Cinder Field

School transmutation [fire]; Level druid 2, sorcerer/wizard 3


Casting Time 1 standard action
Components V, S, DF


Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 minute/level (D)
Saving Throw Reflex partial; Spell Resistance yes


You cause a large section of the ground to be covered in brightly glowing motes of fire. These cinders impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d6 points of fire damage +1 point of fire damage per caster level when it enters the area (max 1d6+15), and each time it begins its move in the area. A successful Reflex saving throw reduces this damage by half.

Section 15: Copyright Notice

Like a Boss © 2023, Samurai Sheepdog. Authors: Kevin Glusing, Matt Daley, 54 Mike Myler, Charles W. Plemons III

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