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Legend
What is the level for this spell? I just can't pin it down...
Awaken Vrahran Fire
Conjuration (fire)
Level: ?
Components: V, S, M, DF
Casting Time: 1 minute
Range: 10 ft
Duration: Special
Area/Target: One ceremonial fire (see below)
Save: No
Spell Resistance: No
This spell imbues the Vrahrah Fire template (see below) on a ceremonial fire. As long as the fire is kept burning, it retains the benefit of this template.
Material components: A ceremonial fire is made from 16 hot coals, each from a different metal-working industry. Examples of suitable industries include arkwright (maker of metal coffers and boxes), armorer, blacksmith, brazier (brass-worker), coppersmith, farrier, gilder (electroplated with gold/silver), goldsmith, lorimer (maker of horse tack), metallurgist, millright (maker of windmills), minter, pipefitter, shipfitter, turner (made vases and the like), and wiredrawer.
Vrahran Fire (Template)
This template can only be applied to a fire through the use of the awaken vrahran fire spell, by a character who has the Flame-bonded template, or by the will of the deity Ahura Mazda. According to the Mazdayasi faith, it is the most sacred flame, comprised of the same fire which burns away the corruption of a spirit upon its death. Detractors claim the properties of the fire are simply due to elemental spirits possessing it. A fire imbued with this template keeps the template until it goes out. The oldest Vrahran Fire is said to have been kept burning for 200 years.
A Vrahran Fire has the following abilities:
Confession Before the Flame (Su): Any creature which confesses before the flame and lies suffers 2d6 damage and is targeted by a blindness or deafness spell (caster level 20th, DC 14). Sometimes, a Vrahran Fire will give a little warning before inflicting this upon the confessor, such as a small burst of flame. For example, a rogue is hauled before the flame and made to confess; he is halfway through spinning a convincing tale that has the authorities fooled when he is consumed by fire and stricken blind. The Vrahran Fire always knows the truth, and can tell if someone has been magically charmed to lie to it. In this case, the Vrahran Fire automatically breaks the charm or compulsion effect.
Deev-Bane (Su): Any use of the fire against an evil outsider inflicts double damage, whether it’s a torch dipped in the flame or a spell cast on it such as pyrotechnics. In addition, the outsider suffers 2d6 damage per round from the fire as it ignites and engulfs them. If they try to extinguish the flame (by rolling on the ground or immersing themselves in water), it takes 3 rounds for the flame to go out, each round inflicting 1d6 damage. A torch or oil-coated weapon dipped in the flame carries this boon until it goes out or an evil outsider is successfully struck. Once an outsider is struck, the boon vanishes.
Oathbinding (Su): Any creature who willingly swears an oath with the flame as their witness is considered bound to complete their oath as if a geas had been cast upon them. The character gains +1 on all rolls for any action taken directly in pursuit of the oath. Only one such oath may be sworn per character.
Fiery Visions (Su): A creature gazing into the flame may see a divinely inspired vision. This occurs at the GM’s discretion, but generally requires strong faith (Wisdom 15+) and devotion to Lawful Good ideals. Only one such vision will be given by a Vrahran Fire per day, and a character may receive no more than one vision from any Vrahran Fire per month. The vision takes the form of either a bear, bull, hawk, warrior, wind, or youth. A character may make a DC 15 Knowledge (Arcana or Religion) check to interpret the vision. This roll should be made in secret by the GM; thus, you rarely know if you've interpretted the vision correctly. It is up to the player to interpret the vision as they see fit for their character. Their PC then gets a +2 bonus on all actions related to the vision. For example, if a PC saw a bear, indicating they will endure a powerful force of nature, the PC might take extra care when preparing for a desert trek. When the sandstorm does hit, the PC gets a +2 bonus on all checks to survive/function in the storm. Here are likely interpretations:
Bear – A sign that the viewer or someone they know will soon take care of another, endure a powerful force of nature, or awaken their inner intuition.
Bull – A sign that the viewer or someone they know will conceive a child, tame an animal part of themselves (or an actual animal), or create something of lasting value.
Hawk – A sign that a past conflict will be reconciled, an old sin will be cleansed, or that the viewer is being watched over and Ahura Mazda approves of their actions.
Warrior – A sign of courage in the face of danager, martial prowess, or the warrior’s code.
Wind – A sign that the viewer or someone they know will receive fair winds during their travels, or be carried to a distant location by accident.
Youth – A sign of innocence in the face of temptation, charging full speed ahead without thinking, or victorious competition in sports.
