Now, for some of the random spell ideas, in the format
Spellname (Level, cost) - Effect.
Detect Poison (Zero, 2) - Tells whether the target contains poison. (Designer's note: Spells like this and Mind Vision shouldn't alert the target unless they have a Sense Magic buff or a Detect Magic spell.)
Detect Magic (Zero, 2) - Tells whether the target is under the effects of magic, and reveals the name of one of the spells if so.
Detect Scrying (First, C6) - For the next 8 hours, the target can see and physically interact with scrying players.
Dispel Magic (First, C1) - Removes a magic effect that you speak the name of from a nearby target.
Cleanse Poison (First, C2) - Removes up to five doses of poison from the target.
Remove Curse (First, C2) - Removes one curse from the target.
Cure Disease (First, C2) - Cures one disease from the target, and grants immunity to that disease for 72 hours.
Sense Magic (First, C3) - For the next X minutes, the target can cast Detect Magic at will without paying the mana cost. Additionally, the player can see magic effects on mobs, and can see otherwise invisible spells when they are cast. If stacked, the durations add.
Wave (First, C2) - Pulls water from a nearby body of water, throwing it at a target location, pushing things out of the way and moving the water.
Control Weather (Second, CC5) - For the next X minutes, if you say something containing 'wind' 'rain' 'sun' 'cloud' 'clear' 'hail' or 'snow', the weather will change to match what you've said in a
huge radius around you. (Designer's note: Allow this to function from Mind Vision, Scry, and the like, at the location being viewed. Also: Allow the creation of tornadoes via multiple players trying to alter the wind.)
Mind Vision (First, C4) - Allows your consciousness to hide in the mind of a living, non-mindless target. Your body is helpless while you do so. Short range to cast, does not break if the target goes out of range, lasts until dispelled or canceled.
Scry (First, C10) - When you speak the name of a player that is logged in, you teleport your essence to them, and remain there invisible and incorporeal for 3 minutes, after which you return to your body. You can hear what players in the new location say, however, you pass through players and cannot move physical objects. If you speak, the sound comes out of your body at the original location. Things you see while Scrying count for the purposes of having seen them (for mapmaking, for example.) Scrying players can see and physically interact with each other. The spell will break or fail if the target is effected by a Hide spell.
Crystal Ball (Second, CCC12) - Enchants a large sphere of glass, a body-length mirror, or a small basin or bowl to allow any player that touches it to cast the Scry spell at will without paying the mana cost for up to 30 seconds after touching it. While that player is Scrying, no additional players may use the Crystal Ball. If you enchant a vessel in this way, it may only be used when filled with water. Lasts until dispelled or destroyed. You may only enchant one Crystal Ball per 3 days.
Scrying Seal (First, C5) - Protects a target from Scry effects. Scry effects targeting the subject fail when cast, and otherwise, the object is invisible (
interacting normally with Detect Invisibility-type effects) to players scrying on other nearby things. Lasts 2 hours, the duration stacks to a maximum of 24 hours.
Pass Wall (First, C3) - Allows your target to pass through walls for 5 minutes.
Water Walking (Zero, 5) - Allows your target to walk on still water as though it were solid for 30 minutes. If cast on a player that rides a mount, the mount is unaffected (you can cast it on the mount, however.)
Swiftness (Zero, 5) - Allows your target to run 40% faster for 10 minutes.
Haunt (Second, CC12) - Curses a foe to be haunted by an evil spirit, after 10 seconds of the host being in combat, or after 10 minutes of the host being out of combat, or when the curse is removed, Haunt damages them, heals the caster of this spell, and if the target has any allies within a short distance, begins haunting them. This effect does not alter the in or out of combat state.
Damp Magic Field (First, C4) - Dampens the magic in an area around the target location, causing all spells cast from inside the zone to cost an additional 1 unflavored mana. Lasts ~30 sec.
Empowered Magic Field (First, C4) - Amplifies the magic in an area around the target location, causing all spells cast from inside the zone to cost 1 less unflavored mana (if a spell would cost a negative amount of unflavored mana after all modifiers, it costs no unflavored mana instead.). Lasts ~30 sec.
Living Statue (First, C4) - Creates a stone statue of yourself in front of you. Until the statue is destroyed or stripped of magic, casting this spell again will allow you to switch positions with it.
