Fire Magic Spells
Frost Magic, also called Ice Magic and Cryomancy, is the ancient tradition originating with the Ice Giants and their palaces of snow and ice among the clouds. These titans learned from the ancient Ice Primordials and then perfected their magic into an artform; perfectly crafting and bending the wind and ice to their will.
Modern Frost Magic has a variety of uses from simple gusts of cool wind, clearing a pathway of snow, or forming blockades of ice to protect their friends and re-route enemies. Under the oversight of Lorelei Silvermyst, Frost magic has regained some of its lost appeal as new spells and new creatures are being discovered and trained. Cryomancers from Rookwood are only rivaled by those of the Boreas Tribe of Polaris.
Bind Energy (Rank 1)
Cinder Dance (Rank 2)
Cinder Veil (Rank 1)
Control Flames (0 Rank)
Create Bonfire (0 Rank)
Detonate (Rank 1)
Firebolt (0 Rank)
Flame Ward (Rank 1)
Flameblade (Rank 2)
Flamethrower (Rank 1)
Friends (Rank 1)
Glacial Shield (Rank 1)
Piercing Taunt (Rank 1)
Scorching Ray (Rank 2)
Searing Strike (Rank 1)
Smokescreen (0 Rank)
Casting Time: 1 Standard Action
Range: 60ft
Components: V
Duration: Instantaneous
Classification: Enchantment
Prerequisites: -
TBD
Casting Time: 1 Swift Action
Range: 40ft
Components: S
Duration: 3 Rounds
Classification: Enchantment
Selecting a target you can see in range, you attempt to bind your energies together in a purifying fire. If the target fails a CHA saving throw, then at the start of their next 3 turns they take 1d6 Fire damage and at the start of your next 3 turns you regain hp equal to the amount of damage dealt to them. The target may repeat the save at the end of each of their turns.
At Higher Levels. When casting at Rank 3 the damage per turn is increased to 2d4, 2d6 at Rank 5, and 2d8 at Rank 7.
Casting Time: 1 Standard Action
Range: 60ft
Components: V, S
Duration: 3 Rounds
Classification: Attack
Prerequisites: Cinder Veil
You summon a whirlwind of dancing cinders to encircle a creature you can see within range. Make a ranged spell attack and on a hit the creature takes 2d6 fire damage. Additionally, it suffers a Damage Over Time Condition of 6d6 fire damage split evenly across 3 the target's next 3 turns, putting any extra into the first turn's damage. The target takes damage form this condition at the start of the affected turns.
Casting Time: 1 Standard Action
Range: 60ft
Components: V, M (fragments of a ruby)
Duration: 1 minute, Concentration
Classification: Ward (Negative)
You place a burning curse on a creature that you can see within range. Until the spell ends, whenever you hit it with a Fire School Spell or an attack dealing fire damage, you may add 1d6 to the attack's damage.
If the target drops to 0 hit points before this spell ends, you can use a swift action on a subsequent turn of yours to curse a new creature.
At Higher Levels. When you cast this spell at rank 2 or higher, any Fire School Attack or attack dealing fire damage gains this benefit. When cast at rank 5 or higher, you do not need to maintain concentration on the spell.
Casting Time: 1 Standard Action
Range: 60ft; 5ft cube
Components: S
Duration: Instantaneous
Classification: Utility
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Casting Time: 1 Standard Action
Range: 60ft; 5ft cube
Components: V, S
Duration: 1 minute, Concentration
Classification: Utility
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 Standard Action
Range: 60ft
Components: V, S
Duration: Instantaneous
Classification: Utility
You target a creature currently under a Damage Over Time condition. This spell detonates the remaining magical energy inflicting all of the remaining damage of 1 Damage Over Time Condition instantly and ending it.
Casting Time: 1 Standard Action
Range: 120ft
Components: V, S
Duration: Instantaneous
Classification: Attack
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time: 1 Standard Action
Range: 60ft
Components: V, S
Duration: 1 minute
Classification: Ward
You conjure a magical barrier that shimmers with red-orange strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Flame Ward spell on it ends and is replaced with yours.
While the spell is active, the target has Damage Reduction (10) for Fire damage for the next minute.
At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 15 at 3rd level, 20 at 5th level, 30 at 7th level, and 50 at 9th level.
Casting Time: 1 Swift Action
Range: Self
Components: V, S, M (a small fused obsidian and ruby fragment)
Duration: 10 minutes; Concentration
Classification: Attack
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell at Rank 4 or higher, the damage increases by 1d6 for every two levels above 2.
Casting Time: 1 Standard Action
Range: Self; 15ft cone
Components: V, S
Duration: Instantaneous
Classification: Attack
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell at Rank 2 or higher, the damage increases by 1d6 for each level above 1.
Casting Time: 1 Standard Action
Range: Self
Components: V, S
Duration: 1 minute; Concentration
Classification: Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Casting Time: 1 Standard Action
Range: 60ft
Components: V, S
Duration: 1 minute
Classification: Ward
You conjure a magical barrier that shimmers with ice-blue and purple strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Glacial Shield spell on it ends and is replaced with yours.
While the spell is active, the target has Damage Reduction (5) for Cold and Lightning damage for the next minute.
At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 10 at 3rd level, 15 at 5th level, 25 at 7th level, and 40 at 9th level.
Casting Time: Reaction; when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60ft
Components: V
Duration: Instantaneous
Classification: Enchantment
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Casting Time: 1 Standard Action
Range: 120ft
Components: V, S
Duration: Instantaneous
Classification: Attack
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell at Rank 3 or higher, you create one additional ray for each level above 2.
Casting Time: Swift Action
Range: Self
Components: V
Duration: 1 minute; Concentration
Classification: Enchantment
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
The creature also suffers the Burning condition for 1 minute. The creature takes 1d6 fire damage at the start of each of its turns. In addition to the normal means of ending this condition, at the end of its turn, the creature may attempt a CON saving throw against your spellsave DC to end the effect.
At Higher Levels. When you cast this spell at Rank 2 or higher, the initial extra damage dealt by the attack increases by 1d6 for each level.
Casting Time: 1 Standard Action
Range: 75ft
Components: V, M (a piece of charred wood)
Duration: 1 Round
Classification: Attack
You send a swirling clouds of embers and smoke towards a creature you can see in range. The target must succeed a DEX saving throw or take 1d4 fire damage and be blinded until the start of your next turn.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Fire Spells by Rank
Fire Spells by Name
TBD
Template
Rank 1

Spell Descriptions
Bind Energy
Rank 1

Cinder Dance
Rank 2

Cinder Veil
Rank 1

Control Flames
0 Rank

Create Bonfire
0 Rank

Detonate
Rank 1

Firebolt
0 Rank

Flame Ward
Rank 1

Flameblade
Rank 2

Flamethrower
Rank 1

Friends
Rank 1

Glacial Shield
Rank 1

Piercing Taunt
Rank 1

Scorching Ray
Rank 2

Searing Strike
Rank 1

Smokescreen
0 Rank

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