Conflagration

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 6 Type: blast, elemental (fire)

Range: 360’ Duration: instantaneous

This spell conjures a massive conflagration 10’ high and 60’ in diameter. When he casts the spell, the caster designates a target point for the conflagration. Both the caster and the target point must be outdoors. After designating the target point, the caster makes an attack throw against AC 10. If the throw succeeds, the conflagration is centered upon the target point. If the throw fails with an unmodified roll of 1, the conflagration is centered upon the caster. On any other result, the center of the conflagration scatters by 1d3 x 60’ from the target point. The Judge rolls 1d12 to determine the direction of scatter, applied as a clock direction from the target point. Each creature within the area must make a Blast save. If the save fails, the creature suffers 2d6+2 extraordinary fire damage. If the save succeeds, the creature suffers half damage.

The conflagration also damages structures in its area of effect. It deals up to 2d6+2 x 10 extraordinary fire damage to wooden structures and 2d6+2 x 3 extraordinary fire damage to stone structures. (It might deal less if the structure is not entirely in its area of effect.) The conflagration causes combustibles (such as military oil or petards) to ignite. Because of its huge area, creatures sheltering behind an arrow loop or battlement do not gain the usual protection from a conflagration. Creatures inside an enclosed structure are not damaged unless the interposing structure is destroyed.

This spell was created for battlefield use. Its huge area of effect allows it to instantly destroy a company of 120 troops without any possibility of a saving throw saving them.