Level
1st
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect
Fire

After creating a campfire, you can cast this spell to imbue it with sentience. Its alignment is the same as yours. Roll a d6 to determine its personality. It can communicate in any language the caster can speak. It attaches itself to the material component you choose, and you can choose to make it cause things to burn. It sheds light in a 40ft radius, and dim light for a further 20ft, but one can choose to increase or decrease the distance of light it creates from 5ft to 60ft, which also causes your flame to change in size.

The fuel source does not run out, and the flame is bound to the fuel source.

As a bonus action, you can perform the following actions:

Move - The flame can move within 30 feet of the source. 

Settle - The flame can temporarily move itself to a different fuel source, and should it be of a different colour, become the same colour as that flame. i.e. If a lair has green torches lining the walls, it can settle into the torch and also become the same green.

Consume - As a reaction, you can choose to use the flame to absorb a ranged attack roll against you or an ally within 5ft of itself. Applicable only to spells which deal cold damage or projectiles, roll 1d10 + your spell casting modifier. If it is greater than the predicted damage, the flame consumes the projectile. If it is lower, halve the damage which would have been taken.

Singe - As a bonus action, you can command the flame to deal damage. The target must succeed on a Dexterity save equal to or higher than your spell save DC or take 1d4 fire damage.

Personality Table
1 - Tempramental 
2 - Passive
3 - Lazy
4 - Joyful
5 - Pessimistic
6 - Sad

* - (A coal)

Available For:

isnacc

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