Blindness (First, C7) - Inflicts blindness on a foe, rendering mobs unable to "see" anything more than a few feet away from them, and reducing players' view to a very short range. Players are also greatly more likely than usual to trip. Lasts 1 minute. (
Players can still detect mobs and other players by sound, it displays as little ripples emanating from the sound source.)
Deafness (First, C3) - Inflicts deafness on a foe, rendering mobs and players unable to "hear" all but the most extreme of loud noises. Additionally, players will be unable to see chat (except for telepathic messages) and will randomly slur their speech (20% chance per phrase, 20% chance of double casting time on verbal spells).
Berries to Bombs (WIP) (Second, CC12) - Enchants up to 10 berries that you hold in your hand to explode when struck. Being thrown will lead to a sufficient impact to explode, as will being stepped on. If you speak within 5 seconds of enchanting the berries, the first word you utter will imprint on them, and they will detonate if anyone speaks the same word within 200 feet of them. Deals fire damage in a large burst, and can ignite flammable materials. If you enchant a new set of berries, any remaining berry-bombs you have made lose their magic.
Seeds of Life (First, C7) - Enchants up to 10 nuts or seeds that you hold in your hand to heal anyone that eats them for a fair amount. A mob or player cannot benefit from more than one Seed of Life within 2 minutes. If you enchant a new set of seeds, any remaining Seeds of Life you have made lose their magic.
Dimensional Anchor (First, C8) - Enchants your target to be immune to teleportation effects, such as portals, waypoints, summoning, and teleport. Lasts 3 hours, or until dispelled. If stacked, the durations add.
Sniper's Bane (First, C8) - Enchants your target to be able to see where the 5 nearest hostile ranged fighters are aiming, and marks the paths with a red beam. Lasts 10 minutes. If stacked, the durations add.
Ventriloquism (Zero, 1) - Anything you say or yell will be heard at your target location instead of at your self. If the first word you speak is the name of a player, your speech is telepathically projected to that player instead. Lasts 2 minutes, or until canceled.
Firefly Swarm (Zero, 4) - Summons a firefly swarm around you, slightly illuminating the area, and clinging to objects, revealing invisible things. Lasts 30 seconds, or until you take damage from a magical AoE attack.
Douse (Zero, 5) - Douses the target with a bucket's worth of water, soaking it. Extinguishes flames, destroys many types of ink, and of course, leaves the target all wet. Can also be used to create water. (Soaked players electrocute themselves if they attempt to use lightning magic.)
Quench (First, C4) - As douse, but also causes all fires within a 20-yard sphere to gutter and die out, and summons rain, making further fires less likely.
Bind Undead (First, C4) - Binds the three undead nearest to target location, rendering them unable to move or make physical actions. Bound undead are marked by glowing holy runes around them. Lasts 30 seconds, or until dispelled, or until a target takes damage. If you Bind more undead, the originals are freed.
Telekinesis (Zero, 5) - Summons an incorporeal and invisible hand that does your bidding. You can click on objects to have the hand interact with them, doing things like carrying light items to you, opening doors, operating levers, etc. Allows you to interact with things from up to 40 feet away. If you summon a second hand, they can carry more, and can be ordered to clap at a location, tricking mobs into thinking something invisible is there. If caught in AoE, the hands have extremely little health. Maximum of two hands, lasts until dismissed, dispelled or destroyed.
Rally (Second, C9) - Rallies all allies within 100 feet of you, immediately refilling 1/3 of their spent Dodge points, (rounding up,) refilling 30% of their morale, and granting them +10% attack speed for 20 seconds. A player or mob cannot benefit from Rally again until 20 minutes have passed in combat, or 3 minutes have passed outside of combat.
Grim Repose (First, C2) - Your target appears to be dead, requiring no breath, having no warmth, having no pulse, and showing as 'dead' on the UI. If you cast this spell on yourself, you fall to the ground as part of the spell, appearing as though you were slain. Players and mobs affected by Grim Repose may still move (however, that will be a dead giveaway if you're faking death against a player.) Undead will consider players under the effects of Grim Repose to be one of their own, and ignore them, even intelligent undead. This spell will break if the subject damages any undead or attempts to cast a first-level or higher spell. Lasts 3 minutes.
