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.
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.
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.
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.
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.
You make a ranged spell attack, the victim receives a sharp, agonizing pain, which immobilizes and prevents them from taking any action for one full round. All saving throws made by the victim during this round are made with disadvantage. The spell inflicts no actual physical damage.
Note: This spell is quite popular with slave overseers and those wishing to make their servants work a little faster.
The nearest undead whos CR is equal to or less then the caster level, that are within 100 feet travel to the summoner at normal pace. The summoned undead are not hostile, nor are they under the control of the summoner. They may act as they wish.
Once they have reached the summoner, the undead may turn around and go back where they came from, attack anyone in their way, talk to the summoner, or perform any other action that seems reasonable to them. Unthinking undead (such as zombies and skeletons) with a purpose immediately return to their station. Wandering unthinking undead stay and wait for orders (for which the caster needs charm undead, a potion of undead control, or something similar) unless there are obvious foes besides the summoner to attack.
This spell creates a blinding flash of light in a 15-foot-radius of a point within range. All creatures within that radius must succed on a Constitution saving throw or become Blinded for 2d4 rounds.