Difference between revisions of "Flame Strike (spell)"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
Line 1: | Line 1: | ||
[[File:Flame Strike (spell).jpg|right|525px|thumb]] | [[File:Flame Strike (spell).jpg|right|525px|thumb]] | ||
− | '''Flame strike''' | + | '''Flame strike''' is a spell that conjures a column of [[Magical Fire|magical flame]], either unleashed directly from the caster's hand or descending from the sky to engulf a targeted area. The flames erupt with explosive force, scorching everything within the spell's radius before dissipating in an instant. This magical fire does not behave like natural flame, burning with an intensity that sears flesh and melts armour, yet without the lingering combustion associated with [[Normal Fire|normal fire]]. |
{{Spelltable | {{Spelltable | ||
Line 11: | Line 11: | ||
| level = [[Cleric 5th Level Spells|cleric (5th)]] | | level = [[Cleric 5th Level Spells|cleric (5th)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | Those caught within the blast are allowed a [[Saving Throws|saving throw]] to reduce the [[Damage (hit points)|damage]] by half. Additionally, any exposed [[Armour List|armour]], [[Weapons List|weapons]] and carried [[Equipment|equipment]] must make a [[Saving Throws for Items|save against magical fire]]. Items vulnerable to heat — such as parchment, cloth and wooden objects — are particularly at risk if their saving throws fail. | ||
− | + | The spell inflicts 6d8 base damage (ranging from 6 to 48 points) to all creatures caught within its area of effect. Additionally, for each caster level beyond 9th, the damage increases by +1d4. '''For example''', a 13th-level caster would deal 6d8 + 4d4 damage, resulting in a potential damage range of 10 to 64 hit points. | |
− | == | + | A creature that succeeds on its saving throw only suffers half damage. If a target would take 45 points of damage from a flame strike but successfully saves, they instead suffer 22 hit points of damage (fractions are always rounded down). |
− | + | ||
+ | == Limitations == | ||
+ | Though devastating to living creatures and exposed objects, Flame Strike does not ignite its surroundings. The magical nature of the fire limits its thermodynamic temperature to 125°F, meaning that while it burns fiercely for an instant, it does not provide sufficient sustained heat to cause secondary fires, even in flammable environments such as forests, libraries or thatched-roof dwellings. | ||
+ | |||
+ | Because of its momentary duration, Flame Strike cannot be used to set alight oil, paper or cloth, nor does it produce lingering heat that could weaken structural integrity. The spell is purely an offensive burst, designed to obliterate enemies rather than create lasting environmental effects. However, creatures highly susceptible to heat may suffer additional complications, such as scorched flesh or melted equipment, if they fail their item saving throws. | ||
+ | |||
+ | This distinction makes Flame Strike particularly effective in tight quarters and wooden structures; the caster may wield this spell confidently, knowing that it will burn away foes without setting entire buildings ablaze. | ||
− | |||
[[Category: Clerical Spells]][[Category: Don't Review until 2023]] | [[Category: Clerical Spells]][[Category: Don't Review until 2023]] |
Revision as of 16:12, 10 March 2025
Flame strike is a spell that conjures a column of magical flame, either unleashed directly from the caster's hand or descending from the sky to engulf a targeted area. The flames erupt with explosive force, scorching everything within the spell's radius before dissipating in an instant. This magical fire does not behave like natural flame, burning with an intensity that sears flesh and melts armour, yet without the lingering combustion associated with normal fire.
Range | 60 ft. |
Duration | 1 round |
Area of Effect | 10 ft. diameter circle |
Casting Time | 2 rounds |
Saving Throw | reduces 50% of damage |
Level | cleric (5th) |
Contents
Those caught within the blast are allowed a saving throw to reduce the damage by half. Additionally, any exposed armour, weapons and carried equipment must make a save against magical fire. Items vulnerable to heat — such as parchment, cloth and wooden objects — are particularly at risk if their saving throws fail.
The spell inflicts 6d8 base damage (ranging from 6 to 48 points) to all creatures caught within its area of effect. Additionally, for each caster level beyond 9th, the damage increases by +1d4. For example, a 13th-level caster would deal 6d8 + 4d4 damage, resulting in a potential damage range of 10 to 64 hit points.
A creature that succeeds on its saving throw only suffers half damage. If a target would take 45 points of damage from a flame strike but successfully saves, they instead suffer 22 hit points of damage (fractions are always rounded down).
Limitations
Though devastating to living creatures and exposed objects, Flame Strike does not ignite its surroundings. The magical nature of the fire limits its thermodynamic temperature to 125°F, meaning that while it burns fiercely for an instant, it does not provide sufficient sustained heat to cause secondary fires, even in flammable environments such as forests, libraries or thatched-roof dwellings.
Because of its momentary duration, Flame Strike cannot be used to set alight oil, paper or cloth, nor does it produce lingering heat that could weaken structural integrity. The spell is purely an offensive burst, designed to obliterate enemies rather than create lasting environmental effects. However, creatures highly susceptible to heat may suffer additional complications, such as scorched flesh or melted equipment, if they fail their item saving throws.
This distinction makes Flame Strike particularly effective in tight quarters and wooden structures; the caster may wield this spell confidently, knowing that it will burn away foes without setting entire buildings ablaze.