Wall of Fire Help

orion90000

First Post
I'll start with the assumption that Wall of Fire is 5' thick.

My question is: if I start 25' from the Wall of Fire and charge through it, how much damage do I take?

Theory: 1d4 + 1d4 + 2d4 + 2d4 + 2d6+1/lvl + 2d4 + 2d4 + 1d4 + 1d4
= 12d4+2d6+1/lvl
 

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SRD said:
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

Important part bolded. The damage the wall deals at range to creatures within 10'/20' is only dealt on the caster's turn. So creatures charging through only take 2d6 + 1/CL once.
Also, you missed that the damage dealt at range is only dealt to one side of the wall (which is actually much more practical from the caster's point of view).
 



ohhhh.... what happens if the caster "readies concentration v charge"? if that even is possible much less makes sense
Ready to cast? Don't forget what that does to your own initiative order.

Options would be:

  • Place the 2d6+1/lvl on them and then they leave it on their own turn taking no additional damage
  • Place the 2d4 on them and then they choose whether to eat the 2d6+1/lvl going through the wall.

Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.


BTW Don't forget wall of fire is a great way to deal with foes wearing fragile and flammable magic items.

Catching On Fire
Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus
.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
 
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