Stoke the Inner Fire
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
[ FireFire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion, dizziness, exhaustion, fatigue, nausea, unconsciousness, and death. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor.]
PFS Legal
Required Worship: Zursvaater
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- VV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
You increase the natural heat within your body, transferring it to your weapons and armor. As a swift action, you may grant one of your natural or manufactured weapons the flaming special ability for 1 round. If you have the fire subtype, your weapon instead gains the flaming burst special ability. If the weapon leaves your hand for any reason, it loses the flaming (or flaming burst) special ability until you spend a swift action to activate it again. You can only have stoke the inner fire active on one weapon at a time, and spending a swift action to imbue a second weapon with the spell’s power immediately ends its effect on the first weapon.
The spell also builds a wall of searing heat between your armor and your flesh. Anyone striking you with a natural weapon or unarmed strike takes 1 point of fire damage. A creature that grapples you or is grappled by you takes 1 point of fire damage each round the grapple persists. If you have the fire subtype, these damage values increase to 1d6 points of fire damage each. Removing your armor causes this wall of heat to dissipate and ends these effects.
The spell also builds a wall of searing heat between your armor and your flesh. Anyone striking you with a natural weapon or unarmed strike takes 1 point of fire damage. A creature that grapples you or is grappled by you takes 1 point of fire damage each round the grapple persists. If you have the fire subtype, these damage values increase to 1d6 points of fire damage each. Removing your armor causes this wall of heat to dissipate and ends these effects.