Difference between revisions of "Flame Walk (spell)"

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[[File:Flame Walk (spell).jpg|right|560px|thumb]]
 
[[File:Flame Walk (spell).jpg|right|560px|thumb]]
'''Flame walk''' enables the recipient to move safely through fiery areas without suffering [[Damage (hit points)|damage]], provided the fire is [[Natural Fire|natural]] and not [[Magical Fire|magical]]. Characters under the spell's influence will be able to breathe and will be free of any smoke inhalation, provided the escape the area of flames before the duration ends.
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'''Flame walk''' is a spell that grants the recipient the ability to move unharmed through fiery environments, provided the flames are [[Natural Fire|natural]] rather than [[Magical Fire|magical]]. Under the spell's protection, the recipient can traverse burning terrain without suffering [[Damage (hit points)|damage]] and will not be affected by smoke inhalation, allowing them to breathe freely.  However, once the spell's duration expires, any exposure to lingering fire or smoke will become immediately dangerous.
  
 
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| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
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The spell also grants partial protection against magical fire. While direct attacks from magical flames still pose a threat, recipients are immune to '''ambient heat''', such as that produced by a [[Wall of Fire (spell)|Wall of Fire]], experiencing no discomfort or injury when passing through such areas. When subjected to magical fire that requires a [[Saving Throws|saving throw]], the recipient gains a +4 bonus to their roll, significantly increasing their chances of avoiding harm. Additionally, all [[Hit Points|hit points]] damage caused by magical fire is reduced by half, ensuring that even when hit, the recipient endures only a fraction of the usual suffering.
  
Some protection against magical fire is also given: recipients will experience no damage at all from '''ambient heat''', such as that produced by [[Wall of Fire (spell)|Wall of Fire]].  When attacked by magical fire-based spells involving a [[Saving Throws|saving throw]], the recipients receive a +4 bonus to their rollsFinally, all [[Hit Points|hit points]] damage caused by magical fire is halved.
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Protection extends to surfaces heated by flames, allowing the recipient to walk safely over burning embers, hot stones and smoldering debris — provided they maintain a steady movement of at least [[Movement (stride)|stride-1 pace]].  However, this safeguard does not extend to liquids, such as boiling water, molten metal or lava, which remain just as deadly as everWhile Flame Walk allows passage through fire, it does not prevent the searing touch of superheated fluids, requiring the recipient to remain cautious even when under its effects.
  
Some protection against the elements heated by flames is provided. Hot rocks, embers, coals and burning materials can be walked over safely, provided the character moves continuously at a minimum [[Movement (stride)|stride-1 pace]]However, liquids, such as boiling water or molten rock, are not protected against.
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All that the recipient carries is likewise protected from natural fire. Clothing, armour, weapons and possessions remain unharmed by flames, preventing them from catching fire or suffering heat damage. A character may walk through a burning field, emerge from a blazing inferno or pass untouched through a wall of flame without fear that their garments will be reduced to ash or that their equipment will become searing hot. This also applies to anything held in hand, allowing the recipient to retrieve objects from a fire without harm, provided they remain in physical contact with them.  Should the character be holding an unlit torch, the circumstances would not cause it to light.
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== Limitations ==
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While it allows the recipient to traverse burning landscapes, it does not provide immunity to the structural dangers of fire. If a burning building is collapsing, the recipient may walk through flames unscathed, but falling beams, crumbling walls and weakened floors remain hazards.
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The protection does not extend to other persons; while a character may safely pull someone from the flames, the rescued individual will still be fully susceptible to burns and smoke unless otherwise protectedNor does the dweomer include objects that are thrown, dropped or placed outside the recipient's immediate grasp. If an item is cast away or left behind, it immediately becomes vulnerable to the fire as normal.  A dropped weapon.
  
  
 
See [[Fire Resistance (spell)]]
 
See [[Fire Resistance (spell)]]
  
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Revision as of 22:20, 19 February 2025

Flame Walk (spell).jpg

Flame walk is a spell that grants the recipient the ability to move unharmed through fiery environments, provided the flames are natural rather than magical. Under the spell's protection, the recipient can traverse burning terrain without suffering damage and will not be affected by smoke inhalation, allowing them to breathe freely. However, once the spell's duration expires, any exposure to lingering fire or smoke will become immediately dangerous.

Flame Walk
Range touch
Duration 10 rounds + 2 rounds
per level
Area of Effect 1 creature/level
above 5th
Casting Time 2 rounds
Saving Throw none
Level cleric (3rd)

Contents

The spell also grants partial protection against magical fire. While direct attacks from magical flames still pose a threat, recipients are immune to ambient heat, such as that produced by a Wall of Fire, experiencing no discomfort or injury when passing through such areas. When subjected to magical fire that requires a saving throw, the recipient gains a +4 bonus to their roll, significantly increasing their chances of avoiding harm. Additionally, all hit points damage caused by magical fire is reduced by half, ensuring that even when hit, the recipient endures only a fraction of the usual suffering.

Protection extends to surfaces heated by flames, allowing the recipient to walk safely over burning embers, hot stones and smoldering debris — provided they maintain a steady movement of at least stride-1 pace. However, this safeguard does not extend to liquids, such as boiling water, molten metal or lava, which remain just as deadly as ever. While Flame Walk allows passage through fire, it does not prevent the searing touch of superheated fluids, requiring the recipient to remain cautious even when under its effects.

All that the recipient carries is likewise protected from natural fire. Clothing, armour, weapons and possessions remain unharmed by flames, preventing them from catching fire or suffering heat damage. A character may walk through a burning field, emerge from a blazing inferno or pass untouched through a wall of flame without fear that their garments will be reduced to ash or that their equipment will become searing hot. This also applies to anything held in hand, allowing the recipient to retrieve objects from a fire without harm, provided they remain in physical contact with them. Should the character be holding an unlit torch, the circumstances would not cause it to light.

Limitations

While it allows the recipient to traverse burning landscapes, it does not provide immunity to the structural dangers of fire. If a burning building is collapsing, the recipient may walk through flames unscathed, but falling beams, crumbling walls and weakened floors remain hazards.

The protection does not extend to other persons; while a character may safely pull someone from the flames, the rescued individual will still be fully susceptible to burns and smoke unless otherwise protected. Nor does the dweomer include objects that are thrown, dropped or placed outside the recipient's immediate grasp. If an item is cast away or left behind, it immediately becomes vulnerable to the fire as normal. A dropped weapon.


See Fire Resistance (spell)