Spells That Are Fucking Metal: Holy Flames of the Fire Spitter
Utilitarian and straight-up offense spells are counter to the Weird Magic system, in my opinion. Like I wrote in my Lore skill post, I think a Ref should limit or remove safe, reliable options like Magic Missile which obviate more flavorful, unpredictable spells. Removing all but a few "standard" spells from my campaign has been an improvement. My goal in writing every spell is to give it a use, preferably a range of uses, but that players and Refs must be creative and clever in order to use them safely and effectively. But still, Magic-Users capable of rewriting the laws of reality should have discovered at least a few combat-oriented spells. Holy Flames of the Fire Spitter is inspired by High On Fire and a bit by spells like Burning Hands, but metal-ized and with an interesting by-product: a magical reward for overcoming the difficult trial of using the spell.
Duration: 1 round/HD of subject
superstition, it is truth. The source of its wisdom and power is unknown, but those who study its ways suspect it to be an aspect of demons, ifrit, or perhaps the judgement of Mithras, Ra, or Ahura Mazda. In any case, those who look deep into its tongues may face the test of flame, mighty and terrible, and yet with great reward.
Holy Flames of the Fire Spitter creates a conduit within the body of the subject to the realm of fire, testing whether or not they are capable of holding the glory of the Flame. Each turn, the subject rolls one of their HD and subtracts their Con bonus, taking that much damage from the heat inside. No save is allowed. In addition to their normal attacks or actions, they may also spew flame or molten plasma out up to 10’ with a normal ranged attack roll, dealing double the damage suffered by the subject on a successful hit. The damage is unaffected by resistance or immunity to fire, but targets can save versus Breath for half damage. The effect continues for a number of rounds equal to the HD of the subject, and cannot be ended by other means except death or magical healing (if it exists in your campaign), which halts the effects immediately.
After the effects of the spell end, the subject is judged. If the spell ended prematurely due to healing, the subject is rejected by the Fire Spitter, and will gain no aid from flame until passing the test on another occasion. They will receive neither heat nor light from fire (literally not being able to see in the darkness with a flame. Others’ sight is unaffected.), and it will seek to kill the subject, dealing +1d4 damage against them. If the subject survives, they are healed completely of all wounds sustained during the duration of the spell, and rolls d100. If the result is less than the combined total of the damage suffered +CL, an Aeon Husk begins to grow inside a random part of the body over 2d4 days and then burns its way out of the subject’s flesh, dealing no damage but leaving a small scar.
1
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As normal for 1+CL rounds, but destroys all flammable objects in contact with the subject.
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2
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As normal, but the spell does not end. The subject’s charred remains contain 1d4 Aeon Husks.
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3
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Spell fails and the subject suffers a fever caused by the cells within their body breaking down into heat energy. Symptoms are similar to Typhoid fever but with a much higher body temperature (49 C/120 F). The temperature symptom will not cause death on its own, but exacerbates exhaustion and dehydration. The fever can be treated normally as per Typhoid, if the treatments exist and are available. Non-contagious, unless the Ref is a real bastard.
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4
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Spell fails. An explosion of magical flame goes off, with the subject at the epicenter. Damage is 1d6 per CL, range is 10’/CL.
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5
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Spell fails and an Aeon Husk grows within the brain of the subject, burning its way out over the course of 1d4-CL rounds (min 1), causing 1 HP of damage and 1 point of permanent Int and Wis loss per round until it exits the body.
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6
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Spell fails. A small fire imp with HP equal to CL spawns within the subject’s chest cavity. It is friendly, but must claw its way out. If the subject somehow survives this, they will share a telepathic bond with the imp and have its unwavering friendship and loyalty for life, as will the caster.
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7+
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As standard Miscast Table result.
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Solid spell!
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