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Midgard Monday: stone, fire, and lightning! War spells of the Ironcrags

Midgard Monday: stone, fire, and lightning! War spells of the Ironcrags

It’s Midgard Monday! Each week, we visit a corner of the wide world of Midgard. Look for standalone content you can drop into your campaign—whether it’s in Midgard or your own homebrew. Find new inspiration each Midgard Monday!

The Canton dwarves of the Ironcrags have many enemies: vampires, darakhul, derro, just to name three. To combat them, their arcane spellcasters have many powerful elemental spells of the Evocation school to burn, crush, and electrocute their enemies in waves.

LANDSLIDE

5th-Circle Arcane (Evocation)

Casting Time: 1 action
Range/Area: 60-foot cone
Components: V, S
Duration: Instantaneous

The ground in front of you heaves and ruptures, and a wave of rock and debris undulates toward your enemies.

A wave of large rocks, boulders and detritus flies away from the spellcaster and envelops all creatures in a 60-cone. Each creature caught in the area of effect must make a CON save. On a failure, it takes 8d8 bludgeoning damage, is pushed 30 feet away from the spellcaster, and becomes prone. On a success, the creature takes half as much damage, is pushed 15 feet and is not prone.

Unsecured objects that are completely within the area of effect are pushed 30 feet away from the spellcaster. The spell also creates an enormous roar that can be heard up to 500 feet away.

At Higher Circles: When you cast this spell using a spell slot of 6th circle or higher: the damage increases by 1d8, and the size of the cone increases by 10 feet for each slot above 5th.

PYROCLASTIC BREATH

3rd-Circle Arcane (Evocation)

Casting Time: 1 action
Range: 30-foot cone
Components: V, S,M (a chunk of pumice)
Duration: Instantaneous

You breathe out a fiery, roiling cloud of dust and ash, like a humanoid volcano, covering your enemies.

You breathe out a pyroclastic cone of fiery ash. A creature in the area of effect must make a DEX save. On a failure, it takes 4d6 fire damage, 2d8 poison damage, and is blinded and poisoned until the end of its next turn. On a success, it takes half as much damage and is not blinded or poisoned.

At Higher Circles: When you cast this spell using a spell slot of 5th circle, deal 6d6 fire damage and 3d8 poison damage on a failed save, and the cone increases to 60 feet. At 7th circle, it deals 8d6 fire damage and 4d8 poison damage, and the cone increases to 90 feet. At 9th circle, it deals 10d6 fire damage, 6d8 poison damage, and the cone increases to 120 feet.

SPEAR OF SAINT SARGAU

2nd-Circle Arcane (Evocation)

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of pumice or other volcanic stone)
Duration: Instantaneous

A bolt of fiery lava streaks toward your enemy.

A spear-like blob of hot lava flies at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage and1d10 bludgeoning damage. On a hit or miss, congealing lava also halves the target’s speed until the beginning of your next turn.

At Higher Circles: When you cast this spell at 4th circle, it creates two bolts dealing 2d10 fire damage and 2d10 bludgeoning damage each. At 6th circle, it creates three bolts dealing 3d10 fire damage and 3d10 bludgeoning damage each. At 8th circle, it creates four bolts dealing 4d10 fire damage and 4d10 bludgeoning damage each. You can direct the bolts at the same or multiple targets. Make a separate attack roll for each lava bolt.

SAINT MISHAU’S FIRE

4th-Circle Arcane (Evocation)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of lightning-struck bark or wood, or a holy symbol of St. Mishau)
Duration: Concentration (up to one minute)

You are sheathed in shimmering, crackling sheets of blue electricity.

The target is covered in an aura of luminous waves and streaks of cerulean electricity. For the duration of the spell, the target is immune to lightning damage. An enemy wearing metal armor within 5 feet of the target or that attacks with a metal melee weapon must make a CON save. On a failure, it takes 4d8 lightning damage or half as much damage on a success. Any undead creature within 5 feet takes 4d8 lightning damage with no save.

In addition, the lightning aura absorbs the first 40 points of any type of damage inflicted on the target (excluding lightning damage). The spell ends when it absorbs 40 damage, the caster’s concentration is broken, or the duration expires.

If a target moves more than 60 feet from the caster, travels to another plane or becomes ethereal or gaseous in form, the spell ends. If a target turns invisible, the aura remains visible.


Get into Midgard with the Midgard Worldbook! This acclaimed campaign setting is rich and deep, with over a decade of support from Kobold Press.

Want a more focused start? Try the Zobeck Clockwork City Collector’s Edition! This detailed sourcebook
gives players plenty of room to run, and includes adventures within the Clockwork City itself!

about Adam W. Roy

Adam has been playing TTRPGs for almost forty years, and has been a freelance game writer and editor for decades. He has written for Kobold Press, Paizo, White Wolf, and others. He is also a full-time father, husband, and e-commerce guru…. He manages all of this by avoiding sleep altogether.

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