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0Fire's Friend00fire-1-1-11 standard action0V, S, M (a flame of any size)00-102000alchemist 2, bloodrager 2, magus 2Inner Sea Races0110-1-10000-1You cloak yourself in flames that do not harm you or your carried equipment but damage other creatures and objects. The flames cast light as a torch. Any creature that attacks you with a non-reach melee weapon or that begins its turn engaged in a grapple with you takes 1d6 points of fire damage and must succeed at a Reflex save or catch fire. The creature can negate the damage (and avoid catching fire) with spell resistance. Any time you end your movement in the same square as a flammable object or creature, that creature or object must succeed at a Reflex save or catch fire.00you001 round/level20-1personal

Fire's Friend

School evocation [fire]; Level alchemist 2, bloodrager 2, magus 2

CASTING

Casting Time 1 standard action
Components V, S, M (a flame of any size)

EFFECT

Range personal
Targets you
Duration 1 round/level

DESCRIPTION

You cloak yourself in flames that do not harm you or your carried equipment but damage other creatures and objects. The flames cast light as a torch. Any creature that attacks you with a non-reach melee weapon or that begins its turn engaged in a grapple with you takes 1d6 points of fire damage and must succeed at a Reflex save or catch fire. The creature can negate the damage (and avoid catching fire) with spell resistance. Any time you end your movement in the same square as a flammable object or creature, that creature or object must succeed at a Reflex save or catch fire.

NULL-10020-1-1-1evocation210-1-10-100-1-1-11-1-1-1NULL0-100

You cloak yourself in flames that do not harm you or your carried equipment but damage other creatures and objects. The flames cast light as a torch. Any creature that attacks you with a non-reach melee weapon or that begins its turn engaged in a grapple with you takes 1d6 points of fire damage and must succeed at a Reflex save or catch fire. The creature can negate the damage (and avoid catching fire) with spell resistance. Any time you end your movement in the same square as a flammable object or creature, that creature or object must succeed at a Reflex save or catch fire.

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