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Spells of Fire and Protection
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<blockquote data-quote="Knight Otu" data-source="post: 2058427" data-attributes="member: 192"><p><strong>Wall of Fire, Greater</strong></p><p><strong> Evocation [Fire]</strong></p><p><strong> Level: </strong>(Drd 7), Sor/Wiz 6</p><p> <strong>Components:</strong> V, S, M/DF</p><p> <strong>Casting Time:</strong> 1 standard action</p><p> <strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p> <strong>Effect</strong>: Opaque sheet of flame up to 30 ft. long/level or a ring of fire with a radius of up to 5 ft./level; either form 20 ft. high</p><p> <strong>Duration:</strong> Concentration + 1 round/level</p><p> <strong>Saving Throw:</strong> None</p><p> <strong>Spell Resistance:</strong> Yes</p><p> This spell functions like wall of fire, except as noted above and described here. Greater wall of fire deals 4d4 points of damage points to creatures within 10 feet, 2d4 points of fire damage to those past 10 feet but within 20 feet and 1d4 points of fire damage to those past 20 feet but within 40 feet. In addition, the wall deals 4d6 points of fire damage +1 point of fire damage per caster level (maximum +25) to any creature passing through it. </p><p> If any 5-foot length of wall takes 30 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)</p><p> Greater wall of fire can be made permanent with a permanency spell (caster level 14th, 3000 XP). A permanent greater wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.</p><p> </p><p> <strong>Ceiling of Light</strong></p><p><strong> Conjuration (Creation) [Light]</strong></p><p><strong> Level: </strong>(Clr 6), Sor/Wiz 6</p><p> <strong>Components:</strong> V, S</p><p> <strong>Casting Time:</strong> 1 hour</p><p> <strong>Range:</strong> Touch</p><p> <strong>Area:</strong> Two 40 ft. cubes, plus one 40 ft. cube/3 levels <s></s></p><p><s> <strong>Duration:</strong> Permanent</s></p><p><s> <strong>Saving Throw:</strong> None</s></p><p><s> <strong>Spell Resistance:</strong> No</s></p><p><s> This spell causes a surface (not necessarily a ceiling) to constantly provide bright illumination in the affected volume. By touching the surface and taking a standard action, anyone can dim the light in a 5-foot square, up to shadowy illumination, or light it up again. Dimming or lighting the light provided by a ceiling of lightning draws an attack of opportunity.</s></p><p><s> Despite being as bright as sunlight, a ceiling of light has no adverse effects on creatures vulnerable to sunlight.</s></p><p><s> Ceiling of light counters or dispels any darkness spell of equal or lower level, such as darkness. No darkness spell of lower level functions in the area of a ceiling of light. Such darkness spells brought into the spell’s area are temporarily negated, but resume function when they leave the area.</s></p><p><s> Ceiling of light is much harder to dispel than other spells. The DC for any caster level check made to dispel this spell is increased by 10.</s></p><p><s> </s></p><p><s> <strong>Magmatic Transportation</strong></s></p><p><s><strong> Transmutation [Earth, Fire]</strong></s></p><p><s><strong> Level:</strong> (Drd 6), Sor/Wiz 6</s></p><p><s> <strong>Components:</strong> V</s></p><p><s> <strong>Casting Time:</strong> 1 standard action</s></p><p><s> <strong>Range:</strong> Personal and touch</s></p><p><s> <strong>Target:</strong> You and touched objects or other touched willing creatures</s></p><p><s> <strong>Duration:</strong> 1 minute/level</s></p><p><s> <strong>Saving Throw:</strong> None and Will negates (object)</s></p><p><s> <strong>Spell Resistance:</strong> No and Yes (object)</s></p><p><s> This spell transports you through rock and earth by encasing you in a magmatic cocoon. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.</s></p><p><s> The cocoon has a burrow speed of 80 feet and a base land speed of 60 feet, and it heats up all rock it touches and out to 5 feet, so that anyone touching the rock takes 3d6 points of fire damage. Touching or being touched by the cocoon directly deals 6d6 points of fire damage to those creatures outside the cocoon.</s></p><p><s> While traveling through earth or rock, the cocoon leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence apart from the heat. If the cocoon is still buried in rock when the spell ends, its passengers are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.</s></p><p><s> The cocoon can perform maneuvers such as bull rush as if it were Large and had a Strength score equal to the casters primary spellcasting attribute (Intelligence for wizards, Charisma for Sorcerers and Wisdom for druids).</s></p><p><s> The cocoon has an AC of 15, 100 hit points, and a hardness of 6. It is immune to fire damage, but suffers half again as much (+50%) cold damage (do not divide cold damage by 4, as normal for objects). Attacks on the cocoon have no effect on the passengers unless they deal enough damage to destroy the cocoon. If the cocoon is destroyed, the spell ends immediately.</s></p></blockquote><p></p>
