Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect

You throw a maximum of 60 feet away a bottle of enchanted oil that explodes with a random effect in a 5 feet radius.  Any creature in the area must make a DEX saving throw or suffer any of the random effects from the wyld fire: 

After rolling to see who is impacted by the spell make a D20 roll to see the how the oil reacts to create a magical fire:

1: The fire gains magical healing properties, any creature hit by the fire (regardless of if they succeded or failed the save) has 1d6 healthpoints restored, if they already are at full health or can regain more healthpoints from the spell, the excess healing from the spell is added to any creatures in the blast as temporary healthpoints.

2-4: The jar containing the magical oil smashes into the creature that got the lowest score in the DEX save is dealt 1d4 blunt damage. There is no other effect. 

5-7: The fire anomalously does 1d4 cold damage to all creatures who failed their DEX save. And half that damage to those that succeded (rounded down)

8-12: The fire burns with exteme strenght for a short amount of time, creating a flash of blinding light. Any creature who failed the DEX save suffers 1d4+1 fire damage  and is blinded for one turn. On a  succesfull save, the target is just blinded for one turn.

13-16 The fire emits noxius plume of gas that affects every target that causes 1d4 posion damage instantly and  another 1d4 poison damage on the targets next turn to any any target that failed their DEX save. On a succesfull save, the target only suffers the initial damage

17-19 The fire blast throws a burning liquid to any target that failed their DEX save. This flamable liquid deals 1d4 damage evey turn and requires the target to not move for two turns in order to be put out . On a succesfull save, the target only suffers 1d4+1 damage.

20 : Due to some Unscrutable magic, the fire deals 3d4+1 psychic damage to any target that failed the DEX save. On a succesfull save, the target suffes half the damage. If the target loses all of it's hitpoints due to the damage taken by this spell, the taget is left unconscious.

Optional: By using a pinch of whitestone in addition to half a pint of oil, the caster can somewhat controll the effect of the spell to make it so if the result fo the D20 roll is even, regardless of the result, the spell will cause the 8-12 effect.

At higher levels: The effects of the spell change when the character reaches the 5th, 11th and 16th levels. The table below details the changes. At the 16th level the roll to determine the spells effect is done before the spell is cast.

1: This effects hitpoint recovey increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) , and 16th level (4d6) 

2-4 This effects blunt damage increases by 1d4 when you reach 5th level (2d4-1), 11th level (3d4-1) , and 16th level (4d4-1))

5-7: This effects cold damage increases by 1d4 when you reach 5th level (2d4-1), 11th level (3d4-1) , and 16th level (4d4-1)) 

8-12: This effects fire damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) , and 16th level (4d4)) . When you reach 11th level, the amount of turns of blindness those who failed the DEX dave suffer from increases to two if the targets have failed their DEX save by 5 or more.

13-16 This effects initial posion damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) , and 16th level (4d4)). The damage suffered  by the target (if it failed the DEX save) on its next turn also increases by +1 when you reach 5th level (1d4), 11th level (1d4+1) , and 16th level (1d4+2)).

17-19 This effects fire damage increases by 1d4 per turn when you reach 5th level (2d4, -2 less damage on final turn) , 11th level (3d4,-3 less damage in final turn) , and 16th level (4d4, -4 less damage on final turn)). When you reach 11th level,  those who failed the DEX save need to spend two movement actions instead of one to shut off the fire, however on the fire will not affect the targets if on the next turn unlike before.

20 : This effects psychics damage increases by 3d4+1 per turn when you reach 5th level (6d4+2), 11th level (9d4+3) , and 16th level (12d4+4)) . When you reach 11th level, if the spell leaves a target with less than 10% of its hitpoints, it is left unconscious.

* - (Drops of blackfish oil, (Optional: a pinch of whitestone))

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2019 4:17:41 PM
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5/11/2019 10:25:59 AM
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Cancervero

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