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 can not move more then 120ft from the object and it will protect it with its life.
The spell remains active untill 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 creture enters the affected area for the first time on a turn or strarts 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 and is already restrained by the tentacles takes 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.,
Daltim's trademark, You produces 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 untill the spells duration is over, the target dies, or the 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.,