Overheat (3.5e Spell)

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Overheat
Transmutation [Fire]
Level: Cleric 3, Sorcerer/Wizard 2, Warmage 2
Components: V, S, M
Casting time: Standard Action
Range: Personal
Target: You
Duration: 2 Rounds/Level
Saving Throw: Reflex Half
Spell Resistance: Yes


When this spell is cast, your very anatomy is changed to have the potential to give off dangerous amounts of heat. During the duration of this spell, you may cause anything directly touching you to take 4d6 points of fire damage as an immediate action once per round, 2d6 if something like clothes or armor block a direct path to your opponent, but not an item with more hardness than damage to be dealt. You may make an unarmed melee touch attack to affect an opponent. You may make an armed attack instead, but it does not use the Touch AC and only deals 2d6 fire damage that turn.
After the duration runs out, you may choose to extend the duration as a free action. This is known as Overburn. However, at the beginning of each round during this extended duration, you must make a Fortitude save using your own DC or take 1d6 fire damage, which is reduced from the damage your opponent would take that turn.

Material Component: A vial of ashes weighing a quarter of a pound.



Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsCleric.
Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard.
Template:3.5e Warmage Spells Breadcrumb.

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