Firestorm

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Firestorm

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
Spell Description
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.

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. 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:

  • Shaken until outside the radius of smoke
  • Sickened until outside the radius of smoke
  • Fatigued
  • 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.

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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