shifty louts

Peleahn Spells for ODnD Hârn

The final (for now) installment of the Shek-Pvar spells for my ODnD hack of HârnWorld. Below is essentially the Orange-robed Fire-Bending Wizards of HârnWorld spell list that I've cobbled together from the Hârn Magic Book and some third-party fanon material

Note: Details on the Shek-Pvar and the Hârn Hack

Peleahn (Peh-lay-Ann) Peleahn is the most active, destructive, and least thoughtful school of magic. The Peleahn manipulate heat, smoke, and fire to produce pyrotechnic effects. They also deal in Ethereal Fire, which requires no mundane seed but is somewhat less dangerous than mundane fire. Peleahn foci include firepots, flint and steel, and other fire-making tools and elemental objects.

Zyrgin’s Heat

An enchantment laid upon an existing mundane fire to consume more of its fuel, produce more heat, and leave less residue.

Sphere of Shanakar

This spell conjures a sphere of ethereal fire that the caster may choose to shoot at a visible target within range.

Caress of Pelena

Causes the temperature of an object to increase by a few degrees. It can inflict mudnace burns of 1d6; it will never ignite armor, but can ignite clothing.

Finger of Marlas

Used to enhance or ignite a small (mundane) fire. Flame and fuel must be used as a seed. The spell cannot create fire without fuel, but can help inferior fuel burn, like in the case of wet wood.

Aidan’s Hastening

A self-enchantment to increase the caster’s movement speed is tripled. After the spell ends, the caster suffers a -2 penalty to attribute rolls until the next day

Eyes of Niyar

Grants infravision to 60’.

Skin of Lexesh

A self-enchantment that allows the caster to handle mundane fire without being burned. The basic spell enchants only the caster’s hands.

Tahli’s Transmutation

Allows the caster to instantly superheat a desired solid substance to its melting point or beyond.             This spell requires concentration and physical manipulation of the substance for the spell duration. GM discretion.

Breath of Casyl

A manipulation of fire/smoke to cause pyrotechnic displays. Effects are limited by the size of the seed fire. Smoke and flame form 1d4 illusory images. The effect must remain in contact with the seed fire.

Cloak of Yavaris

All creatures within range are protected from cold, as follows:

Orb of Zatara

Flame streaks towards a point within range and detonates in a 20’ radius sphere.

Sea of Fire

Causes fuel over a large area to ignite and burn quickly with mundane fire. The spell may be cast over a dry field of grass or on a pool of oil, etc.

The ground area of the effect is centered on the circle of 30’ predesignated spot in Range. The caster is not immune to the fire.

People, objects, and enemies within the area but suffer 1d6 damage per round. Undead and cold-based creatures (e.g. frost salamanders) suffer double damage.

Tahli’s Alacrity

A self-enchantment to enhance the caster’s speed to be able to move and act twice as quickly as normal:

Lucien’s Spark

At completion of spell casting a small, mundane flame (approximately size and brightness of a torch) is spontaneously created anywhere within Range of the caster. The flame can be used as a mundane spark for any spells requiring such and normally continues to follow the caster at its current location (in relation to the caster). However, the Spark can be moved about the caster with concentration

Targen's Brand

An enchantment that envelopes an inanimate object in ethereal fire. The object is unharmed and doesn’t burn itself. However, it adds +2 damage. A common use is to enchant a weapon.

A problem with the spell is that the entire object is affected. Only the caster who is immune can safely touch the enchanted object. This enchantment cannot be laid on an already enchanted object, nor combined in the same object with another enchantment

Pyre of Onkh

Causes an item of wood or other reasonable fuel to burst violently into mundane flame and be consumed in a matter of seconds. Anything that touches flame sustains 1d6 damage.

Spell can be used to dispose of unwanted items, or to discommode a person holding/wearing an item of fuel, such as a wooden club

Charachi’s Fever

Places a deleterious effect upon a creature if it fails a save versus spells.

In its early stages, Charachi’s Fever may seem beneficial as the victim recovers from fatigue at twice the usual rate.

Immediately, however, the victim will be unable to settle comfortably and will be disposed to frequently exercise by running, lifting weights, moving furniture, swimming, etc.

The victim will not sleep well, awakening hourly with an urge to pace.

About 24 hours after becoming enchanted, the victim will experience a fever of one degree (Celsius), which will increase by one degree every 24 hours (note: the normal human body temperature is 37 degrees).