Lesser Invisibility (Zero, 2) - Renders the caster invisible. Lasts until cancelled, or until the subject damages a foe or begins casting a first-level or higher spell. This invisibility does not apply to any worn or held items other than tight clothing.
Invisibility (First, CC4) - Enchants target object, player or mob to become invisible. Lasts 24 hours if you enchant an object, and the duration stacks. If cast on a player or mob, this effect also applies to any held or worn items, lasts 30 seconds, and the duration stacks to a maximum of 5 minutes. (
Note: you can still be detected by your footsteps, blood spatter, splashing, etc.)
Bind Aperture (Zero, 3) - Sticks a target openable object, such as a door, lock, gate, chest or jar, either preventing it from being opened if it is closed, or preventing it from being closed if it is open. Lasts 24 hours if cast on a lock, or 5 minutes otherwise.
Secret Passage (First, C9) - Creates the illusion of a section of solid wall, floor, ceiling or an illusionary bridge over a short gap. The illusion is completely passable, and objects pass through it unhindered, although it does obstruct line-of-sight. Lasts 72 hours, or until dispelled.
Ironwood (First, C4) - Transforms up to 5 pounds of wood that you hold in your hand (including wooden tools, weapons and shields) into ironwood, a very light, flammable substance with other properties similar to steel. Ironwood weaponry has a unique set of special attacks. (
Ironwood trees can be naturally occurring, but are very hard to harvest or shape.)
Compass (Zero, 1) - If you speak the name of a player or settlement within 10 seconds, a glowing arrow appears at your feet pointing towards the target. Otherwise, the arrow points north. The arrow will last for 2 minutes. The spell will break or fail if the target is effected by a Hide spell.
Levitate (First, C1) - Allows a target player or mob to float a foot above the ground, enabling them to avoid triggering pressure plates, making noise from footsteps, leaving footprints, splashing in puddles, being ensnared by mud, slipping on ice or marbles, damaged by caltrops or coals, and allowing them to float safely over water, lava and other liquids. Lasts 10 minutes, or until canceled.
Counterspell (First, C2) - Counters the spell that your target is casting, allowing them to finish the cast time and spend the mana, only to find that nothing happens. If the target was not casting a spell when you use Counterspell, then Counterspell has no effect. 30 second cooldown, if successful.
Spellsteal (First, C6) - Forces a spell your target is casting to target you, instead of whatever it may have otherwise targeted. If the spell has no targets, then the spell behaves as though you cast it instead. If your target was not casting a spell when you use Spellsteal, then Spellsteal has no effect. 2 minute cooldown, if successful.
Remand (First, C6) - Forces a spell your target is casting to target the caster, instead of whatever it may have otherwise targeted. If the spell has no targets, or your target was not casting a spell when you use Remand, then Remand has no effect. 2 minute cooldown, if successful.
Lightning Bolt (First, C4) - Fires a bolt of lightning at the target, dealing heavy lightning damage, melting small metal objects, and igniting flammable objects. If you are soaking wet or in fairly deep standing water when you cast this spell, you electrocute yourself and those near you instead. (
Rain makes you soaking wet after 5 minutes.)
Stormstrike (Second, CCC7) - If it is not currently storming, functions as Lightning Bolt. Otherwise, lightning from the sky blasts up to five foes in front of you, and you gain Fury of the Storm, allowing you to cast Lightning Bolt at will and without paying its mana cost. Fury of the Storm lasts 2 minutes, or until dispelled.
Dispel resistant. (Remember that if it's storming, you're likely to be soaking wet before long!)
Track (Zero, 5) - You can easily track a creature that you speak the name of, valid targets include wild animals or players. You see a glowing trail where the target has been within 2 minutes. The spell will break or fail if the target is effected by a Hide spell. Lasts 10 minutes or until you damage the target.
Conjure Food (Zero, 3) - You conjure food from thin air, creating three servings of any food you name. Liquid or messy foods, such as soups, stews or pies, come in an appropriate conjured vessel, which will disappear when empty. The food is fully cooked, and, although bland, it is mildly nutritious and filling. The food is unstable, and will vanish if not eaten within 30 minutes. Otherwise, the food functions exactly as its normal counterpart. Dispel magic and similar effects cause the food to vanish immediately. A player may not consume more than one serving of conjured food within 24 hours.
