Infernal Desert (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 11-29-16
Status: Complete
Editing: Clarity edits only please
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Infernal Desert
Evocation [Fire, Light]
Level: Druid 9
Components: V, S, M
Casting time: 1 round
Range: 1 mile
Area: 1-mile-radius circle, centered on you; see text
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

The sun shines oppressively, and your tongue wilts in your mouth. And you're in the shade...

The area has all weather effects removed, and a blazing sun appears in the sky regardless of the time of day. The area is bathed in bright sunlight, dazzling all creatures within and risking a Reflex save against blindness for 1d4 rounds if they look upward, or otherwise are looking at bright reflective surfaces. Treat as a gaze attack. As the duration passes, the temperature grows worse and worse.

1st Round: Temperature rises to severe heat and creatures must make a Fortitude save equal to the save DC of this spell, or take 1d4 nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period). A character who takes nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat.

2nd Round: Temperature rises to extreme heat. Creatures immediately take 1d6 lethal damage (rendering creatures fatigued). Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a −4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell. Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

3rd Round: Temperature rises to unearthly heatSand. Creatures take 1d6 lethal and 1d4 nonlethal damage a round, no save. Metal is affected as if under a heat metal spell. Any water exposed to the sun vaporizes and dries up. Any creatures casting [Fire] spells in this environment and in subsequent rounds can Empower their [Fire] spells with no change in the spell level cost.

4th Round: Temperature rises to burning heatSand. Flammable objects spontaneously catch on fire when exposed to the sun, and water in shade or cover boils away as well. All creatures take 3d10 fire damage a round in addition to the 1d6 lethal and 1d4 nonlethal for drying out, and the heat metal effect jumps to its highest strength immediately.

5th Round and Beyond: Temperature is beyond hot, and the sun's glare is blinding. A creature has a 20% chance of being blinded for 1 round each round, unless they close their eyes entirely. No water is permitted to exist within the area. Any creatures casting [Fire] spells in this environment and in subsequent rounds can choose to either Empower or Maximize their [Fire] spells with no change in the spell level cost.

The caster is immune to the effects of their own spell, though allies may not be. When the spell duration ends, it lasts an additional 4 rounds as it decreases in severity by one step (4th round, 3rd round, 2nd round, and 1st round).

Material Component: 1000 gp of still-burning embers from deserts within the Plane of Fire.

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Eiji-kun's Homebrew (5455 Articles)
Article BalanceVery High +
AuthorEiji-kun +
ComponentV +, S + and M +
DescriptorFire + and Light +
Identifier3.5e Spell +
LevelDruid 9 +
RangeOther +
RatingUndiscussed +
SchoolEvocation +
SummarySubject a huge area to fantastical amounts of supernatural heat, baking the surface dry. +
TitleInfernal Desert +