Level
1st
Casting Time
1 Action
Range/Area
30 ft. (15 ft. *)
Components
V, S, M *
Duration
1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Force

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

Name Date Modified Views Adds Version Actions
9/27/2022 12:49:28 AM
6
0
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Coming Soon
9/26/2024 10:49:03 PM
10
0
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Coming Soon

Spell Tags: Damage

Available For: Wizard (Legacy) Wizard Cleric (Legacy) - Arcana Domain Artificer (Legacy) - Alchemist (Legacy)

Endershift

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