Continual Flame
You scatter red sand by blowing it over a torch or other kindling. A flame, equivalent in brightness to a torch, springs forth. The effect looks and feels like a regular flame but doesn't use oxygen or consume the fire's fuel.
Action - 5 ft. Cube (5 ft.) - 2nd Level (Evocation) - VSM - Permanent
Utility Spell
You select a space with flammable material. You cannot directly set a creature on fire with this spell.
You light a fire which does not spread and which cannot be smothered or quenched by mundane means. The fire spreads dim light in a 60 ft. radius and bright light in a 30 ft. radius. Undying torches can be made with this spell.
A creature that is within the area of effect of the fire when it appears takes damage.
Area Hazard: The fire is permanent. Targets roll a save when they enter or when they end their turn in the well (but only once per turn).
Dexterity Save
Failure: Target takes 3d6 fire damage.*
Success: Half damage
*Upcasting: Increase damage by 1d6 for each spell level above 2nd.
Normally, the only way to end a Continual Flame spell is with Dispel Magic or a Darkness spell.
Classes:
Cleric, Druid, Sorcerer, Wizard