Entangle and Wall of Fire (or Fireball, etc)

Arravis

First Post
Will a Wall of Fire, Fireball, etc... in anyway affect an active Entangle spell in the same area? I can't find anything in the rules that says the roots/plants can be affected by other spells in any significant way (such as burned away). Anyway, I'd love to hear opinions/ideas on this. Thanks guys.
 

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This is one of those situations where the DM has to make a ruling on the fly.

Me, I'd rule that an instantaneous effect like fireball will clear away all the small stuff like grass and ivy, while damaging but not destroying dense undergrowth and mature trees. A longer-lasting effect such as wall of fire would eventually burn away nearly all vegetation within 20' of the surface.

But that's just my ruling for the general case. For your campaign, you'll have to ask your DM about the specific situation.
 

AuraSeer said:
This is one of those situations where the DM has to make a ruling on the fly.

Me, I'd rule that an instantaneous effect like fireball will clear away all the small stuff like grass and ivy, while damaging but not destroying dense undergrowth and mature trees. A longer-lasting effect such as wall of fire would eventually burn away nearly all vegetation within 20' of the surface.

But that's just my ruling for the general case. For your campaign, you'll have to ask your DM about the specific situation.



I'd go with that idea. UNLESS it's been blessed or somehow magically enchanted so that it's not affected by spells or fire in general. But once again, it depends on the situation and the DM's ruling. The above would seem most realistic. I guess it would also depend on the strength and duration of the fireball . A higher level caster might be able to get through the tougher stuff with one or two fireballs instead of the wall of fire.
 
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plantlife in the area are unattended objects. Fireball will likey catch them ablaze and burn away shortly. Vines grasses and such are as good as ash on the hot side of a fire wall.



Fireball

Evocation [Fire]
Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component: A tiny ball of bat guano and sulfur.
 

I agree with Frank: the DM's only judgment call in this case is how many hit points, and what if any resistance to fire, the local vegetation possesses. If each blade of grass has fewer hit points than the damage caused by the fire spell, then each blade is burnt away. And if the grass has more hit points, then be afraid--very afraid.

Daniel
 

Grass Swarm
Fine Plant (Swarm)
Hit Dice: 32d8 (144 hp)
Initiative: +0
Speed: 0 ft. (0 squares)
Armor Class: 18 (+8 size), touch 18, flat-footed 18
Base Attack/Grapple: +24/—
Attack: NA
Full Attack: NA
Space/Reach: 10 ft./0 ft.
Special Attacks: Entangling (see below)
Special Qualities: Plant traits, swarm traits
Saves: Fort +18, Ref +10, Will +13
Abilities: Str 30, Dex -, Con 10, Int 1, Wis 16, Cha 12
Skills: None
Feats: None
Environment: Grasslands
Organization: Clumps and strands
Challenge Rating: 0
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat:
The grass swarm has no attacks, but any creature that enters its space is slowed down to half movement and must make a reflex save (save set by the creator of the swarm) or be entangled. Each round after a failed reflex save the creature may attempt to break free, doing so requires a DC 20 Str check or DC 20 Escape artist check (dc's are str based, grass always takes 10). Movement is still reduced at any time while in the swarm.
 

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