You conjure forth a glob of pure arcane energy that spreads over surfaces such as walls, floors, and ceilings. The napalm glows a frostlike blue and has an intense burn. This napalm is most effective when thrown directly on a target to cause continuous damage but simply casting it on the ground to set a trap is also a viable option. When you target a creature with the napalm all creatures within the radius of the spell must succeed on a Dexterity Saving throw, taking 3d6 force damage on a failure or half as much damage on a success. The napalm will remain on a creature or object for a minute (10 rounds) or until an action is used to remove the napalm.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
* - (A flask of Alchemist's fire)Previous Versions
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9/27/2022 12:49:28 AM
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9/26/2024 10:49:03 PM
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