Incinerate (spell)
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Player's Guide |
System Reference |
Compendium |
8-point evocation | |
Casting time: | 1 action |
Range: | 100 feet |
Components: | V, S |
Duration: | Instantaneous |
A sphere of bright flame erupts from a creature in range you can see. The target must make a Constitution saving throw. It takes 9d6 fire damage on a failed save, or half as much on a success. On a failure, the target is also ignited for 4d6 fire damage, and for the duration this ignition cannot be extinguished by nonmagical means.
While ignited in this way, the target sheds bright light out to a radius of 30 feet, and dim light for an additional 30 feet. This light prevents the target from benefiting from invisibility.
If the target is reduced to 0 heart points by this spell's damage after it failed the initial saving throw, it is burnt to ash, leaving no corpse.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every extra point, increase the initial fire damage by 1d6.
5th-level evocation | |
Casting time: | 1 action |
Range: | 100 feet |
Components: | V, S |
Duration: | Instantaneous |
A sphere of bright flame erupts from a creature in range you can see. The target must make a Constitution saving throw. It takes 9d6 fire damage on a failed save, or half as much on a success. On a failure, the target is also ignited for 4d6 fire damage, and for the duration this ignition cannot be extinguished by nonmagical means.
While ignited in this way, the target sheds bright light out to a radius of 30 feet, and dim light for an additional 30 feet. This light prevents the target from benefiting from invisibility.
If the target is reduced to 0 heart points by this spell's damage after it failed the initial saving throw, it is burnt to ash, leaving no corpse.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, increase the initial fire damage by 1d6 for every slot level above 5th.