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Hellish Sphere (Aura) (Condition): Difference between revisions
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* Enemies and objects within {{Distance|m=3|ft=10}} of the sphere at the end of their turn take {{DamageText|6d6|Fire}}. On a successful save, they still take half damage. | * Enemies and objects within {{Distance|m=3|ft=10}} of the sphere at the end of their turn take {{DamageText|6d6|Fire}}. On a successful save, they still take half damage. | ||
|condition = Hellish Sphere | |||
|condition radius m = 3 | |||
|stack id = FLAMING_SPHERE_AURA | |stack id = FLAMING_SPHERE_AURA | ||
|properties = DisableOverhead, DisableCombatlog, InitiateCombat, BringIntoCombat | |properties = DisableOverhead, DisableCombatlog, InitiateCombat, BringIntoCombat | ||
}} | }} |
Latest revision as of 07:40, 6 June 2024
- Enemies and objects within 3 m / 10 ft of the sphere at the end of their turn take 6d6Fire. On a successful save, they still take half damage.
Properties
FLAMING_SPHERE_AURA
Condition: Hellish Sphere
Radius: 3 m / 10 ft
- Creature is standing within 3 m / 10 ft of a flaming sphere and will take 6d6Fire damage at the end of its turn. On a second save, it will still take half damage.
- Dexterity save
Conditions with the same stack ID
Conditions with the stack ID FLAMING_SPHERE_AURA
, only one of these can be applied at the same time:
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Sources of Hellish Sphere
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