Page values for "Homebrew:Conjunction of Flame"

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"spells" values

1 row is stored for this page
FieldField typeAllowed valuesValue
spell_nameStringConjunction of Flame
spell_levelInteger0 · 1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 94
cast_timeString1 Action
reaction_triggerString
is_ritualBooleanNo
spell_rangeWikitext string

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000088-QINU`"'?)

has_verbalBooleanYes
has_somaticBooleanYes
has_materialBooleanYes
material_componentsStringan item originally from a plane of fire, worth at least 10 gp
spell_durationString1 Minute
requires_concentrationBooleanYes
spell_schoolStringAbjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · TransmutationConjuration
attack_typeStringMelee · Ranged
save_typeStringStrength · Constitution · Dexterity · Intelligence · Wisdom · CharismaDexterity
damage_typeStringBludgeoning · Piercing · Slashing · Acid · Cold · Fire · Force · Lightning · Necrotic · Poison · Psychic · Radiant · ThunderFire
spell_effectString
additional_effectsBooleanYes
spell_descriptionWikitext

You begin to merge your current plane of existence with a plane of elemental fire in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration of the spell, all creatures within the area make saving throws against effects that deal fire damage with disadvantage.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • You magically conjure 1d4 magma mephits, smoke mephits, or steam mephits (your choice) in unoccupied spaces of your choice within the cylinder. They are hostile to all creatures that are not elementals and act on their own initiative count. These mephits lack the Summon Mephits action. A mephit summoned in this way disappears when the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this spell to immediately die, triggering their Death Burst traits.
  • You ignite all flammable objects within the cylinder. Creatures are also at risk of catching on fire and must succeed on a Dexterity saving throw or else catch fire. A creature that is on fire or is wearing or holding something that is on fire takes 1d8 fire damage at the start of each of its turns, and can take this damage no more than once each turn. A creature can use its action to drop prone and extinguish the flames on it. Flames ignited in this way go out when the spell ends or if they leave the cylinder
additional_spell_listsString
is_artificer_spellBooleanNo
is_bard_spellBooleanNo
is_cleric_spellBooleanNo
is_druid_spellBooleanYes
is_paladin_spellBooleanNo
is_ranger_spellBooleanNo
is_sorcerer_spellBooleanNo
is_warlock_spellBooleanYes
is_wizard_spellBooleanYes
sourceStringTasha's Crucible of Everything Else, volume 1