Firebrand (Spell)

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Level: Sorcerer/Wizard 7
School: Evocation
Elemental School: fire 7


Casting Time: Standard Action
Components: V, S, M (A flint and steel, both marked with a rune, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30)
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes


Cursing under your breath, you strike sparks from a flint and steel, marking several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. Typically, the rune is applied to weapon or other hand-held object, but it may be applied to anything, even directly to the subjects skin. One of the targets of this rune can be the caster themselves.
For the duration of the spell, all of the target's weapons (both natural and manufactured) inflict +1d6 points of Fire Damage on a hit (this bonus Fire Damage stacks with any amount of Fire Damage a creature's weapons might already inflict).
At any point during the spell's duration, a creature bearing a Firebrand can launch a beam of fire at any target within 30 feet as a standard action. This ray requires a ranged Touch Attack to hit and deals (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of fire (energy, common) damage. Once a creature uses its Firebrand to fire a ray in this manner, the effects of the spell end for that creature.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.