This spell is a part of the Electric Shock spell chain and can be found in the Electric Shock rune stone.
With the casting of this spell the navitamancer calls upon the positive symbol of energy, the holy Seraphim, a symbol of life energy at its most divine and most fierce state. The Seraphim are believed in various religions and mythologies to not be gentle beings. They are never portrayed as being merciful, especially to darkness. They are the expression of their deity's power. As a symbol of navitamancy, they are a symbol of life energy at the apex of its power, brilliant, terrible, and absolute. When a navitamancer reaches in deep enough to pull forth Holy Fire, they are not calling upon a Seraphim, they are becoming the expression of that same force by channeling life energy in its most concentrated and devastating form. Instead of brilliant lightening, they summon a column of searing golden fire, the holy combustion of life energy itself, with the full weight of the very nature of the Seraphim behind it. Striking a target with this powerful, searing expression of pure life energy deals 6d12 damage to the target. Should the target bear any darkness within expressed by having any value or amount of dark morality points, the Seraphim's fire does not simply burn the flesh of the target, it burns the very darkness within. The fire recognizes what lives within the target regardless of what the world calls them, regardless of whether their darkness has grown enough for society to name it evil. Even a single dark morality point is enough. The fire sees it and cleanses accordingly. For every dark morality point the target carries the spell's damage increases by 1%. Additionally the target is set ablaze with a cleansing fire that cannot be dismissed, the darkness within them feeding the flame rather than smothering it. The target takes 1d10 Vitality damage per round for 1d4 rounds as the Seraphim's fire burns away what darkness it finds. This burn cannot be resisted by fire resistance or immunity for it is not heat that burns but the dark morality itself being consumed. Should the target be undead, the Seraphim's Holy Fire does not roll for damage. It does not try to burn that which should not be animated, it burns completely. The full undiminished power of the spell descends upon them dealing 72 magical damage plus the full, maximum value of the caster's Runic Power. The Undead do not burn afterwards no matter their moral points for there is nothing left within worth cleansing.
Seraphim's Holy Fire (Body Armor Only)
The wearer gains resistance to burn effects, reducing burn damage by 1d6 per round.