A fire, equivalent in brightness to a normal campfire, springs forth from an area you designate within range on the ground providing bright light in a 30 foot radius and dim light for an additional 30 feet with a 10 foot long 200 pound light purple swordfish (LPS) sticking out of it (vertically, nose down, centered in the campfire). The effect looks like a regular campfire with regular flame, but it creates a magical flame that cannot be extinguished by nonmagical means of 1st level or below. The campfire doesn't use oxygen and doesn't require fuel to burn other than the initial material component. The campfire physical footprint is a cylinder with a radius of 5 feet and 3 feet high. The spell lasts for the duration, until concentration is broken, or until dispelled. However the spell ends (broken concentration, normal duration, dispel), the campfire and swordfish disappear without a trace.
If relevant, the flames deal 1d6 fire damage per round. Any creature in the campfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. A creature must also make the saving throw when it enters the campfire’s space for the first time on a turn or ends its turn there. Any nonmagical flammable material within the campfire's area of effect is ignited, burns normally (relative to whatever that item is), and is contained to the spells area of effect.
If you cast this spell multiple times, the previous campfire disappears as if dispelled and the new campfire is created using new material components and casting times.
If any of this spell’s area overlaps with an area of magical darkness created by a spell of 2nd level or higher, the light generated by the campfire cannot be seen, but the campfire still exists along with the heat generated and swordfish.
Special: The light purple swordfish (LPS) is a magical item immune to divination, enchantment, necromancy, and transmutation magic. It defends the 5 foot radius of the campfire by attempting to tail slap anyone within the 5 foot campfire radius (1d6 bludgeoning, on top of the 1d6 fire). The LPS can also be used as a weapon with the following properties: 1d10 piercing, 200 lb., very heavy, reach, two-handed. The LPS cannot ever be realistically used as a ranged weapon. As a melee weapon, it can never be used with proficiency, and melee attacks are always rolled with disadvantage.
If any undead is skewered with the LPS while rolling a critical 20, the undead immediately explodes. Anyone within 20 feet of the point of impact must roll a DEX save DC 15 or take full damage equal to the hit points of that specific undead before the LPS crit20 attack. Half damage is taken by anyone within 20 feet on a failed save.
The LPS will not tail slap anyone who speaks Aquan. If the LPS is used to attack anyone who speaks Aquan, the attack will fail with the nose of the LPS moving out of the way of impact.
The LPS has 10 hit points and can be temporarily destroyed. If destroyed while the campfire is still active, the LPS simply disappear and the campfire will continue. Casting this spell again will recreate everything, including the LPS. The LPS ceases to exist when the spell expires.
* - (a burning twig or similar organic campfire starting material already on fire, which the spell consumes.)
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