You convert a layer of the ground into hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled until they make a successful Reflex saving throw, Strength check, or Mobility check (DC = spell saving throw DC). They can make attempts each round after receiving the effect. The area is difficult terrain and all creatures inside the area take a –5 penalty on Mobility skill checks. All creatures inside the tar area take 2d6 points of fire damage each round and must reattempt a 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 Mobility checks to escape the tar. After leaving the tar area, a creature can take no actions for 1 round as it cleans itself from the tar.
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All creatures within a 20 foot burst, centered on target point within close range.
You convert a layer of the ground into hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled until they make a successful Reflex saving throw, Strength check, or Mobility check (DC = spell saving throw DC). They can make attempts each round after receiving the effect. The area is difficult terrain and all creatures inside the area take a –5 penalty on Mobility skill checks. All creatures inside the tar area take 2d6 points of fire damage each round and must reattempt a 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 Mobility checks to escape the tar. After leaving the tar area, a creature can take no actions for 1 round as it cleans itself from the tar.
You convert a layer of the ground into a hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled until they make a successful Reflex saving throw, Strength check, or Mobility check (DC = spell saving throwDC). They can make attempts each round after receiving the effect. The area is difficult terrain and all creatures inside the area take a -5 penalty on Mobility skill checks. All creatures inside the tar area take 2d6 points of fire damage each round and must reattempt a 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 Mobility checks to escape the tar. After leaving the tar area, a creature can take no actions for 1 round as it cleans itself from the tar.