Fire Charm

By means of this spell the wizard causes a normal fire source (brazier, bonfire, etc.) to serve as a magical agent. From this source he causes a gossamer veil of multihued flame to encircle the fire at a distance of 5 feet. Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames.

While so charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level. The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM's option, although bonuses may also be allowed to the saving throws.

Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.

Type of Magic
Mage
Spell Level
4th
School
Enchantment and Charm (House Spurius)
Sphere
Reversible?
No
Range
​30 ft.​
Components

Material, Somatic, Verbal

The material component for this spell is a small piece of multicolored silk of exceptional thinness that the spellcaster must throw into the fire source.

Duration
​2 rds./level ​
Casting Time
4
Area of Effect
15-ft. radius
Saving Throw
Negates