Home >Magic >Variant Magic Rules >Invocations >

Channel Fire

Minimum Spell Level: 3rd.

Your energy blast deals fire damage. When it hits, the target catches fire (Reflex negates).

A creature that catches fire 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 whose 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.

Section 15: Copyright Notice

The Book of Many Things © 2018, Samurai Sheepdog; Author: Kevin Glusing