Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
V
Duration
Until Dispelled or Triggered
School
Evocation
Attack/Save
None
Damage/Effect

Channel the spirit of fire, setting yourself (or certain body parts) on fire. Any items that are worn will burn too, but remain safe. It will stopped when it is dispelled, or if you are knocked unconscious. On death, the fire is released and deals 3d6 +2 to every creature in a 30 foot radius. It is possible to use water to remove the spell.

Outside of combat, the cantrip deals no damage to the caster. During combat, remaining concentrated is important, and so every round it's necessary to roll for concentration. Roll a d20 to determine this. There are no modifiers. Rolling below 10, will cause 1d4 halved damage rounded down. Rolling 10 and above will deal no damage. Rolling 20, will cause the fire to heal 1d4 halved damage rounded down. Creatures within 3 feet must also make a dexterity roll, upon failing they take 1d4 damage. This damage over time cannot kill either the caster or another creature.

When on fire, all fire cantrips and spells get advantage.

When on fire, there is half resistance to fire damage.

When on fire, Stealth rolls have to be natural 20s or will fail.

If a creature attacks close combat, they must perform a dexterity roll to see if they will get damaged by the fire. If they fail, they will take 1d4 damage.

Available For: Wizard (Legacy)

Superjccool

Comments

Posts Quoted:
Reply
Clear All Quotes