Hot Coals

School conjuration (summoning) [fire]; Level bard 2, druid 2, shaman 2, sorcerer/wizard 2, ranger 2, witch 2,


Casting Time 1 standard action

Components V, S, M (a piece of coal)


Range close (25 ft. + 5 ft./2 levels)

Effect 10-foot square plus a 5 foot square per 2 levels

Duration 1 minute/level

Saving Throw Reflex negates; Spell Resistance no


You create a path of red hot coals beneath the feet of your foes. The targets must succeed on a Reflex save or begin jumping and leaping from the burning heat of the coals. Each target takes 1d3 points of fire damage, a –2 penalty to AC, and provokes attacks of opportunity each round on its turn as long as they remain in the coals. The area is treated as difficult terrain for the purpose of moving through the coals.