Difference between revisions of "Wall of Fire (spell)"
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The total length of burning wall can be used to build an encirclement or a bulwark, or the wall can be made to double back on itself. Once placed, the wall cannot be moved; but in placing it, the caster can materialise the dweomer into occupied hexes, causing 4-16 [[Damage (hit points)|damage]] with no [[Saving Throws|saving throw]]. | The total length of burning wall can be used to build an encirclement or a bulwark, or the wall can be made to double back on itself. Once placed, the wall cannot be moved; but in placing it, the caster can materialise the dweomer into occupied hexes, causing 4-16 [[Damage (hit points)|damage]] with no [[Saving Throws|saving throw]]. | ||
− | The stable wall is permeable and creatures can move through it, accepting 4-16 damage. Moving within 2 hexes of the wall causes 1-3 damage, while moving into an adjacent hex causes 2-8. Both sides of the | + | The stable wall is permeable and creatures can move through it, accepting 4-16 damage. Moving within 2 hexes of the wall causes 1-3 damage, while moving into an adjacent hex causes 2-8. '''Both sides''' of the wall are equally capable of causing damage, so that those surrounded by the wall of fire must also keep back. Creatures immersed in the fire long enough to take full damage must make [[Saving Throws for Items|saving throws for the items]] they carry. |
[[Line-of-sight]] through the wall is shrouded by flame and smoke emanating from the surface that's touched by magical flame — thus [[Missile Weapons|missile fire]] is impractical unless the enemy is greater than 12 ft. tall. The wall has no effect against creatures with an immunity to fire. | [[Line-of-sight]] through the wall is shrouded by flame and smoke emanating from the surface that's touched by magical flame — thus [[Missile Weapons|missile fire]] is impractical unless the enemy is greater than 12 ft. tall. The wall has no effect against creatures with an immunity to fire. |
Latest revision as of 03:58, 16 April 2022
Wall of Fire conjures a blazing curtain of magical fire that acts as a protective barrier and a threat against the caster's opponents. The fiery barrier erupts from the ground to a variable height of 15 to 20 ft. and is 5 ft. deep, or one combat hex.
Range | 80 ft. |
Duration | 1 round per level |
Area of Effect | length of 20 ft. per level |
Casting Time | 2 rounds |
Saving Throw | none |
Level | druid (5th); mage (4th) |
The total length of burning wall can be used to build an encirclement or a bulwark, or the wall can be made to double back on itself. Once placed, the wall cannot be moved; but in placing it, the caster can materialise the dweomer into occupied hexes, causing 4-16 damage with no saving throw.
The stable wall is permeable and creatures can move through it, accepting 4-16 damage. Moving within 2 hexes of the wall causes 1-3 damage, while moving into an adjacent hex causes 2-8. Both sides of the wall are equally capable of causing damage, so that those surrounded by the wall of fire must also keep back. Creatures immersed in the fire long enough to take full damage must make saving throws for the items they carry.
Line-of-sight through the wall is shrouded by flame and smoke emanating from the surface that's touched by magical flame — thus missile fire is impractical unless the enemy is greater than 12 ft. tall. The wall has no effect against creatures with an immunity to fire.