The user harnesses the power of fire. The user can choose to sacrifice 5 gold coins to their God adding an elemental effect to the fire which will give separate benefits.
Fire: 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 2d10 fire damage. 100 ft range. (Does not require 5 Gold)
Water: A thick cloud of steam forms around the caster in a 20 ft sphere causing 1d10 fire damage and blindness to anyone inside it at the start of their turn besides the caster. (Lasts for 5 turns.)
Wind: A vortex of fire spirals from the caster in a cone shape. The targets in the cone must make a Dex save of 14. On a fail, deals 1d10 fire damage and knocks the targets prone. On a success, the targets dodge and take no damage. 30 ft range.
Earth: A 5 ft pool of Magma forms at the casters feet dealing 4d10 fire damage should someone start their turn in or walk through the pool. (Damage will not increase at higher levels.)
Lightning: An overcharge will be caused blowing the caster and anything else within 20 ft away for 30 ft and causing 2d10 force damage to anything hit by the blast. Can take half damage and not be blown away should anyone but the caster succeed a 15 Dex save.
Life: Using this element will give your flame healing properties, healing anything engulfed by the flame for 2d10. (Must touch the target.)
Death: A black flame symbolizing death will shoot like an arrow. Make a ranged spell attack against the target. On a hit, deals 1d10 Fire and 1d10 Necrotic damage. 150 ft range.
The fire ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d8 for each slot level above 2nd. This also Increases the material cost by 5 Gold.
* - (5 Gold Coins)Previous Versions
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