Enchant Weapon (First, C4) - You enchant a weapon, or up to 5 small rocks you hold. Weapons- including ranged or thrown weapons- enchanted this way deal 10% extra damage. Rocks enchanted in this way may be thrown as though the user is firing a short bow, and deal similar damage. If you cast this spell empty-handed, you enchant both of your fists. Any item enchanted this way glows with a faint blue light. Lasts 10 minutes, and the duration stacks. A dispel magic effect targeting a player wielding enchanted weaponry can be used to dispel the weapons.
Leprechaun Gold (Zero, 7,
rare to learn) - You create 10 gold coins in your closed fist, or 100 gold coins at your feet if you cast this spell while under a rainbow. The coins are 3% lighter than normal gold, and will vanish after 2 hours of their creation or if effected by a dispel magic spell. NPC traders are likely to figure out who paid them in Leprechaun Gold if the do no other business before they vanish, and particularly wealthy merchants (those with scales) may notice immediately.
8 hour cooldown.
Hide in Stone (First, 5) - Allows you to walk into one stone wall, cliff, or block. While in the stone, you are blind, mute, unable to attack and cannot suffocate, but you can hear what goes on outside the stone, and may walk back out the way you entered at any time. Lasts 30 minutes, or until you leave a hiding place. Attempting to Dispel Magic on the stone can end this effect. (
A player embedded in stone without a spell that allows them to be there is trapped, and will suffocate as normal, after the usual 30 seconds.)
Grim Phantom (First, C7) - Summons a Grim Phantom to stalk a named player that you speak within 15 seconds. The phantom spawns somewhere out of sight of the player, and takes the form of the most dangerous monster that the player has fought recently, or the form of a wraith if the player hasn't fought anything dangerous within 72 hours. Only the spell's target can see or touch the phantom. The phantom stalks the player from a distance, attempting to remain on the edge of sight. If the player gets close to the phantom, enters combat or attempts to log out, or if the phantom's duration falls below 5 minutes, the phantom will attack, fearing them for 5 seconds, and then fighting using melee attacks. The phantom is very weak, and will vanish if damaged. Lasts 3 hours, or until slain. Cannot be dispelled, although banish/exorcism effects work. Only one phantom may stalk a player at a time, if someone attempts to summon another phantom before the first has expired, the caster will unknowingly set a phantom upon themselves, if they haven't already got one stalking them. If you cast this spell with no target, the phantom will be summoned upon the next creature you attack, in the form of a wraith.
Polymorph (First, C7) - You transform the next player or mob you touch or attack into a named animal (default: sheep). The player or mob gains the movement, combat, and language abilities of the animal, including, but not limited to: claws, teeth, flight, water-breathing, and venoms. If transformed into an aquatic animal, the spell will break if the target would take suffocation damage. Lasts 1 minute if cast on a hostile target, or up to 1 hour otherwise. After 1 minute, players can voluntarily end the polymorph spell. If a polymorphed target becomes the subject of a new polymorph effect, the new effect replaces the old effect.
Enchant Hearthstone (Zero, 2) - You enchant a 2-pound stone that you hold in your hand to allow anyone to use it to teleport to a building that you own. This spell may only be cast while inside the building in question. If you re-enchant a hearthstone, the new effect replaces the old one. A player may only activate one hearthstone per 30 minutes, and doing so takes 10 seconds, interrupted by damage or walking. If a player activates a Hearthstone while riding a mount or holding hands with another player, the mount or player travels with them. Lasts until destroyed or dispelled.
Regeneration (Second, CC8) - You grant any players or mobs that you touch within 30 seconds regeneration, causing their Heath to refill over time, and reduces the duration and damage of bleeding wounds by 50% each. Health refills at a rate of 100% per minute, even if the subject dies. (
Players and mobs may fall into negative health values, and can keep taking damage after death. At -500% HP, a target's corpse is destroyed.) If this regeneration brings a target's health back above 0 HP, they may continue to feign death as desired, but they are alive again. Lasts 30 minutes. If you grant multiple targets regeneration, the total duration divides evenly between them.
Hide Writing (Zero, 3) - You enchant a page, scroll, book, blackboard, engraving or other writing to be unreadable to those you would prefer not read it, appearing blank. Any names you speak while touching the item will be able to see the writing (and you can, by default.) If you speak the word 'blacklist', then everyone
except the spoken names can see the writing. This can be canceled by speaking the word 'whitelist'. If the first thing you say is 'password' then the next phrase you say becomes the password for the writing, and any player which says it can read the writing for 10 minutes. Permanent, unless the item is destroyed.
