Stonefire
This spell allows the caster to ignite stone into roaring flames. The stone blackens, stretches to reveal holes, burns away from the edges of these holes in ever-widening cavities until large amounts of stone have actually been burnt away, and then smolders into quiescence again, creaking as it cools. The stonefire gives off an acrid, billowing white smoke, an earthy, metallic stink, and flames that cause 2d6 points of fire and heat damage (per round) to creatures within 10 feet. Actual contact with stonefire causes 4d4 points of damage and forces a system shock check to avoid collapsing, unconscious, from the pain.
Creatures especially susceptible to fire damage may suffer as much as double these effects. Creatures made of stone take 4d4 points of damage in the first round and a like amount each round until a successful saving throw vs. spell is made, checking each round. Creatures resistant to fire may suffer as little as 1d2 points of damage from contact with stonefire. (They suffer some damage due to the corrosive effects of the burning.) Stone burned away by this spell is consumed, forever gone. If key areas of stonework (such as pillars) or natural stone walls, ceilings, or supporting floors are burned away, collapses and cave-ins may occur.
- If cast underground, it causes stalactites (if present) to fall or starts a cave-in. A fall of stalactites forces the intended target to roll 1d6 Dexterity ability checks. This simulates the number of stalactites that fall; if fewer stalactites are available, lessen the number of checks. Each failed check equals one hit for 2d6 points of damage. Fragile items may well have to roll item saving throws vs. crushing blow if carried by a being that is struck or underneath an area where the stalactites fall. This sort of attack is relatively unlikely (roll of 1 on 1d6) to cause a more general cave-in. If it does, the effect under option 2 occurs as well.
- A deliberate cave-in causes 4d8 points of damage to all below it (succeed at a saving throw vs. petrification for half damage). If the situation makes it possible for a cave-in to miss the intended targets, the priest must make a successful attack roll (at a +5 bonus to attack) as if attacking directly. A miss means that the target scrambled adroitly enough away to avoid all damage.
- If cast indoors, it causes a ceiling collapse. An indoor ceiling collapse causes only 3d8 damage (succeed at a saving throw vs. petrification for half damage) to all below the area of effect, but damage to breakable items in the room and the space above the ceiling must be considered. Beings that fall down from or with the ceiling suffer 3d6 points of damage (minimum; a successful saving throw vs. spell lowers this damage to half) or more falling damage if directed by the distance fallen, at 1d6 per 10 feet fallen (save for half).
Moradin
Sphere: Elemental (Earth), Elemental (Fire)(Alteration)
Level: 4
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 cubic foot/level
Saving Throw: None
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 cubic foot/level
Saving Throw: None
a few grains of saltpeter and a piece of stone that are rubbed together
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