Page 222 - DnD_5e_Players_Handbook_(BnW_OCR)
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dam age on a failed save, or half as much dam age on a   F l a m e   B l a d e
                       successful one.                                   2nd-level evocation
                         The fire spreads around corners. It ignites flammable
                                                                         Casting Time:  1  bonus action
                       objects in the area that aren't being worn or carried.
                                                                         Range: Self
                         At Higher Levels. W hen you cast this spell using a
                                                                         Components: V, S, M (leaf of sumac)
                       spell slot of 4th level or higher, the damage increases by
                                                                         Duration: Concentration, up to  10 minutes
                        1d6 for each slot level above 3rd.
                                                                         You evoke a fiery blade in your free hand. The blade is
                       F i r e   B o l t                                 similar in size and shape to a scimitar, and it lasts for
                       Evocation cantrip                                 the duration. If you let go of the blade, it disappears, but
                       Casting Time:  1  action                          you can evoke the blade again as a bonus action.
                       Range:  120 feet                                    You can use your action to make a melee spell
                                                                         attack with the fiery blade. On a hit, the target takes
                       Components: V, S
                                                                         3d6 fire damage.
                       Duration: Instantaneous
                                                                           The flaming blade sheds bright light in a 10-foot
                       You hurl a mote of fire at a creature or object within
                                                                         radius and dim light for an additional  10 feet.
                       range. Make a ranged spell attack against the
                                                                           At Higher Levels. W hen you cast this spell using a
                       target. On a hit, the target takes  1d10 fire damage. A
                                                                         spell slot of 4th level or higher, the damage increases by
                       flammable object hit by this spell ignites if it isn't being
                                                                          1d6 for every two slot levels above 2nd.
                       worn or carried.
                         This spell’s damage increases by 1d10 when you reach   F l a m e   St r i k e
                       5th level (2d10),  11th level (3d10), and  17th level (4d10).  5th-level evocation
                       F i r e   S h i e l d                             Casting Time:  1  action
                                                                         Range: 60 feet
                       4th-level evocation
                                                                         Components: V, S, M (pinch of sulfur)
                       Casting Time:  1  action
                                                                         Duration: Instantaneous
                       Range: Self
                                                                         A vertical colum n o f divine fire roars down from the
                       Components: V, S, M (a bit of phosphorus or a firefly)
                       Duration:  10 minutes                             heavens in a location you specify. Each creature in
                                                                         a  10-foot-radius, 40-foot-high cylinder centered on a
                       Thin and wispy flames wreathe your body for the
                                                                         point within range must make a Dexterity saving throw.
                       duration, shedding bright light in a  10-foot radius and
                                                                         A creature takes 4d6 fire damage and 4d6 radiant
                       dim light for an additional  10 feet. You can end the spell
                                                                         damage on a failed save, or half as much damage on a
                       early by using an action to dismiss it.
                                                                         successful one.
                         The flames provide you with a warm shield or a chill
                                                                           At Higher Levels. W hen you cast this spell using a
                       shield, as you choose. The warm  shield grants you
                                                                         spell slot of 6th level or higher, the fire damage or the
                       resistance to cold damage, and the chill shield grants
                                                                         radiant damage (your choice) increases by 1d6 for each
                       you resistance to fire damage.
                                                                         slot level above 5th.
                         In addition, whenever a creature within 5 feet of you
                       hits you with a melee attack, the shield erupts with   F l a m i n g   S p h e r e
                       flame. The attacker takes 2d8 fire damage from a warm   2nd-level conjuration
                       shield, or 2d8 cold damage from a cold shield.
                                                                         Casting Time:  1  action
                                                                         Range: 60 feet
                       F i r e   St o r m
                       7th-level evocation                               Components: V, S, M (a bit of tallow, a pinch of
                                                                           brimstone, and a dusting of powdered iron)
                       Casting Time:  1  action
                                                                         Duration: Concentration, up to  1 minute
                       Range:  150 feet
                                                                         A 5-foot-diameter sphere of fire appears in an
                       Components: V, S
                                                                         unoccupied space of your choice within range and lasts
                       Duration: Instantaneous
                                                                         for the duration. Any creature that ends its turn within 5
                       A storm made up of sheets of roaring flame appears
                                                                         feet of the sphere must make a Dexterity saving throw.
                       in a location you choose within range. The area of the
                                                                         The creature takes 2d6 fire damage on a failed save, or
                       storm consists of up to ten  10-foot cubes, which you can
                                                                         half as much damage on a successful one.
                       arrange as you wish. Each cube must have at least one
                                                                           As a bonus action, you can move the sphere up to 30
                       face adjacent to the face of another cube. Each creature
                                                                         feet. If you ram the sphere into a creature, that creature
                       in the area must make a Dexterity saving throw. It
                                                                         must make the saving throw against the sphere’s
                       takes 7d10 fire damage on a failed save, or half as much
                                                                         damage, and the sphere stops moving this turn.
                       damage on a successful one.
                                                                           W hen you move the sphere, you can direct it over
                         The fire damages objects in the area and ignites
                                                                         barriers up to 5 feet tall and jum p it across pits up to
                       flammable objects that aren't being worn or carried.
                                                                         10 feet wide. The sphere ignites flammable objects not
                       If you choose, plant life in the area is unaffected
                                                                         being worn or carried, and it sheds bright light in a
                       by this spell.
                                                                         20-foot radius and dim light for an additional 20 feet.
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