Darkfire
- School(Alteration)
- SphereElemental Fire
- ComponentsV, S, M
- RangeTouch
- Area1 fire source
- Casting time5
- Duration2 rds./level
- SaveSpecial
(See also: Darkfire)
Darkfire flames give no light at all, although creatures with infravision see a signature brighter than normal flame. Contact with a brazier or hand lamp of darkfire typically inflicts 2d4 points of damage; flammable items or garments require item saving throws vs. magical fire.
In battle, darkfire can be cast to emanate from one of the caster's hands. It does not harm the caster at all, except to burn away clothing it touches. A blow from a flaming hand inflicts 1d8 points of fire-based damage.
Darkfire from the hand can be willed into handfuls and thrown. One ball of flame can be hurled up to 10 feet, as if the caster was attacking directly. Thrown darkfire inflicts 1d3 points of damage plus 1 additional point per caster level, to a maximum of 1d3+10 points of damage at 10th level. The DM should use the grenadelike missile table to determine where misses land – such misses have the usual incendiary effect and the darkfire itself rages for 1d2 rounds before burning out.
This magic was developed for use in rituals of worship to Lolth, but has since been adapted into an offensive battle spell. This spell transforms a normal fire or ignites unlit fuel with darkfire.
Notes: Granted by the drow goddess Lolth.
Sources: Priest's Spell Compendium