Michael Morris
First Post
Few wizards name's echo down through the centuries like Yarenic. This maddened red magi was the leader of the forces of Imlocrin during the Schism War, and after their defeat upon the plains of Euradalye he went into hiding, slowly mutating the plains into the baked hell that is the Blood Sea. It is said that somewhere upon the desert he plots his revenge against his foe that day on the plains, Sirromandu - who is now Sirrom the Necromancer.
Yarenic's Bloody Flame
Necromancy [Fire]
Level: Red 4
Components: V, S
Casting Time: 1 action
Range: Medium
Effect: 60' radius
Duration: 1 round / level
Saving Throw: Fort 1/2
Spell Resistance: Yes
When blood is exposed to the air in the area of this spell it catches on fire. Hence weapons that cause open wounds (slashing or piercing) deal an extra 1d8 points of damage (fort save for half). A creature suffering from any blood loss effect (such as from a sword of wounding) suffers an extra 1d8 points of damage (fort save for half) and then the wounding effect is ended by the wound becoming caterized. A creature whose body includes exposed blood is dealt 10d6 points of damage each round it remains in the area of effect of this spell. Any creature that does not bleed is unaffected by this spell.
Yarenic's Firebolts
Evocation [Fire]
Level: Red 2, Sor/Wiz 2
As magic missile, but the bolts are composed of fire and unattended objects struck by them must make a fortitude save or catch afire.
Yarenic's Permission
Evocation [Fire]
Level: Red 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You must ready an action to employ this spell, and as with counterspell you employ it in response to another caster using a spell. The caster of that spell is then presented a stark choice - abandon their spell midcasting (effectively countering it), or be dealt 10d6 points of fire damage immediately after they complete their spell.
Yarenic's Bloody Flame
Necromancy [Fire]
Level: Red 4
Components: V, S
Casting Time: 1 action
Range: Medium
Effect: 60' radius
Duration: 1 round / level
Saving Throw: Fort 1/2
Spell Resistance: Yes
When blood is exposed to the air in the area of this spell it catches on fire. Hence weapons that cause open wounds (slashing or piercing) deal an extra 1d8 points of damage (fort save for half). A creature suffering from any blood loss effect (such as from a sword of wounding) suffers an extra 1d8 points of damage (fort save for half) and then the wounding effect is ended by the wound becoming caterized. A creature whose body includes exposed blood is dealt 10d6 points of damage each round it remains in the area of effect of this spell. Any creature that does not bleed is unaffected by this spell.
Yarenic's Firebolts
Evocation [Fire]
Level: Red 2, Sor/Wiz 2
As magic missile, but the bolts are composed of fire and unattended objects struck by them must make a fortitude save or catch afire.
Yarenic's Permission
Evocation [Fire]
Level: Red 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You must ready an action to employ this spell, and as with counterspell you employ it in response to another caster using a spell. The caster of that spell is then presented a stark choice - abandon their spell midcasting (effectively countering it), or be dealt 10d6 points of fire damage immediately after they complete their spell.