Daltim's trademark, You produce a fiery fist the same size as your own. The fist appears in midair within 30ft of you. The fist must stay within 180ft of you, and has a movement of 60ft.
As an action, the you can command the fist to touch objects,igniting them if flammable, or make a melee spell attack. Once you have used your action in this way,the fist will continue to attack the same target until the spell's duration is over, the target dies, or you commands it again as an action.
On a successful hit, the fist bursts into a 3ft sphere of fire, engulfing the target in flames dealing 1d4 + Spellcasting Modifier of fire damage.
If the fist misses, its damage potential is stored and carried over to the next successful attack. Thus, if the fist misses once, then hits, it causes 2d4 + (SM X 2) points of fire damage: If it misses twice then hits, it causes 3d4 + (SM X 3) points of fire damage, and so forth.
When the spell's duration runs out, all damage potential stored up to this point is released in an explosion. All creatures within 5ft of the explosion must make a Dexterity saving throw, taking all the storied fire damage ((1d4 + SM) X Misses) on a fail and half on a success.
This spell creates a very small gate to the Elemental Plane of Fire, calling through a flame about the size of a torch.
The flame is completely normal in all ways, except it needs no fuel and continues to burn under any circumstance-- without air, underwater, when covered with sand, etc.
The flame lights any flammables that touch it, and it can only be put out with a successful Dispel Magic spell.
The spell can only be cast on objects or magical constructs, burning anything flammable.
Used to make the Everburning Torch.
Upon casting this spell the caster can step into a large fire, with at least a 2-foot radius, and immediately reappear in another, similar-sizes fire up to 150ft per wizard level away.
Choosing which fire to travel to if multiple are available, and remaining still if there are none.
If there is a large, solid object blocking the Fire Gate, a cauldron , or a large roasting animal, the caster is then mired in the Elemental Plane of Fire and will need to find another way out or be rescued.
Note: This spell has made its way out of the savage and brutal lands of the Red Wizards of Thay. It is recommended that the spellcaster have some form of protection against fire before attempting.
This spell calls into existence a reversed form of fire, a black flame that radiates cold and shadow. While normal fire requires flammable material for fuel, the black fire feeds on ashes and charred remains of normal fire, reversing the damage done.
This black fire starts small but spreads over burnt material as normal fire does flammables. Restoring such materials for up to 24 hours or till it can no longer spread.
The black flame must have the ashes and burn material to restore it, the more time that passes, the more the wind blows the ashes away, the less restored the item will be.
Unburn is only effective on burnt materials, it does not prevent fire, or restore hit points lost to fire-based attacks, or restore life to those killed in a fire. It will, however, restore a body consumed by flames.
You summon and imprison a Fire Elemental to protect a closable object, like a book, box, door, or chest. No other closure or warding spell can be placed on this object
Markings indicating the spell appear on the object and radiate heat.
The caster may open the object freely or create a password for others to use. Anyone else that opens it activates the spell, summoning the Fire Elemental to kill or drive off the offender. The elemental cannot move more then 120ft from the object and it will protect it with its life.
The spell remains active until the elemental is killed, or a successful Dispel Magic spell is cast.
Squirming tentacles limned in blue-white fire fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature takes 2d6 fire damage and must succeed on a Dexterity saving throw or take an additional 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area already restrained by the tentacles takes 2d6 fire and 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
You cast this spell on a large or smaller creature you can see within range. The creature must make a Dexterity saving throw. Negating the spell on a success, on a failure, the creature bursts into flames, igniting all flammables,and taking 5d6 fire damage each round for the duration. Making a Dexterity save each round. On a success, the flames die out and they take no damage that round.
In addition to the initial burst, all creatures within 10 feet of the target take 2d4 fire damage, as flames shoot out in the explosion.
Complete immersion in water also ends the spell.
Also known as the Trollkiller spell.
When cast upon an item, the item becomes immune to all flame,magical or natural in origin. The item, and anything it contains, will remain at normal temperature and cool to the touch despite immersion in lava or exposure to a red dragon's breath.
When cast upon a creature, the recipient gains full immunity to normal fires and resistance to magical flames, as well as advantage on saving throws against magical flames.
Flameproof cannot be combined with other spells or magical items that provide protection against flame.
This spell grants immunity to fire to 1 object, 1 cubic foot per wizard level or smaller, in size. Only solid objects can be affected, they cannot be burned by any means, and they remain cool to the touch.
If cast upon an item large enough to be worn, the item grands the wearer immunity to the effects of normal fire and resistance to magical flames, as well as advantage to any saving throws against magical fire.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range, you can choose yourself. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.