This time on Wyrd of the Week we introduce a new spell, never before published! Fire need not always be a tool of war and destruction with A Meager Flame Against a Mighty Darkness!
A Meager Flame Against a Mighty Darkness (Apprentice)
Fire is a primal thing, like magic itself. It is as often associated with destruction, the scorching of bountiful lands, or the forging of bloody tools of war and carnage. But the Goodly Folk of the world know that the smallest flame is often all that is needed to drive away the darkness and find hope rekindled in a single ember. A Meager Flame Against a Mighty Darkness is a spell that draws upon the power of fire in its service to these things to protect and guide the true-hearted people of the world to find warmth, protection, and fellowship in even their darkest hours.
A Light to Guide the Way: The caster of this spell holds a staff or similar object aloft towards the sky and a great sprout of fireworks shoots up high into the sky and explodes in a shower of brightly colored sparks of their choice. It is visible for all to see for up to ten miles away per level of the caster, provided the natural environment does not otherwise obscure it. The caster then selects a number of targets equal to their level. Those individuals can make their choice of a Forestry ability check or Insight-based Attribute Saving Throw to know the fastest and most direct route to the caster, even if the caster moves after casting the spell. This knowledge remains imprinted in their mind for a number of days equal to the caster's level, even if the caster is slain.
Flickering Flame Rekindled: The caster of this spell is able to kindle a quickly spreading magical flame into a small, flammable object held in one hand, such as a pine cone, short stick, or even a candle. This item never weighs more than five pounds. Once lit, the flame will not burn the caster so long as they hold it and gives off the same light as that of a torch. It remains lit for a number of rounds equal to the caster's level and can be thrown with a range of 30 feet with a ranged attack roll. If the attack roll is successful, the target suffers 2d4 damage. Instead of simply lighting and throwing the object, the caster can spend their action lighting another small flammable object. Only one object can be lit per round, and all objects cease to burn when the spell's duration end. If an object lit by the caster of this spell is held by someone else, then the one who holds the newly lit projectile will not be burned by it as long as it remains in their hand. It can then be thrown in by the holder in the manner described above. Anyone struck by the burning object must make a Finesse-based Attribute Saving Throw or they briefly catch fire, additional damage equal to the caster's Insight modifier (which ignores Reduction Value from most armor) until the spell expires. If a ranged attack misses with the burning object, its flame winks out once it touches the ground.
Warmth Taken to Heart: This spell allows the caster to take the warmth of friendship and fellowship and set it within their hearts to protect against the chill of a cold, cold world. It must be cast immediately prior to attempting to Relax Around the Campfire. If the caster succeeds in their Bearing-based Saving Throw made to Relax Around the Campfire, they receive Advantage on all Saving Throws made to resist any supernatural or environmental cold-based effects, such as frost bite from icy weather, chilled water, or magic that would chill them to the bone, for the next 24 hours. This spell can target a number of individuals equal to the caster's level, though the caster themself must always be one of those targets.
Really appreciate the new spell and everything you post here. THJ is a great game all around, but the magic is what stands out for me. Its all so unique and evocative, and not just designed around making wizards more effective in combat.
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