Awaken Vrahran Fire
Conjuration (fire)
Level: ?
Components: V, S, M, DF
Casting Time: 1 minute
Range: 10 ft
Duration: Special
Area/Target: One ceremonial fire (see below)
Save: No
Spell Resistance: No
This spell imbues the Vrahrah Fire template (see below) on a ceremonial fire. As long as the fire is kept burning, it retains the benefit of this template.
Material components: A ceremonial fire is made from 16 hot coals, each from a different metal-working industry. Examples of suitable industries include arkwright (maker of metal coffers and boxes), armorer, blacksmith, brazier (brass-worker), coppersmith, farrier, gilder (electroplated with gold/silver), goldsmith, lorimer (maker of horse tack), metallurgist, millright (maker of windmills), minter, pipefitter, shipfitter, turner (made vases and the like), and wiredrawer.
Vrahran Fire (Template)
This template can only be applied to a fire through the use of the awaken vrahran fire spell, by a character who has the Flame-bonded template, or by the will of the deity Ahura Mazda. According to the Mazdayasi faith, it is the most sacred flame, comprised of the same fire which burns away the corruption of a spirit upon its death. Detractors claim the properties of the fire are simply due to elemental spirits possessing it. A fire imbued with this template keeps the template until it goes out. The oldest Vrahran Fire is said to have been kept burning for 200 years.
A Vrahran Fire has the following abilities:
Confession Before the Flame (Su): Any creature which confesses before the flame and lies suffers 2d6 damage and is targeted by a blindness or deafness spell (caster level 20th, DC 14). Sometimes, a Vrahran Fire will give a little warning before inflicting this upon the confessor, such as a small burst of flame. For example, a rogue is hauled before the flame and made to confess; he is halfway through spinning a convincing tale that has the authorities fooled when he is consumed by fire and stricken blind. The Vrahran Fire always knows the truth, and can tell if someone has been magically charmed to lie to it. In this case, the Vrahran Fire automatically breaks the charm or compulsion effect.
Deev-Bane (Su): Any use of the fire against an evil outsider inflicts double damage, whether it’s a torch dipped in the flame or a spell cast on it such as pyrotechnics. In addition, the outsider suffers 2d6 damage per round from the fire as it ignites and engulfs them. If they try to extinguish the flame (by rolling on the ground or immersing themselves in water), it takes 3 rounds for the flame to go out, each round inflicting 1d6 damage. A torch or oil-coated weapon dipped in the flame carries this boon until it goes out or an evil outsider is successfully struck. Once an outsider is struck, the boon vanishes.
Oathbinding (Su): Any creature who willingly swears an oath with the flame as their witness is considered bound to complete their oath as if a geas had been cast upon them. The character gains +1 on all rolls for any action taken directly in pursuit of the oath. Only one such oath may be sworn per character.
Fiery Visions (Su): A creature gazing into the flame may see a divinely inspired vision. This occurs at the GM’s discretion, but generally requires strong faith (Wisdom 15+) and devotion to Lawful Good ideals. Only one such vision will be given by a Vrahran Fire per day, and a character may receive no more than one vision from any Vrahran Fire per month. The vision takes the form of either a bear, bull, hawk, warrior, wind, or youth. A character may make a DC 15 Knowledge (Arcana or Religion) check to interpret the vision. This roll should be made in secret by the GM; thus, you rarely know if you've interpretted the vision correctly. It is up to the player to interpret the vision as they see fit for their character. Their PC then gets a +2 bonus on all actions related to the vision. For example, if a PC saw a bear, indicating they will endure a powerful force of nature, the PC might take extra care when preparing for a desert trek. When the sandstorm does hit, the PC gets a +2 bonus on all checks to survive/function in the storm. Here are likely interpretations:
Bear – A sign that the viewer or someone they know will soon take care of another, endure a powerful force of nature, or awaken their inner intuition.
Bull – A sign that the viewer or someone they know will conceive a child, tame an animal part of themselves (or an actual animal), or create something of lasting value.
Hawk – A sign that a past conflict will be reconciled, an old sin will be cleansed, or that the viewer is being watched over and Ahura Mazda approves of their actions.
Warrior – A sign of courage in the face of danager, martial prowess, or the warrior’s code.
Wind – A sign that the viewer or someone they know will receive fair winds during their travels, or be carried to a distant location by accident.
Youth – A sign of innocence in the face of temptation, charging full speed ahead without thinking, or victorious competition in sports.