Personal Disguise (First, 4) - You place an illusion around a touched player or yourself, making them appear identical to a named player, including the target's worn armor or clothing at the time of casting (but not weaponry or other gear). If you would take armor damage, the illusionary armor fades, revealing your true armor, if any. You can choose to unequip the illusionary armor, and donning new gear will cause it to appear on the illusion. If you name no player, a random online player is chosen (at random). If you speak while disguised, you speak in that player's "voice" (their name in chat.) Lasts until dispelled or dismissed.
Crushing Despair (First, C8) - Waves of hopelessness and despair radiate sluggishly outwards from you, sapping the morale of foes caught in the path. A raised shield pointing towards the source of the waves can protect a player, however it must be held in place for a full 3 seconds total while the waves wash over the player. Drains 70% of each effected foe's morale, making them more vulnerable to charm, fear and mind control effects, and reducing their luck slightly. When this effect ends or is dispelled, effected foes regain 50% of the drained morale. Lasts 3 minutes.
Shroud of Light (Second, CC12) - You enshroud yourself, and all players holding hands with you, and all players holding hands with those players, and so on. The shroud wards those players, preventing up to 100 damage each. Lasts 1 hour, or until dispelled or consumed. 10 minute cooldown.
Mass Healing (Second, CC4) - You heal a player you touch for X over 15 seconds, and each of that player's allies within 50 yards of that player for X/10 over 15 seconds, where X is the number of players effected. If that player dies within 3 minutes, then you heal the other players effected by this spell for X/10 over 15 seconds again. 3 minute cooldown.
Eternal Vigil (First, C8) - You grant yourself the blessing of the Eternal Vigil, allowing you to cast the Lesser Ward spell at will and without paying the mana cost. Lasts 2 minutes, or until dispelled.
Dispel resistant.
Lesser Ward (Zero, 2) - You ward your target, preventing up to 40 damage that would be dealt to the target within 12 seconds. 6 second cooldown.
Vraiment (Second, CC5) - A blast of purifying light radiates out from target location, dispelling up to 10 magical effects within 10 yards. Dispels beneficial magic on foes first, and harmful magic on allies second, then neutral magic.
Veil of Light (Second, CC12) - An enormous veil of light descends on the battlefield, covering a 50-yard radius centered on you. All allies that enter or remain in the area take 10% less damage from all sources. Lasts 30 minutes, requires a Disjunction to remove.
Summon: Unicorn (Second, CC12) You summon a brilliant white horse with a mane of burnished silver and a large horn of solid gold. The unicorn can serve as a mount, or battle unaided. While the unicorn remains on the battlefield, every 6 seconds the unicorn passively and automatically heals your wounded ally with the least Health within 40 yards, and your allies within 40 yards are resistant to poison. The unicorn itself is immune to Curses, Poisons and Diseases, and has twice the Health and 160% of the movement speed of an average horse, and can attack quite effectively with its horn, which deals double damage against undead. When the unicorn is unsummoned, it explodes in a blinding flash of light, dealing damage to any undead within 10 yards, and blinding other creatures for 5 seconds. (
Summoned creatures are unsummoned when subjected to a Banish effect, knocked unconcious, slain or dismissed.) Lasts 10 minutes, or until unsummoned. If you attempt to summon another Unicorn, the durations add, to a maximum of 30 minutes.
Rune of Oblivion (Second, CC10) - Enchants a 1-yard diameter magic circle of sugar, powdered silver, powdered gold, or chalk dust on the ground to become a powerful trap. Foes that wander into the circle become immobilized, muted, pacified and incorporeal. Lasts until the ring is disturbed. If you enchant a ring of gold or silver dust in this way, the dust fuses into a solid hoop, making it possible to place other enchantments on the entire ring, (such as invisibility,) and making it much more difficult to disrupt. If the ring is made of gold, the ring is dispel resistant. Players caught in such a circle can use spells or magic items to dispel the magic or break the circle, or to teleport elsewhere, or they are offered the option of being expelled back to port town. Much like the Hide Writing spell, you can specify a whitelist.
