This spell can only be cast at will once per long rest. At 8th level, the spell may be cast twice per long rest. At 11th level, the spell may be cast three times per long rest. At 14th level, you may regain one cast of this spell per short rest as well.
A ball of hardened magma forms in the palm of your hand and can be thrown like a baseball at a point you choose within range. The ball then liquifies and ignites on impact with the target. Each creature in a 10-foot-radius sphere of the impacted target must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
This spell's damage increases by 2d6 when you reach 5th level (7d6), 8th level (9d6), and 11th level (11d6).
This spell is reckless by nature, and as such, has adverse effects if improperly casted. Roll a d20 to determine if any effects occur.
If the natural roll is 1, the spell ignites in your hand and you receive the full damage dealt.
If the natural roll is between 2-10, you fling the spell clumsily and all creatures affected upon successfully saving will take no damage, failed saves will take half. You also receive 2d6 fire damage as the flame scorches your hand upon throwing it.
If the natural roll is between 10-15, the spell's damage is reduced by 1d6. (Until 5th level)
If the natural roll is between 15-20, the spells damage functions as normal.
Upon reaching 5th level, a natural roll of 11 or greater will allow the spell's damage to function as normal.
Upon reaching 8th level, a natural roll from 2-10 will only result in 1d6 fire damage taken.
Upon reaching 11th level, the spell will not cause adverse effects unless a natural 1 is rolled. You will still receive the full damage dealt in this case.
Upon reaching 14th level, you attain mastery of it and the spell will not cause adverse effects whatsoever.
* - (a tiny chunk of charcoal and sulfur)
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