Tar Pool
School: transmutation [earth, fire]
Level: Arcanist 6, Wizard 6, Sorcerer 6, Summoner 5, Unsummoner 6, Druid 6, Hunter 6
Casting Time: standard action
Components: V, S, M, DF
Range: close (25 feet + 5 feet/2 levels)
Area: 20-foot-radius burst
Duration: 1 round/level
Saving Throw: Reflex partial (see text)
Spell Resistance: no
Source: Ultimate Combat
Description
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage/2 caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC). It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a -4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar. A creature that escapes the tar still takes fire damage from the tar until the spell ends or that creature spends a full-round action removing the tar. A creature with tar on it takes a -4 penalty on Acrobatics and Fly checks made to fly with wings or similar appendages.