Forecast (Zero, 3) - Conjures up omens of approaching weather. Summons one set of omens every 10 seconds, each for 8 hours from now, 16 hours from now, and 24 hours from now. Omens include a faint glow for sun, a faint heat or chill for warmer or colder than now, a mist for precipitation, and static shocks for lightning. All players within 15 yards feel these omens. 10 minute cooldown. (
Gives insight into the planned weather, not what will definitely happen. 30% chance of a bogus omen each time.)
Drums of War (Second, CCC12) - Enchants a set of musical drums to inspire great martial prowess in all who listen. When beaten for 5 minutes while outside of combat, all allies within 100 yards gain a stacking 5% bonus to movement speed, and a 5% bonus to damage done for 4 hours. When used in combat, the drum offers a random selection of three of the following beats, and whenever a beat is used, that beat becomes unavailable until it is replaced with another random beat after 3 rounds. Lasts until dispelled or destroyed. You may only enchant one set of Drums of War per 3 days.
Battle March - This turn, all allies deal 5% additional damage.
Shielding Stanza - This turn, prevents the first 5 damage that would be taken by each ally.
Discordant Beat - This turn, the first time each foe would take damage, that foe takes an additional 10% damage.
Energetic Rhythm - Restores 1% stamina to all allies.
Frenzied Tempo - This turn, whenever an ally makes an attack with multiple hits, that attack gains 1 additional hit.
Focused Pounding - At the end of this turn, the foe that took the most damage takes an additional 10% damage.
Shuffle - Immediately replaces this set of drums' set of beats with 3 new random beats.
Waterproof (Zero, 4) - Enchants a held item or touched player to be proofed against water. A player so enchanted cannot become wet unless immersed in water, but this protection does not extend to his or her items. Burning items so enchanted cannot be doused unless immersed in water. All other items cannot become wet under any circumstance. (
Water can rust iron items.) Lasts 30 minutes.
Shadow Step (First, CC5) - When cast while standing in deep shadow, the caster and any players that he or she holds hands with slip into the shadow realm, rendering them invisible, incorporeal, and inaudible to players and mobs not in the shadow realm. A player in the shadow realm may leave at any location shadowed in the real world, and may also return to the point at which they entered. To a player mid-shadow step, creatures on the real world appear as blurry shadows, and somewhat-passable solids, such as doors and jail bars to do not obstruct them. Lasts 1 minute, until dispelled, or until the player otherwise leaves the shadow realm. If this effect expires, the player is returned to the point from which they entered the shadow realm.
3-turn cast time, being exposed to bright light during the cast time interrupts the spell.
Rust (Zero, 6) - Tendrils of corrosion spread over the surface of a touched metallic item that is subject to corrosion. Rusty items subjected to this spell will have the rust removed instead. (
Rusty items have reduced maximum durability, reduced Hardness, and increased brittleness.) Permanent.
Alchemy (Second, CCCCC10) - Transmutes a bar of iron into a bar of gold. Alchemy may only be cast once each day.
Ignite (First, C4) - Lights a touched item or creature on fire. Non-flammable objects or fire-immune creatures will be wreathed in fire, but unharmed by it, and may set fire to objects they touch. Lasts 10 minutes, or until dispelled, destroyed or doused.
Conjure Tool (Zero, 5) - Conjures a small, ghostly tool that you name from the following list: knife, hammer, needle, hatchet, pick axe, bucket, cook pot, rope, fishing pole, chisel, lock pick, or grappling hook. The tools so created are equivalent to a similar item bought from the NPC traders. Conjured items vanish after 30 minutes, or when destroyed, dispelled, or discarded.
Disjunction (Second, CCC17) - Removes extremely powerful magic effects, as Dispel Magic, but does not fail on effects that are dispel resistant. Disjunction can also target large-area spells that are anchored to a location, rather than an object, and if no effect name is spoken within 10 seconds, Disjunction will remove the most powerful spell in the area.
Wildfire (Second, CC13) - You hurl a small bead of flame, which bursts and clings to an object on impact. Fires created by Wildfire are particularly hard to douse, as they sap moisture from their surroundings, throw many sparks, and can occasionally flare back up after being extinguished. Fire that spreads from a Wildfire is also a Wildfire, although dispelling any single fire will remove the magic from all of them. Lasts 5 minutes, or until dispelled, however, any fires already started continue to burn as mundane fire. 8 hour cooldown.