particular physical spot,
and cannot be
subsequently transferred
to another. It
can be ended at any time
by deliberate
will of the caster, but
does not require
continued concentration
on the caster’s
part for its existence.
The maximum
spread of flames created
by means of a
firebrand is a volume the
size of the
caster’s fist, times the
caster’s level.
This spell is usually used
to make a
sword into a flaming-blade
weapon.
The spell renders it magical
for hit purposes,
and adds normal fiery damage
and chances of causing further
combustion,
but does not make any weapon
a flametongue or give it
any magical
pluses. It can also be used
to create a
torch (cast upon a stick
or pole) that
remains alight underwater
and despite
gusts of wind and the like.
The spell can also give a
caster or fellow
creature touched by the
caster a
non-painful, non-injurious
flaming
hand or limb, equal in effect
to a normal
torch or lamp, able to readily
burn hair,
paper, cobwebs, cloth, and
other flammables,
and able to deal to others
not
protected by the spell 2-7
points of damage
per contact (2-5 for a blow,
4-7 for a
firm grip upon an unarmored
area).
Note that although this
latter application
of the spell can be visually
impressive,
care must be taken or damage
results due to the flamehand
thus created
touching its owner’s own
hair,
clothing, or flammable oil
(which, if
ignited, will burn any part
of the creature
it touches, including the
flaming
areas). Note that more than
one hand or
foot can be so affected
by a single spell,
if the caster is of high
enough level (a
surface area of 6 square
inches per
level is affected by such
a spell) and
these are placed together
(e.g. clasped
hands) when the spell is
cast upon
them. Non-living matter
used as a spell
focus and then separated
into smaller
pieces (e.g. a flaming stick
broken, or a
flaming blade shattered)
does not
become many smaller fires;
only one
fragment retains the magical
effect,
and the others do not. Note
also that the
bearer of such everlasting
flame is in no
way immune to the effects
(heat, flame,
smoke)
of other fires.
Quenchtouch:
The reverse, quenchtouch, requires a
drop
of water as an additional material
component,
and is cast upon a limb or
object
in identical manner to firebrand,
having
identical duration and area of
effect
properties.
The
effect created is
painless,
shimmering black flames
that
give
off no heat nor cold, and do no
damage.
Whenever they come into contact
with
flame of any sort, however,
that
flame is instantly and utterly
quenched.
Any heat in excess of its surroundings
is
drained as well. Normal
fires
may be extinguished in this way, as
can
minute meteors and delayed blast
fireballs
ere they go off, by someone
adroit
enough to touch or grasp them.
Permanent
or long-lasting magical (e.g.
flametongue
swords, fire traps, walls of
fire)
or natural (e.g. red dragon breath,
Type
VI demon flames) sources of fire
are
instantly quenched and prevented
from
re-igniting or being set off for 1-4
rounds,
determined randomly for each
instance.
Fires of great extent are
quenched
in a 4" radius globe per
touch
of black anti-flame and real
flame.
Fiery explosions within 4" of
quenchtouch
darkflames neutralize
and
destroy the darkflames, but themselves
dwindle
into nothingness in a
scattering
of sparks, doing 1-4 hit points
of
damage only to any creatures who
are
within 4" of the darkflames (saves
versus
the explosions—e.g. fireball—
still
limit such injury to half damage if
successfully
made by such creatures).
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