Days 13 & 14: Light & Hearth

As I continue to chug along getting caught up with the OSR Christmas Calendar, here’re two days in one post. First for 5E, a new cleric spell drawing inspiration from the colors associated with different liturgies. After that, a new helpful monster for 1E.

Guardian Light
2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of blessed wax)
Duration: Concentration, up to 10 minutes

You create a torch-sized light within range, making it appear as a torch, lantern, or glowing orb that hovers in the air for the duration. Regardless of appearance, the light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As a bonus action, you can move the light up to 60 feet to a new spot within range. When you cast spell, choose what color the lights shed. Each color has a different protective effect.

* White: Creatures within the radius of bright light have resistance to poison damage and make saving throws against poison with advantage. Creatures within the radius of dim light make saving throws against poison with advantage.

* Red: Creatures within the radius of bright light have resistance to fire damage and make saving throws against fire-based effects with advantage. Creatures within the radius of dim light make saving throws against fire-based effects with advantage.

* Green: Creatures within the radius of bright light are immune to being frightened. Creatures within the radius of dim light make saving throws against being frightened with advantage.

* Violet: Creatures within the radius of bright light are immune to being charmed. Creatures within the radius of dim light make saving throws against being charmed with advantage.

* Black: Creatures within the radius of bright light have resistance to necrotic damage and make saving throws against necrotic damage with advantage. Creatures within the radius of dim light make saving throws against necrotic damage with advantage.

* Rose: Creatures within the radius of bright light are immune to being paralyzed. Creatures within the radius of dim light make saving throws against being paralyzed with advantage.

* Gold: Creatures within the radius of bright light are immune to being exhausted. Creatures within the radius of dim light make saving throws against being exhausted with advantage.

At Higher Levels: When this spell is cast using a spell slot of a higher level, you create one additional light for each slot level above 2nd. The lights can be of different colors. A light must be within 40 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Hearth Elemental

Hearth elementals are minor elementals from the Plane of Fire. Benevolent and territorial in nature, a single hearth elemental might be summoned by means of a special monster summoning I or similar form of magic. Regardless, a hearth elemental must be summoned and bound to a small fire, such as a campfire or a cooking fire in a home. The hearth elemental remains bound to the fire so long as the fire is maintained, for the hearth elemental consumes the fire’s fuel. In most cases, however, a hearth elemental returns to the Plane of Fire after several hours, although it is rumored that some temples of Yondalla are continually protected by hearth elementals.

Frequency: Rare
No. Appearing: 1
Armor Class: 5
Move: 9″
Hit Dice: 3+3
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: See below
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral good
Size: S
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: III/110 XP + 4 XP/hp

Hearth elementals appear as crackling fires that constantly shift in outline, appearing humanoid one moment, serpentine the next, or maybe resembling some sort of quadreped for a time. They are normally gentle creatures, eschewing violence, but when summoned and bound to a fire, they become protective of their summoner and his or her allies. Heart elementals set fire to any inflammable material they touch. Against fire-using opponents, they score -1 point of damage. Hearth elementals are checked by water, being unable to pass over non-inflammable liquids.

December 18th, 2017  in RPG No Comments »

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