Firebrand question (Spell Compendium)

npiccini

Explorer
FOr those that are familiar with this spell, I have a question. A tenth level caster can create ten 5' bursts of fire that deal 1d6 pts of dmg each. Then the spell gets a bit fuzzy since it then indicates secondary damage the following round at half that amount. That seems unclear to me and im curious if anyone has run into this problem yet.

Additionally, could a player target the same 5' square with all 10 bursts of flame thereby dealing 10d6 pts to one spot?

Thanks
 

log in or register to remove this ad

Basicly the spell is a mini firestorm that burns for one more round.
Firebrand
Evocation [Fire]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft.-radius burst/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The flask of alchemist’s fire vanishes from your hand and the ground erupts beneath your foes, shooting multiple fountains of fiery liquid upward.

Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. All subjects hit by the burst in the round the spell is cast or within the area in the following round take 1d6 points of fire damage per two caster levels (maximum 5d6). A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round action with a successful DC 15 Reflex save.

Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).

Material Component: A flask of alchemist’sfire (worth 20 gp).
 
Last edited:

Thank you,

So if im reading this right, if I use my ten bursts and spread them out over ten different enemies, each of them takes 10d6 dmg? Then the following round, assuming they are still in the square, they take 5d6 each? wow thats a powerful spell!!
 

It is potent, but the mitigating factors
a 20 gp component,
fire damage is easily resistend.
Empowered fireball would do about the same damage at once, possibly forcing a massive damage save at 800' away.
Mass resist energy is a 3rd level spell for clerics now.

npiccini said:
Thank you,

So if im reading this right, if I use my ten bursts and spread them out over ten different enemies, each of them takes 10d6 dmg? Then the following round, assuming they are still in the square, they take 5d6 each? wow thats a powerful spell!!
Better than that. Those who are in the area the round after it was cast take the 5d6{save for 1/2]. If they were in the area when the spell was cast and left it before the next round, they still burn for the 5d6{save for 1/2] unless they chose to spend the full round action to roll that DC 15 save to extinguish. This also means if a burst is cented on a large creature it has no chance to try to avoid the secondary 5d6 since any 5' still has it in the fireburst area.

What is a little wonky, is that the spell has an instantaneous duration, even though it seems the flame is quite noninstantaneous and should to bring into play....

Catching On Fire
Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
 
Last edited:


Cameron said:
Firebrand is an extremely nasty spell. Shame about the material component :(
Why is that a shame??? You say the spell is nasty, then seem to indicate the mitigating factor of having a semi pricy component that may take a move action to draw & occupies one hand is a bad thing?
 

The true benefit of the spell is its inherent shapability. When your allies and enemies are mixed, the multitude of little bursts keeps your friends friends, and enemies dead.
 

Hedgemage said:
The true benefit of the spell is its inherent shapability. When your allies and enemies are mixed, the multitude of little bursts keeps your friends friends, and enemies dead.
Yep.


attachment.php
 

Attachments

  • post-4-1112338477.jpg
    post-4-1112338477.jpg
    10.3 KB · Views: 330

So, is clear-cut at all as to how the Reflex save works on the secondary damage? Does a target who saved against the initial damage have to make another save, or does one do the trick?

I'm not sure why this spell is considered broken by some. It's a 5th-level spell with a 10d6 cap, so as frank stated you can easily get more damage out of an empowered fireball. The sculptability is the real treat, but it's a little problematic since putting all those 5 foot radius markers out on the map for just one round can be a hassle. How do you guys mark'em?
 

I only mark the squares where there are foes. I've hardly ever placed them all in a combat, not enough bodies usually. When fighting against armies and the like we're usually on graph paper for scale and just draw on the paper in that case.
 

Remove ads

Top