You produce a streak of intense light that shoots straight up into the air from your index finger and remains visible for one second. You choose the color of light produced. It is equally visible in daylight or darkness, and can be seen from as far away as 5 miles.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range over which the flare can be seen increases by 2 miles per additional spell level.
You create a 20-foot-radius sphere of thick, black smoke centered on a point you choose within range. The smoke spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d6 necrotic damage on a failed save,or half as much damage on a successful one. Creatures are not affected if they hold their breath or don't need to breathe.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,the radius of the smokescreen increases by 20 feet for each slot level above 2nd.
You sprinkle phosphorus over a torch, causing a flame to spring forth. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. An enchanted torch can be covered or hidden but not smothered or quenched.
You empower an object in range with an enchanted mouth which suddenly appears and breathes fire when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then determine the circumstance that will trigger the spell to erupt.
When that circumstance occurs, a magical mouth appears on the object and breathes fire in a 15-foot cone. All creatures in the cone must succees on a Dexterity saving throw or take 3d8 fire damage, or half damage if the save is successful. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the flames appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to breath fire when a silver bell rings within 30 feet of it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the spell end after it breathes flame, or it can remain and repeat the attack whenever the trigger occurs. For each slot above 3rd, the fire mouth can trigger one additional time.
You call forth an elemental spirit known as a fire phantom. The phantom disappears when it drops to 0 hit points or when the spell ends.
The fire phantom is friendly to you and your companions. Roll initiative for the phantom, which has its own turns. It obeys and verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no action.
If your concentration is broken, the fire phantom doesn't disappear. Instead, you lose control of the phantom, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fire phantom can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more phantoms appear: two phantoms with a 5th-level slot, three phantoms with a 7th-level slot, and four phantoms with a 9th-level slot.
The Arch-Mage Avissar himself created a spell. You touch a nonmagical, bladed weapon. Until the spell ends, that weapon performs with the powers of a flame tonge.
Flame Tongue: You can use a bonus action to speak this magic sword's command word,, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
The wizard Fallion, last Master of the Academy, devised this variation of the standard fireball for use in close quarters or in twisting dungeon passages.
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. You can make the streak maneuver around up to 4 corners prior to detonating. You must choose the path when the spell is cast (you do not direct the fireball during its flight). If Fallion's fabulous fireball contacts an obstacle prior to completing its trajectory, the point of origin comes into being on the near side of that obstruction.
You choose the diameter of the area of effect, from a 5-foot-radius to a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fireball mat travel around one more corner and the damage increases by 1d6 for each slot level above 5th
The Arch-Mage Avissar is also said to have personally devised this deadly enchantment, further, it is said that the Arch-Mage met his end on the vengeful point of the sword wielded by the brother of the spell's first victim. Thus, the spell is often referred to as Avissar's bane.
You touch a creature. Hellfire does not affect creatures that are immune to non-magical damage, fire-based creatures, undead, and creatures native to planes other than the Prime Material Plane.
If the target has 100 hit points of fewer, it suffers the following effects:
• The victim's maximum hit point total is reduced to 1 permanently.
• The victim is in constant agony, he feels as if he is being burned alive, and he sweats continuously.
• The victim always suffers from the poisoned condition: It suffers this regardless of damage or condition immunities.
• The creature has disadvantage on Constitution saving throws.
These effects are permanent and end only with the death of the spell's victim. The effects of hellfire cannot be negated, save by an act of the gods, a wish spell, or by the will of the wizard who originally cast the spell.
Note. The casting of this spell is considered an evil act, as it draws negative heat energy from the Nine Hells directly into the victim for purposes of causing suffering. Use of this spell might entail severe consequences.