Evocation [fire]
Level Cleric 5
Components V, S, M
Casting Time 8 segments
Range 60-ft.
Area of Effect A 5 ft. radius cylindrical burst that is 30 ft. high
Duration Instantaneous
Save Dexterity vs. Spell (save for half)
The spell creates a column of swirling flame roaring down from the heavens (caster Good or LN) or bursting up from the ground (caster Evil or CN).
During the spell targeting phase of initiative (innate), the caster pronounces doom upon those in the area. The caster must have line of sight to the point of origin but does not need line of effect.
The caster casts the spell and a roaring, swirling column of flame engulfs the area of effect.
While the spell is a burst, the swirling flame will not extend past the radius, even if the height of the effect is restricted.
All creatures in the area must save or take 6d8 holy or unholy fire damage. If the save is missed, all outer layer gear must make a Dexterity item save vs. Fireball or be destroyed or broken (save negates). Flammable items that miss their save will catch on fire.
Because the fire is holy or unholy, even creatures immune to fire will take half damage (save for one-quarter damage). Those without full immunity to fire gain no benefit from partial immunity other than the normal benefit extended to item saves (only needed on a Natural 1) and will not catch fire (unless a Natural 1 was rolled). ie. No bonus to saving throws or adjustment to damage.
All unattended objects must save vs. Fireball or be destroyed or broken (save negates). Certain fragile items may automatically be destroyed (per the GM). Flammable items that miss their save will catch on fire.
Items designated as Good take no damage from holy fire and items designated as Evil take no damage from unholy fire.
Fortifications made of wood, including wooden doors will catch fire and will take 0.5 structural damage per caster level over the course of 10 rounds of burning.
Items that burn release smoke which could cause suffocation and will restrict sight for all in the area. The duration for this is dependent on the material and air flow.
A creature wearing items that are on fire will take 1d6 fire damage per round and this damage could burn other items in contact with the burning gear. A creature can be doused with water (from a full water skin) as a complex action. Otherwise, a creature can spend a complex action rolling on the floor (prone) which allows a Dexterity save vs. Petrify to douse the burning gear.
While the spell produces very hot flames, the blast does not have significant force. The spell is noisy however, heard from a half-mile away outside or, depending on the materials and obstructions, 100-ft. to 300-ft. radius indoors.
If scaring occurs, it will be melted skin on exposed areas.
Material Components. A pinch of sulfur. The component is consumed by the casting. Cost/Scarcity. 1 s.p./Uncommon.
Known Substitutions. None.