Trough use of this spell,apprentices and allies of a Red Wizard add their power to his,giving him an additional number of spell casts. All involved must be of the same magical origan (Arcane).
Once cast,the caster no longer has access to that spell slot untill after a long rest.
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The target of this spell gains 1d8 temporary hit points.
These additional hit points can exceed the character's normal total and are the first lost in combat. These extra hit points cannot be regained by curative magic.
This spell also is used in creation of a potion of heroism.
Pale reddish ember like lights outline one or more creatures in a 40 foot radius within range. The numbere of creatures affected is based on there size, 12 linear feet per caster level.
A blazing ray of red-hot fire,1-foot long,springs from the caster's hand. This bladelike ray is wielded as if it were a dagger. Make a melee spell attack , on a hit the Flame Dagger does 1d4 + (1/level) fire damage.
The Flame Dagger can ignite combustible materials.
Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You make a combustible object burst into flame, even if damp. The damage done to those wearing, carrying, riding in, or otherwise in contact with the object is 1d6 per 30 lbs. of the objects weight base damage. The creatures make a Dex Save for half. Thereafter the fire inflicts 1d6 fire damage per turn per level of caster until the object is consumed or the flame is extinguished.
Combust cannot be directly cast on creatures, it can be cast upon any flammable clothing or equipment, provided the caster can make a successful touch attack.
You can cast Combust on any combustible object equal to 30 lbs per level of caster, or less.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Each object in a 20-foot cube within range is outlined in a pale reddish ember like light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.