Charred Remains and duration spells that can move


Rules Discussion


Wanted to probe the mind of people on this interaction.

Charred Remains wrote:

Frequency once per day

Your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.

How would this work with a duration spell that have a spell area that can move, like for example Something like Toxic cloud or an aura spell. (for arguments sake say they both have the fire trait so they qualify)

Both examples have an area and it moves,

For simplification i will refer to the effect of Charred Remains as "Charred" rather then saying boths its effect on the area all the time.

So what interaction do you think is the correct one?

1: the area the spell covers on casting becomes "Charred", just like with a spell like fireball.
2: the "Charred" is bound to the spells area and follows its movent if it would move
3: All area the spell covers over its duration becomes "Charred"

and ofc for all 3 the "Charred" effect have a duration of 1min, no matter what the spells duration is.

I think 2 is the most correct way, since RAW it say "your spell's area becomes" "Charred" it could have said "your spell's area upon casting becomes" "Charred"
but they did not, sure this could be a oversight since they did not think if its interaction with moving duration spells or it could be totaly intended.

i would rule it to be 2 since it make most sense to me RAW and dont think it would be TGTBT since its a 1/day things that barely do anything anyway(and is equally harmful to your teammates)


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Option 1 is the safer ruling for GMs that are concerned about exploits or for GMs that don't want to have to track so much changing information about the terrain.

Option 2 is probably fine. I wouldn't have the hazardous terrain deal damage to creatures when the effect moves - only when the creatures move.

Option 3 is probably too much to allow. Most area spells have a pretty small area compared to the amount of ground that a movable area spell could cover over multiple turns.

The exploits and problems that I can think of for Option 2 are mostly with long-range spells when used out of combat. Having an NPC locked down to a particular area of hazardous terrain because if they try to leave that spot they take damage, and then the spell effect follows them around anyway... Probably more shenanigans than many GMs want to get involved with.


I'd go with option 1, but I agree with everything Finoan said.

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