Evocation [fire]
Druid Version
Level Druid 5
Components V, S, M
Casting Time 7 segments
Range 80-ft.
Area of Effect sheet of flame up to 20-ft. long per caster level or a ring—up to 5-ft. radius per caster level; Each is 20-ft. high.
Duration Concentration then 1 round per caster level
Save None
Magic-user Version
Level Magic-user 4
Components V, S, M
Casting Time 4 segments
Range 60-ft.
Area of Effect sheet of flame up to 20-ft. long per caster level or a ring—up to 10-ft. radius plus 5-ft. per 2 caster levels (i.e. 2nd, 4th, 6th, etc.); Each is 20-ft. high.
Duration Concentration then 1 round per caster level
Save None
This spell creates a sheet of flame that damages creatures nearby or those passing through it.
The caster completes the spell and must indicate where the wall will appear. One part must be within the stated range. The caster must indicate one side as the "hot" side.
The wall must be on a solid surface or the spell will fail (in whole or partially).
The wall must be contiguous.
The wall will reach up to 20-ft. high but will conform to lower height if restricted.
The wall is immobile.
The wall is opaque (granting 100% concealment).
The wall can appear on top of obstructions less than 20-ft. high, but large obstructions, such as a wall of crates or stacked barrels, etc. will cost double the distance. Creatures are never considered obstructions.
The wall can be placed up against or near a vertical surface (wall) such that the "cool" side is inaccessible.
One side of the wall (indicated by the spell caster) will radiate heat. Any creature within 10-ft. of this side of the wall will take 2d4 fire damage each round (no save). Any creature that is 11-ft. to 20-ft. from this side of the wall will take 1d4 fire damage each round (no save). Damage occurs immediately upon entering the area. Objects in the heat must make a save vs. Normal Fire or become broken (per the GM).
Objects must save each round at the end of the round. Objects in the heat area may char and smolder, but it could take 2d2 rounds for flammables to catch fire (per the GM). Flammables in the fire portion of the spell will catch fire if they miss a save.
Any creature passing through the wall of fire (from any direction) will take damage based on the version of the spell:
Druid Version (yellow-green or amber). Creatures passing through the wall take 4d4 plus 1 point per caster level of fire damage (no save).
Magic-user Version (violet or reddish-blue). Creatures passing through the wall take 2d6 plus 1 point per caster level of fire damage (no save).
Objects passing through the fire must make a save vs. Magical Fire or be broken or destroyed (per the GM).
The caster can place the wall on top of creatures when the spell is cast. These creatures take damage as if passing through the wall (no save). If they can move to the "cool" side or out of range of the "hot" side they will not take damage in the next round.
Undead. All undead take double damage from the heat or fire of a wall of fire.
Materials Components. Druid: Mistletoe. Magic-user: A bit of red phosphorus (made by an alchemist using bone). The component is consumed in the casting of the spell. Cost/Scarcity. 20 g.p./Rare.
Known Substitutions. None.