Difference between revisions of "Ignite (D&D spell)"
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− | + | Evocation (Fire) <br> | |
− | Level: Druid 0, Ranger 1, Sor/Wiz 0 <br> | + | '''Level''': Druid 0, Ranger 1, Sor/Wiz 0 <br> |
− | Components: V, S <br> | + | '''Components''': V, S <br> |
− | Casting Time: 1 standard action <br> | + | '''Casting Time''': 1 standard action <br> |
− | Range: Close ( | + | '''Range''': Close (25 ft. + 5 ft. /2 levels<br> |
− | Effect: 1 target <br> | + | '''Effect''': 1 target or 5-ft.-radius spread, see text<br> |
− | Duration: Instantaneous <br> | + | '''Duration''': Instantaneous <br> |
− | Saving Throw: Reflex negates <br> | + | '''Saving Throw''': Reflex negates <br> |
− | Spell Resistance: Yes <br> | + | '''Spell Resistance''': Yes <br> |
This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, well-made campfires or other items made to be lit, as long as they are all within 5 ft. of each other. | This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, well-made campfires or other items made to be lit, as long as they are all within 5 ft. of each other. | ||
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When used against a creature, the targets clothes of fur begins to burn. There is no immediate damage, but there might be in later rounds. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune to this spell. | When used against a creature, the targets clothes of fur begins to burn. There is no immediate damage, but there might be in later rounds. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune to this spell. | ||
− | If a characters clothes or hair catch fire, he takes 1d6 points of damage in your next round. On his turn, the burning character may make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, hes no longer on fire.) | + | If a characters clothes or hair catch fire, he takes 1d6 points of damage in your next round. On his turn, the burning character may make another Reflex saving throw against this spells save DC. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, hes no longer on fire.) |
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. | A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. | ||
[[Category:D&D]] | [[Category:D&D]] |
Latest revision as of 23:31, 3 March 2007
This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
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Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, well-made campfires or other items made to be lit, as long as they are all within 5 ft. of each other.
When used against a creature, the targets clothes of fur begins to burn. There is no immediate damage, but there might be in later rounds. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune to this spell.
If a characters clothes or hair catch fire, he takes 1d6 points of damage in your next round. On his turn, the burning character may make another Reflex saving throw against this spells save DC. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, hes no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.