Level
3rd
Casting Time
1 Action
Range/Area
300 ft.
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Fire (...)

Until the spell ends, you control fire inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Expand/Extinguish. You expand or extinguish flames in the are by as much as 20 feet. Targets in the area of expansion must make a Dexterity saving throw against your spell saving DC taking 4d6 fire damage on a failed save and half on a succesful one.

The fire remains remains expanded until the spell ends provided there is enough fuel.

Part Fire. You cause fire in the area to move apart and create a trench. The trench extends across the spell's area, and the separated flames forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The fire then slowly fills in the trench over the course of the next round.

Flaming Vortex. This effect requires at least 50 feet square of fire. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex is pulled 10 feet toward it. A creature move away 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 Strength saving throw. On a failed save, the creature takes 2d8 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 break free 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 2d8 fire damage; this damage occurs each round it remains in the vortex.

You can use your action to move the vortex within the spell's are by 15 ft.

* - (a piece of coal and a pinch of ash)

Spell Tags: Control

Available For: Cleric (Legacy) Druid (Legacy) Wizard (Legacy) Cleric (Legacy) - Light Domain (Legacy) Cleric (Legacy) - Tempest Domain (Legacy)

Acherond

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