Base Class: Wizard
The School of Fireball is considered to use potent but dangerous magics. The users are known for using spells like fireball to solve any problem. Though some challenge this approach wizards who have studied this school of magic know the truth. Fireball can solve any problem and if it doesn't just use more fireballs.
Fire Expert
Beginning when you select this school at 2nd level, you only need somatic components to cast fireball or any other spell that deals fire damage or is fire related. In addition to this you get the fireball spell.
True Fire
Any creature that is immune to fire damage becomes resistant to fire damage and any creature that is resistant takes normal damage from any spells you cast.
Flame Customization
Every long rest you have the option to change the features below. To use these abilities you get a pool of 2 flame points you can expend on modifying a spell. These points recharge on a short or long rest. You get 2 extra points at level 12 and an extra modification slot at level 10 and 14.
Demolishing Blasts
Any spell that deals fire damage or sets something on fire deals double damage to any structures and when water contacts it explodes dealing an extra 1d8 fire damage for each gallon of water (maximum of 5d8).
Empowered Fire
Any spell that deals fire damage deals an extra 2d6 fire damage at level 6, 4d6 at level 10 and 6d6 at level 14.
Explosive Force
If a spell that deals fire damage or is related to fire has a range it is increased by 30 ft. If a spell has an area of effect that area of effect is doubled.
Extreme Heat
Your spell save DC for spell that deal fire damage or are related to fire increases by your proficiency modifier.
Fatal Burns
Any time you deal fire damage with a spell a creatures maximum hit points decrees by 2 * the level the spell was cast at. This effect disappears on a long rest or short rest. Any attempt to cast a healing spell on the affected creature must succeed to a wisdom saving throw against your spell DC. On a success the effect is removed and on a failure nothing happens.
Phase Flames
You can target any point with a spell that uses fire or deals fire damage, Any obstacle in the way of the target is ignored.
Remote Detonation
You can cast a spell that is related to fire or deals fire damage and remotely detonate it. The point you choose cannot move and you must stay within 150 ft of the area. If you are unconscious, leave the area or wait more than 1 hour the spell is activated.
Tamed Flames
When you cast a spell that deals fire damage you can choose any number of targets instead of one. Any damage is split between these two points.
Unstoppable Fire
When you cast a spell that deals fire damage the area of effect ignores any obstacles that would normally protect a creature from the spell.
Fierce Fire
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any spell that deals fire damage you cast.
Incinerate
Starting at 14th level, you can increase the potency of your fire. When you can choose one creature per turn to become vulnerable to fire damage,
Choose one creature you can see, this creature becomes vulnerable to fire damage until your next turn. This will ignore any resistance or immunity. You can do this any number of turns per long rest but after the first use you take 1d10 fire damage that cannot be reduced in any way. Every time you use this feature before a long rest the damage increases by 1d10.
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