Elementary pyromancy. Create powerful flame in hand.
One of the most basic pyromancies. For this very reason, the flame thus created is fierce and with great potential.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Simple pyromancy that internalises the power of flame
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Create an alluring flame, harmless, safe and warm, at a point you choose within range
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one creature within 30ft of the flame that can see the flame of your choice must make a wisdom saving throw. On a failed save the creature must spend its turn moving towards the flame and spend its action grasping for it .
the creature won't enter an area directly harmful to it, such as off a cliff getting as close as safe.
Plant a seed of growing fire in a creature that is nourished and burns when you attack.
Target a creature you can see within range Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
reaction taken when you are damaged by a creature within 60 feet of you that you can see
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Simple and relatively harmless pyromancy, use smoke to obscure an area from sight, useful when practicing forbidden magic
You create a 20-foot-radius sphere of smoke cantered on a point within range. The sphere 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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.