Eldarr's Flameshroud
(Abjuration, Evocation)

Range:  Special
Components:  V, S, M
Duration:  1 round per level (but see below)
Casting Time:  4
Area of Effect:  The caster
Saving Throw:  Special

When this spell is cast, the wizard is enveloped in an invisible shroud of flames. True seeing or similar magic will reveal the shroud, and detect magic will reveal strong lines of abjuration and evocation magic. The spell imparts on the wizard the equivalent of fire resistance for the duration of the spell (see the description of the ring of fire resistance in the Dungeon Master's Guide).
In addition to the protection aspect of this spell, the wizard may also use it offensively: any target that comes within 10 feet of the wizard may be attacked using the shroud; a small finger of (clearly visible) flames shoots from the shroud and strikes the victim, inflicting 1d4 points of damage, plus 1 point per level of the wizard (up to a maximum of 1d4+20). A successful saving throw versus spell reduces the damage by half. Only one such attack may be made per round, and each attack reduces the spell's duration by one round (thus, an attack may not be made the last round the spell is in affect).
Anyone who scores a successful melee hit on the wizard while he is under the protection of this spell suffers damage equal to that inflicted by an attack from the shroud (1d4 + 1 per level); again, a successful saving throw versus spell reduces the damage by one half. The duration of the spell is not affected in this case.
The material component for this spell is any normal cape with a chunk of sulphur placed in the pocket; the cape must be worn throughout the duration of the spell; if it is removed, the spell ends prematurely. The cape is not affected by the casting of this spell, but the sulphur is consumed when the spell ends.

