Spells of the Reborn Flame

This will likely be the last post of Reborn Flame content from my church 5e game. These spells are meant for clerics of the reborn flame and hopefully reinforce the theme of the Reborn Flame being a god of hearth, healing, and fire.

Cauterize

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V S

Duration: Instantaneous

Classes: Cleric, Paladin

You touch a living creature that has 0 hit points. The creature heals 1 hit point but gains a level of exhaustion. This spell has no effect on undead or constructs.  

Blessed Fire

2nd level, Abjuration (ritual)

Casting Time: 1 action

Range: 90 feet

Components: V S M (a spark and fuel for a fire)

Duration: Concentration up to 1 hour. 

Classes: Cleric, Paladin

This spell creates a bright holy light out a mundane light source such as a torch, lantern or fireplace. Once cast the light source may be moved but must remain within 30 feet of the caster. The light source has the standard light radius for the mundane light source.  Any undead, fiend, or aberration that begins its turn in  the bright light of the light source takes radiant damage equal to the caster’s spellcasting ability modifier and suffers great pain, causing it to wince or call out in pain.  

Healing Warmth

3rd level, Evocation

Casting Time: 1 action

Range: 5 feet

Components: V S M (an open flame)

Duration: Concentration up to 1 minute

Classes: Cleric, Paladin

You light a fire that soothes and revives those around you, though with only temporary strength. While the flame is lit, you may spend a bonus action to grant adjacent creatures of your choice temporary hit points equal to 2d6+your Wisdom bonus.  

Hearth Slumber

1st level, Abjuration (ritual)

Casting Time: 1 action

Range: Touch

Components: V S M (a spark and fuel for a fire)

Duration:24 hours

Classes: Cleric, Paladin

During the casting of this spell the caster touches a hearth. For the duration of the spell those within the hearth cannot be reached via their dreams and experience restful and deep slumber.  After taking a long rest under this spell the target’s of this spell are immune to sleep until they take another long rest.  

Hearth Ward

2nd level, Abjuration (ritual)

Casting Time: 1 action

Range: 90 feet

Components: V S M (a spark and fuel for a fire)

Duration: 24 hours

Classes: Cleric, Paladin

During the casting of this spell the caster touches a hearth. Only those creatures in the hearth at the time of the casting may teleport into the hearth.  Any attempt by others to teleport into the hearth using spells, items, or other abilities fails and the ability is consumed.   

Touch of the Phoenix

8th level, Evocation 

Casting Time: 10 minutes

Range: Touch

Components: V S M (phoenix feather, which normally cost 5,000 gp)

Duration: Instantaneous

Classes: Cleric

You touch a dead humanoid, beast, or monstrocity. Provided the creature has not been dead past sunrise or sunset and didn’t die of old age, the spell destroys the old body with an intense burst of fire and then creates a new one from the ashes and then calls the soul to enter that body.  If the target’s soul isn’t free or willing, the spell fails. Any non-magic items on the body are destroyed.  

If the spell succeeds, the target returns to life in the newly made body with all its hit points but no hit dice, and any poisons or diseases are removed, including magical diseases, curses, etc. This spell closes all mortal wounds and restores any missing body parts, including healing old scars.  

The target gains three levels of exhaustion on returning from the dead. If this takes them to six levels of exhaustion they do not return to life and cannot be raised.  They suffer from vulnerability to fire and radiant damage until this exhaustion is removed.  

Warmth of Home

2nd level, Abjuration (ritual)

Casting Time: 1 action

Range: Touch

Components: V S M (an open flame)

Duration: Concentration up to 4 hours

Classes: Cleric, Paladin

You awaken the memory of a warm hearth,and a fresh meal in the heart of the target.  They gain resistance to cold and advantage on all saving throws against severe cold weather.

2 comments on “Spells of the Reborn Flame”

  1. Mystech Reply

    Very flavorful stuff! Could you help me understand a couple of design angles?

    Cauterize: Do these levels of Exhaustion stack if the subject is restored to 1 hit point repeatedly before taking a long rest?

    Hearth Slumber: This first level ritual appears to counter a large number of higher level spells and effects that leverage sleep.

    Touch of the Phoenix: Do Exhaustion levels normally carry over from death? Otherwise, I’m not sure how “If this takes them to six levels of exhaustion they do not return to life and cannot be raised.” is meant to apply.

    • Lee Hammock Reply

      Cauterize: Do these levels of Exhaustion stack if the subject is restored to 1 hit point repeatedly before taking a long rest? Yes!

      Hearth Slumber: This first level ritual appears to counter a large number of higher level spells and effects that leverage sleep. I’m not sure I’d call it a large number, but they do seem rare enough in most games that I didn’t think it terribly unbalancing. I may have made it too low level but it seemed so limited in scope making it much higher seemed too high.

      Touch of the Phoenix: Do Exhaustion levels normally carry over from death? Otherwise, I’m not sure how “If this takes them to six levels of exhaustion they do not return to life and cannot be raised.” is meant to apply. Technically the rules for exhaustion, raise dead, and revivify say nothing about death removing exhaustion. So while logically it does make sense for exhaustion to not carry over RAW it does.

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