Sunday, January 2, 2011

Campaign Design - Spells: Hall of Fire

Hall of Fire (found in Spells & Spellcraft)
Evocation [Fire]

Level: Druid/Spirit Shaman 6, Sorcerer/Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Opaque corridor of flame, 10 feet wide by 10 feet tall, with a length of 5 feet per caster level
Duration: Concentration + 1 round per caster level
Saving Throw: See text
Spell Resistance: Yes

By means of this spell, you create an immobile corridor of flame. The corridor is 10 feet wide and 10 feet tall. It is 5 feet long per level of the caster. The corridor may turn up to twice, and neither turn may exceed 90 degrees. The flames are opaque, blocking sight both from within and without.

The interior of the corridor is unaffected by the heat of the flames. Creatures can travel its length without harm. The exterior of the corridor radiates deadly heat. Creatures within 10 feet suffer 2d4 points of fire damage per round. Those within 20 feet suffer 1d4 points of fire damage per round. Any creature attempting to pass through the walls of the corridor suffers 2d6 points of fire damage plus one point per level of the caster. Undead suffer twice as much damage from a hall of fire. Attempting to catch a moving creature within a hall of fire is difficult. A successful Reflex save enables a creature to avoid being struck by the hall.

Arcane material component: A small piece of phosphorous and a straight length of wood.

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