Wave of Fire: Difference between revisions
Spazztaztic (talk | contribs) (Created page with "''Arcane Spell, Evoking, Conjuring 3'' '''APC:''' 15 '''SPC:''' 42 '''Range:''' 200 ft '''Requires:''' Geature, Verbal, Line of Effect '''Duration:''' Instantaneous Choose two points within range that are no more than 100 ft apart from one another. Draw a line between those two points and make a magic attack against the FORT of each creature that the line touches. On a hit, a creature takes 4d10 Fire damage. On a miss, a creature takes ½ damage. On a crit, a creat...") |
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''[[Arcane]] Spell, Evoking, Conjuring 3'' | __NOAUTOLINKS__ | ||
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'''APC:''' 15 | |+ | ||
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'''SPC:''' 42 | == <big>'''Wave of Fire'''</big> == | ||
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'''Range:''' 200 ft | |''[[Arcane]] Spell, Evoking, Conjuring 3'' | ||
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'''Requires:''' | |'''APC:''' 15 | ||
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'''Duration:''' Instantaneous | |'''SPC:''' 42 | ||
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Choose two points within range that are no more than 100 ft apart from one another. Draw a line between those two points and make a magic attack against the FORT of each creature that the line touches. On a hit, | |'''Range:''' 200 ft | ||
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|'''Requires:''' Gesture, Verbal, Line of Effect | |||
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|'''Duration:''' Instantaneous | |||
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!Spell Description | |||
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|Choose two points within range that are no more than 100 ft apart from one another. Draw a line between those two points and make a magic attack against the FORT of each creature that the line touches. On a hit, deal 4d10 fire damage. On a miss, deal 1⁄2 damage. | |||
Any inanimate objects that are not being worn or carried burst into flame. | Any inanimate objects that are not being worn or carried burst into flame. | ||
Choose one side of the line of fire; you create churning winds on that side of the fire, urging the flames forth. The fire will expand by 10 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 10 ft. Although sparked by magic, the fire itself is considered nonmagical. | Choose one side of the line of fire; you create churning winds on that side of the fire, urging the flames forth. The fire will expand by 10 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 10 ft. Although sparked by magic, the fire itself is considered nonmagical. | ||
Whenever a creature starts its turn in the fire or moves into the fire for the first time on a given turn, it must make an END check against DC 10 + your magic attribute. | Whenever a creature starts its turn in the fire or moves into the fire for the first time on a given turn, it must make an END check against DC 10 + your magic attribute. On a failure, it takes 2d10 fire damage. On a success, it takes 1⁄2 as much. | ||
Fire created from this spell will burn until extinguished through magical or mundane means or until it runs out of natural fuel. | Fire created from this spell will burn until extinguished through magical or mundane means or until it runs out of natural fuel. | ||
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!Spell Crit | |||
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|On a crit, a creature also begins Burning (1d10). | |||
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[[Arcane Spells|[Back to Arcane Spells]]] | |||
Latest revision as of 17:07, 15 May 2025
Wave of Fire |
| Arcane Spell, Evoking, Conjuring 3 |
| APC: 15 |
| SPC: 42 |
| Range: 200 ft |
| Requires: Gesture, Verbal, Line of Effect |
| Duration: Instantaneous |
| Spell Description |
|---|
| Choose two points within range that are no more than 100 ft apart from one another. Draw a line between those two points and make a magic attack against the FORT of each creature that the line touches. On a hit, deal 4d10 fire damage. On a miss, deal 1⁄2 damage.
Any inanimate objects that are not being worn or carried burst into flame. Choose one side of the line of fire; you create churning winds on that side of the fire, urging the flames forth. The fire will expand by 10 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 10 ft. Although sparked by magic, the fire itself is considered nonmagical. Whenever a creature starts its turn in the fire or moves into the fire for the first time on a given turn, it must make an END check against DC 10 + your magic attribute. On a failure, it takes 2d10 fire damage. On a success, it takes 1⁄2 as much. Fire created from this spell will burn until extinguished through magical or mundane means or until it runs out of natural fuel. |
| Spell Crit |
| On a crit, a creature also begins Burning (1d10). |