Alpha's Balefire
(Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  5
Area of Effect:  5?30?15 feet cone
Saving Throw:  Special

This spell draws upon a nearly colourless arcane effluvium from the plane of shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly dissolves in the thick substance of the prime material plane. Those in the area of effect may attempt a saving throw versus breath weapon to avoid being covered in the stuff. If this saving throw is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer 1d6 fire damage per two levels of the wizard (rounded up), up to a maximum of 12d6. The balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted.
This shadow-stuff burns with a colourless fire that can only be extinguished by magical means (eg., wand of flame extinguishing, fire quench, dispel magic, or a magical cold spell such as ice storm, cone of cold, wall of ice, or Otiluke's freezing sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e., prime material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active.
Any individual who is struck fully (i.e., fails to save) must make item saving throws versus magical fire for all exposed equipment in each round that the balefire clings to him, though these saving throws are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active balefire. The material component is a standard opal (not a black or fire opal) worth at least 500 gp and a bit of pitch.