When the fever climbs to 40 degrees, the victim tests CON to avoid coma.

At 41 degrees, the victim tests CON, and so on. Upon losing consciousness, the victim remains comatose until the enchantment is dispelled or the victim dies.

The fever continues to climb after the victim enters a coma.

When the fever reaches 44, the victim tests 4d6 Con to avoid death; at 45, the victim tests 5d6 Con; at 46, 6d6 Con. A body temperature of 47 °C is fatal to any human.

Lucien’s Perception

By looking into a flame source (candle, campfire, hearth) the caster may see out of one other flame source at a distant location. Range depends on familiarity with the target source and the certainty of a flame source at the target location. If there is no flame source at the target location, the spell always reveals no information.

A caster attempting to see through to a flame source at an unfamiliar locale may do so at a range of 120’ feet

If the caster is somewhat familiar (has at least been in the target locale once), range is 240’ feet

If the caster is intimately familiar with the locale (childhood home, where they apprenticed, etc.), the range is 20 miles.

By physically moving around the flame source at the caster’s location, the caster may change the view accordingly at the target locale as long as the flame source at the caster’s location is always visible to the caster’s eyes.

An alternate use of this spell is to infuse a flame source (lit or unlit) with this spell. Once cast, the caster may perceive through the lit, target flame at any distance for 2 days

Any target flame source will radiate a subtle magic aura to those with Sensitivity until the casting ends.

This spell does not prevent either flame from being extinguished as normal before the spell duration

Wall of Shanador

Conjures an opaque curtain of raging ethereal flame, shaped as the caster wishes.

Lucien’s Whim

Allows the caster limited, but extended control over mundane flames. This requires concentration and expending energy according to the situation and caster’s ability.

At level 6: Caster may now control elemental creatures of fire (salamanders, etc.) as ethereal flames above by winning a Mental Conflict roll (each round).

Bolts of Dag

A self-enchantment which wreaths the caster’s hand or focus in ethereal flame. The caster is immune, but the flame inflicts ethereal burns on touched victims for 2d6 (keeping the higher die roll)

Lucien’s Folly

The caster catches fire and quickly seems to burn away to nothing, while actually changing into an ethereal cloud of smoke and ash. While in this ethereal form, the caster cannot interact with the mundane world and instead follows the usual rules of being an ethereal.

Immolation

The caster becomes a 6HD fire elemental

Passage of Anhu

Causes the caster to catch ethereal fire and burn rapidly, disappearing over the course of a turn. Fire affects nothing but the caster’s body (armor, clothing, and items carried are left behind. It produces voluminous smoke but no ash.

The caster is unconscious of their surroundings.

The smoke drifts downwind for d10 watches, and then the caster is reformed near the ground. The GM makes all rolls in secret and can determine the location by generating wind force and direction. The distance in miles drifted each watch is determined by the following. The direction of drift may be affected by terrain features. If attempted indoors, the drift can (assuming no wind) be over a very short distance.

  1. 1d8
  2. 2d10+4
  3. 5d6+20
  4. 4d10+44

Ring of Firey Doom

Creates a ring of mundane fire around the caster and seed fire of  20’ high and 60’ radius. The caster must remain close to the seed fire and pass his hands through its flames to cast the spell. The ring is stationary. Once the spell is cast, the dimensions of the ring are fixed.

Creatures suffer 1d6 damage attempting to cross the ring. Undead and cold-based creatures (e.g. frost salamanders) suffer double damage.

Fiend of Hazatai

An enchantment is laid upon a mundane seed fire to transform it into a humanoid creature. The fiend is unintelligent and only follows directions given by the caster. The fiend is more of a puppet than a creature, and demands full concentration to operate.

Treat as a Fire Elemental with the below HD depending on seed fire size

Dance of Kuru-Keshti

The caster summons a Flame Salamander to do the caster’s bidding.

Lucien’s Axis of Elemental Immunity

Spell is an improved combination of the level II Peleahn spells, Cloak of Yavaris, and Skin of Lexesh. Once cast, the caster chooses the type of protection desired

Lucien’s Infernal Metamorphosis

The caster becomes an 8HD fire elemental

Doom of Zhatran

Mundane fire streams from the caster’s fingertips, filling a 30’ diameter area.

Touch of Kasrak

The material form of a single, non-magical creature or object is instantly covered in Ethereal flame and burns to death.