Firestorm: Difference between revisions

(Created page with "''Primal Invocation, Evoking, Extrinsic, Weather'' '''Prerequisites:''' Primal Tier 3 '''Casting Time:''' 1 hour '''Range:''' 2 miles '''Materials:''' Kindling, flint, and steel to create embers '''Requires:''' Gesture, Visual '''Duration:''' Instantaneous At the end of the casting time, immediately take 2d8 Fire damage and make a magic attack roll against DC 15. If you hit the DC, then you cast the Invocation and suffer Fatigue. If you miss, then you are unable t...")
 
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''[[Primal]] Invocation, Evoking, Extrinsic, Weather''
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{| class="creature"
'''Prerequisites:''' Primal Tier 3
|+
 
|
'''Casting Time:''' 1 hour
== <big>'''Firestorm'''</big> ==
 
|-
'''Range:''' 2 miles
|''[[Primal]] Invocation, Evoking, Extrinsic, Weather''
 
|-
'''Materials:''' Kindling, flint, and steel to create embers
|''Prerequisites: Primal Tier 6''
 
|-
'''Requires:''' Gesture, Visual
|'''Casting Time:''' 1 hour  
 
|-
'''Duration:''' Instantaneous
|'''Range:''' 2 miles
 
|-
At the end of the casting time, immediately take 2d8 Fire [[damage]] and make a magic attack roll against DC 15. If you hit the DC, then you cast the Invocation and suffer Fatigue. If you miss, then you are unable to cast this Invocation but you still expend the use of one of your Invocations and still suffer Fatigue.
|'''Materials:''' Kindling, flint, and steel to create embers
 
|-
Choose up to three points within range. All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.  
|'''Requires:''' Gesture, Visual
|-
|'''Duration:''' Instantaneous
|-
!Spell Description
|-
|At the end of the casting time, immediately take 2d8 fire damage and make a magic attribute check against DC 15. On a success, you cast the invocation, expending two uses of your invocations, gain Fatigue, and cannot cast this invocation again until you Take a Rest. If you miss, then you are unable to cast this invocation but you still expend the use of two of your invocations and gain Fatigue.
Choose up to three points within range. All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.


Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds. If there is a strong wind, then they 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.
Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds. If there is a strong wind, then they 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.


The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it. Additionally, creatures that begin their turn in Smoke must make an END check against a DC of 10 + your magic attribute. If they fail, then they suffer a condition; if they already had that condition, then they gain an additional condition on top of any previous effects:
The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it.
 
• Shaken until outside the radius of smoke
 
• Sickened until outside the radius of smoke
 
• Fatigued


• Slowed until outside the radius of smoke
Additionally, creatures that begin their turn in smoke must make an END check against a DC of 10 + your magic attribute. On a failure, they suffer the first condition; if they already had that condition, then they gain the subsequent condition on top of any previous effects:


Suffocating until outside the radius of smoke
* Shaken until outside the radius of smoke.
* Sickened until outside the radius of smoke.
* Gain Fatigue.
* Slowed until outside the radius of smoke.
* Suffocating until outside the radius of smoke.


A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. That creature takes 2d8 Fire damage if they fail the check, and 1⁄2 damage if they succeed.
A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. On a failure, that creature takes 2d8 fire damage. On a success, they take 1⁄2 damage.


Fire created from this Invocation will burn until extinguished through magical or mundane means or until it runs out of natural fuel.
Fire created from this invocation will burn until extinguished through magical or mundane means or until it runs out of natural fuel.
|}
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Latest revision as of 15:30, 1 August 2025

Firestorm

Primal Invocation, Evoking, Extrinsic, Weather
Prerequisites: Primal Tier 6
Casting Time: 1 hour
Range: 2 miles
Materials: Kindling, flint, and steel to create embers
Requires: Gesture, Visual
Duration: Instantaneous
Spell Description
At the end of the casting time, immediately take 2d8 fire damage and make a magic attribute check against DC 15. On a success, you cast the invocation, expending two uses of your invocations, gain Fatigue, and cannot cast this invocation again until you Take a Rest. If you miss, then you are unable to cast this invocation but you still expend the use of two of your invocations and gain Fatigue.

Choose up to three points within range. All areas within a 10 ft radius of each of those three points immediately burst into flame. Each of the fires operate using the following principles. Once they touch each other, they continue to operate in this way but only count as a single fire.

Any flammable materials that are not being worn or carried catch fire. These fires will expand by 5 ft every 30 seconds. If there is a strong wind, then they 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.

The fire creates thick smoke in a radius three times as wide as the radius of the fire. Smoke imposes the Concealed condition on all creatures within it.

Additionally, creatures that begin their turn in smoke must make an END check against a DC of 10 + your magic attribute. On a failure, they suffer the first condition; if they already had that condition, then they gain the subsequent condition on top of any previous effects:

  • Shaken until outside the radius of smoke.
  • Sickened until outside the radius of smoke.
  • Gain Fatigue.
  • Slowed until outside the radius of smoke.
  • Suffocating until outside the radius of smoke.

A creature that starts their turn in the fire or moves into it for the first time on a turn must make an END check against a DC of 10 + your magic attribute. On a failure, that creature takes 2d8 fire damage. On a success, they take 1⁄2 damage.

Fire created from this invocation will burn until extinguished through magical or mundane means or until it runs out of natural fuel.

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