Wall of Fire: Difference between revisions

(Created page with "''Arcane Spell, Evoking, Conjuring2'' '''APC:''' 9 '''SPC:''' 26 '''Range:''' 120 ft '''Requires:''' Gesture, Verbal, Visual, Line of effect '''Duration"''' Instantaneous Choose two points within range that are no more than 60 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 3d10 Fire damage. On a miss, a creature takes ½ damage. On a crit, a...")
 
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''[[Arcane]] Spell, Evoking, Conjuring2''
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== <big>'''Wall of Fire'''</big> ==
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|''[[Arcane]] Spell, Evoking, Conjuring 2''
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|'''APC:''' 9
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|'''SPC:''' 26
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|'''Range:''' 120 ft
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|'''Requires:''' Gesture, Verbal, Visual, 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 60 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 3d10 fire damage. On a miss, deal 1⁄2 damage.
Any inanimate objects that are not being worn or carried burst into flame. This fire will expand its length and width by 5 ft every 30 seconds. If there is a strong wind, then the fire will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 ft. Although sparked by magic, the fire itself is considered nonmagical.


'''APC:''' 9
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.


'''SPC:''' 26
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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'''Range:''' 120 ft
!Spell Crit
 
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'''Requires:''' Gesture, Verbal, Visual, Line of effect
|On a crit, a creature also begins Burning (1d10).
 
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'''Duration"'''  Instantaneous
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Choose two points within range that are no more than 60 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 3d10 Fire [[damage]]. On a miss, a creature takes ½ damage. On a crit, a creature begins Burning (1d10).  
 
Any inanimate objects that are not being worn or carried burst into flame. This fire will expand its length and width by 5 ft every 30 seconds. If there is a strong wind, then the fire will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 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. It takes 2d10 fire damage if it fails, and ½ as much if it succeeds.


Fire created from this spell will burn until extinguished through magical or mundane means or until it runs out of natural fuel.
[[Arcane Spells|[Back to Arcane Spells]]]

Latest revision as of 17:06, 15 May 2025

Wall of Fire

Arcane Spell, Evoking, Conjuring 2
APC: 9
SPC: 26
Range: 120 ft
Requires: Gesture, Verbal, Visual, Line of Effect
Duration: Instantaneous
Spell Description
Choose two points within range that are no more than 60 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 3d10 fire damage. On a miss, deal 1⁄2 damage.

Any inanimate objects that are not being worn or carried burst into flame. This fire will expand its length and width by 5 ft every 30 seconds. If there is a strong wind, then the fire will instead expand by 5 ft every 10 seconds in the direction that the wind is blowing. If the fire is burning uphill, it will move an additional 5 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).


[Back to Arcane Spells]