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

Until the spell ends, you control any flames 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.

Rising Flames. You cause the reach of all burning flames in the area to rise by as much as 20 feet. If the area overlaps any flammable objects, the fire causes them to ignite if they aren’t being worn or carried.

If you choose an area in a large blazing inferno, you instead create a 20-foot tall wave of flame that travels from one side of the area to the other and then crashes down. Any Huge or smaller flammable vehicles struck by the wave ignite, under the DM’s discretion. Any explosives, powder kegs, or otherwise unstable flammable object in the area have a 25 percent chance of exploding.

The reach of the flames remain elevated until the spell ends or you choose a different effect. If this effect produced a flame wave, the effect repeats on the start of your next turn while the Rising Flames effect lasts.

Part Flames. You cause fire in the area to move apart and create an opening. The opening extends across the spell's area, and the separated fire forms a wall to either side. The opening remains until the spell ends or you choose a different effect. The flames then slowly fill in the opening over the course of the next round until the fire fills the original position on the start of your next turn, provided there is still adequate fuel.

Firestorm. You cause active flames in the area to move in a direction you choose, even if the fire has to move over obstacles, up or down walls, or in other unlikely directions. The fire in the area move as you direct it, but once it moves beyond the spell's area, it either resumes its normal burning, or is put out, based on the terrain conditions. The flames continue to move in the direction you chose until the spell ends or you choose a different effect.

Flaming Twister. This effect requires a burning flame at least 20 feet wide and 10 feet tall. You cause a Flaming Twister to form in the center of the area. This effect forms a whirl that is 10 feet wide at the base, up to 20 feet wide at the top, and 25 feet tall. Any creature or loose object in the flames and within 25 feet of the whirl is pulled 10 feet toward it. A creature can attempt to escape from the whirl by making a Strength (Athletics) check against your spell save DC.

When a creature enters the twister 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 whirl until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the whirl. A creature caught in the whirl can use its action to try to escape, as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the twister, the object takes 2d8 fire damage. This damage occurs each round it remains in the twister.

Previous Versions

Name Date Modified Views Adds Version Actions
12/20/2021 6:04:57 AM
70
3
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Coming Soon

Spell Tags: Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Merlynn1

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