You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
All canids within Reach: 12 are immune to fire damage.
- •Fire Shot.1d10+12.
Range: 8
- •Ignite the Ground.
Ignite fifteen 2 by 2 squares of grass within Range: 24 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Strike with Flame!2d12.
On hit (Once): Deal an extra 72 damage
- •Ignite the World! (Once).
All grass within Reach: 24 ignites in a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.
- •Divine Fireball (Once).16d6.
Range: 12. AoE: 5 square sphere. Dex save for half.