Flamecage (from
School of Evocation)
Evocation (Fire)
Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Barred cage (20-foot cube) or windowless cell (10-foot cube)
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No
An immobile cubicle prison composed of flame springs into existence, trapping any creatures within the area. Creatures that touch the bars or floor of the
flamecage immediately suffer 1d6 points of fire damage with no save. If they attempt to pass through the
flamecage, they suffer 1d6 points of fire damage per caster level, also with no save. Remaining within the
flamecage subjects the creatures within to extreme heat, dealing an additional 1d6 points of fire damage per minute with no save. Any creatures within the area are caught and contained unless they can pass through the bars of the barred cage version of the spell. The spell does not contain creatures that are too large to be contained within the prison. Instead, the cage fails to form and any creature in the area immediately suffers 1d6 points of fire damage per caster level.
Teleportation and other forms of astral travel, including through the Ethereal Plane, provide a means of escape.
The
flamecage resists
dispel magic and
disintegration, but will disappear if it takes more than 150 points of cold damage or is destroyed by a
sphere of annihilation or a
rod of cancellation. The
flamecage can be cast in two forms:
- Barred Cage: The barred cage is a 20-foot cube with bands of fire for bars. The bars are a half-inch wide, with half-inch gaps between them. All spells and breath weapons pass through the gaps in the bars.
- Windowless Cell: The cell is 10-foot cube with no way in and no way out without passing through the flamecage. Flaming walls similar to a wall of fire form its six sides.
Material component: A small iron rod at the time of casting. In addition, when preparing the spell, the caster must toss 1,500 shillings worth of ruby dust into the air upon completing preparations. The dust then disappears, leaving the remaining components to be provided at the time of casting.
Home Three Worlds Spell List
No comments:
Post a Comment