Level
4th
Casting Time
1 Action
Range/Area
300 ft.
Components
S
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Fire

Until the spell ends, you control burning fire you see inside an area you choose that is a cube up to 100 feet on a side. You can choose any of the following effects when you speak the name of fire and consume a charge equivalent to the effect. As an action on your subsequent turns, you can repeat the same effect or choose another one.

Blaze. You cause all the fire in the area to increase in size by as much as 30 feet. Anything touched by this fire ignites if flammable, and takes twice the amount of normal fire damage. If an object large or smaller is already on fire in the area you choose, it has a 25 percent chance of being immediately obliterating. Any creature effected in this area must make a DC 15 Dexterity saving throw or else be pushed back 15 feet from the center of the Blaze and take 4d8 fire damage. The fire remains blazing until the spell ends or you choose a different effect.

Fire Walker. You cause fire in the area to move apart and create a tunnel large enough for 5 creature's your size or smaller to walk through without taking fire damage. The tunnel extends across the spell's area, and the separated fire forms blue flames on either side. The tunnel remains until the spell ends or you choose a different effect. The fire then rapidly fills in the tunnel over the course of the next round until it has disappeared completely.

Fire Shield. You form a sphere of flame around yourself and one other creature your size or smaller that shares your space. Within the sphere, you are impervious to fire damage and have resistance to ice damage. However, you have disadvantage on Dexterity saving throws and Perception checks while the shield is around you.

Redirect Flow. You cause flowing molten lava or magma in the area to move in a direction you choose, even if it has to flow over obstacles, up walls, or in other unlikely directions. The lava/magma in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. It continues to move in the direction you chose until the spell ends or you choose a different effect.

Ignis Vortexis. This effect requires steadily gusting wind and an area at least 50 feet square and 25 feet high. You cause a vortex of fire to form in the center of the area. The vortex forms a pillar of swirling fire that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 to 60 feet tall. Any creature or object in the area and within 25 feet of the vortex is pulled 10 feet toward it. A creature can attempt to flee from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to escape  from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 3d8 fire damage; this damage occurs each round it remains in the vortex. For each round the creature is effected by the vortex's pull, it is also lifted 15 feet into the air if Medium of smaller and 5 feet into the air if Large. Objects and creatures larger than Large are not lifted into the air.

The toll of conjuring Ignis Vortexis is great. Each time you choose Ignis Vortexis, make a DC 12 Constitution saving throw. On a failure, you collapse, exhausted, cast the vortex on yourself, and are sucked into the vortex.

 

Spell Tags: Control

Available For: Warlock (Legacy) - The Fiend (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Warlock (Legacy) - The Celestial (Legacy) Warlock (Legacy) - The Fathomless

Rhymeq

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