[QUOTE="Knight Otu, post: 2058427, member: 192"] [b]Wall of Fire, Greater Evocation [Fire] Level: [/b](Drd 7), Sor/Wiz 6 [b]Components:[/b] V, S, M/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Effect[/b]: Opaque sheet of flame up to 30 ft. long/level or a ring of fire with a radius of up to 5 ft./level; either form 20 ft. high [b]Duration:[/b] Concentration + 1 round/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes This spell functions like wall of fire, except as noted above and described here. Greater wall of fire deals 4d4 points of damage points to creatures within 10 feet, 2d4 points of fire damage to those past 10 feet but within 20 feet and 1d4 points of fire damage to those past 20 feet but within 40 feet. In addition, the wall deals 4d6 points of fire damage +1 point of fire damage per caster level (maximum +25) to any creature passing through it. If any 5-foot length of wall takes 30 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) Greater wall of fire can be made permanent with a permanency spell (caster level 14th, 3000 XP). A permanent greater wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength. [b]Ceiling of Light Conjuration (Creation) [Light] Level: [/b](Clr 6), Sor/Wiz 6 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 hour [b]Range:[/b] Touch [b]Area:[/b] Two 40 ft. cubes, plus one 40 ft. cube/3 levels [S] [b]Duration:[/b] Permanent [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No This spell causes a surface (not necessarily a ceiling) to constantly provide bright illumination in the affected volume. By touching the surface and taking a standard action, anyone can dim the light in a 5-foot square, up to shadowy illumination, or light it up again. Dimming or lighting the light provided by a ceiling of lightning draws an attack of opportunity. Despite being as bright as sunlight, a ceiling of light has no adverse effects on creatures vulnerable to sunlight. Ceiling of light counters or dispels any darkness spell of equal or lower level, such as darkness. No darkness spell of lower level functions in the area of a ceiling of light. Such darkness spells brought into the spell’s area are temporarily negated, but resume function when they leave the area. Ceiling of light is much harder to dispel than other spells. The DC for any caster level check made to dispel this spell is increased by 10. [b]Magmatic Transportation Transmutation [Earth, Fire] Level:[/b] (Drd 6), Sor/Wiz 6 [b]Components:[/b] V [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal and touch [b]Target:[/b] You and touched objects or other touched willing creatures [b]Duration:[/b] 1 minute/level [b]Saving Throw:[/b] None and Will negates (object) [b]Spell Resistance:[/b] No and Yes (object) This spell transports you through rock and earth by encasing you in a magmatic cocoon. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. The cocoon has a burrow speed of 80 feet and a base land speed of 60 feet, and it heats up all rock it touches and out to 5 feet, so that anyone touching the rock takes 3d6 points of fire damage. Touching or being touched by the cocoon directly deals 6d6 points of fire damage to those creatures outside the cocoon. While traveling through earth or rock, the cocoon leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence apart from the heat. If the cocoon is still buried in rock when the spell ends, its passengers are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. The cocoon can perform maneuvers such as bull rush as if it were Large and had a Strength score equal to the casters primary spellcasting attribute (Intelligence for wizards, Charisma for Sorcerers and Wisdom for druids). The cocoon has an AC of 15, 100 hit points, and a hardness of 6. It is immune to fire damage, but suffers half again as much (+50%) cold damage (do not divide cold damage by 4, as normal for objects). Attacks on the cocoon have no effect on the passengers unless they deal enough damage to destroy the cocoon. If the cocoon is destroyed, the spell ends immediately.[/S] [/QUOTE]
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