Page 243 - Player's Handbook
P. 243
damage on a failed save, or half as mueh damage on a FLAME BLADE
sueeessful one, 2nd./evel evoeation
The /ire spreads around eorners. It ignites flammable Casting Time: I bonus aetion
objeets in the area that aren't being worn or earried. Range: 5elf
At Higher Leve/s. When you east this spell using a Components: V, 5, M (leaf of sumae)
spell slot of 4th levei or higher, the damage inereases by Duration: Coneentration, up to 10 minutes
Id6 for eaeh slot levei above 3rd.
Vou evoke a /iery blade in your free hand. The blade is
FIRE BOLT similar in size and shape to a seimitar, and it lasts for
Evoeation eantrip the duration. lf you let go of the blade, it disappears, but
Casting Time: I aetion YOllean evoke the blade again as a bonus aetion.
Range: 120 feet Vou ean use your aetion to make a melee spel1
Components: V,5 attaek with the /iery blade. On a hit, the target takes
Duration: Instantaneous 3d6 /ire damage.
The flaming blade sheds bright light in a 10.foot
Vou hurl a mote of /ire at a ereature or objeet within radills and dim light for an additional 10 feel.
range. Make a ranged spell attaek against the At Higher Leve/s. When you east this spel1 lIsing a
targel. On a hit, the target takes IdlO /ire damage. A spell slot of 4th levei or higher, the damage inereases by
flammable objeet hit by this spell ignites if it isn't being Id6 for every two slot leveIs above 2nd.
worn or earried.
This spell's damage inereases by IdlO when you reaeh FLAME STRIKE
5th levei (2dlO), 11th levei (3d 10), and 17th levei (4dlO). 5th-levei evocation
Casting Time: I aetion
FIRE SHIELD
4th./evel evoeation Range: 60 feet
Components: V,5, M (pineh of sulfur)
Casting Time: I aetion Duration: Instantaneous
Range: 5elf
Components: V, 5, M (a bit of phosphorus or a /irefly) A vertieal column of divine /ire roars down from the
Duration: 10 minutes heavens in a loeation YOllspecify. Eaeh ereature in
a lO.foot.radius, 40.foot-high cylinder eentered 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 ereature takes 4d6 /ire damage and 4d6 radiant
dim light for an additional lO feel. Vou ean end the spell damage on a failed save, or half as mueh damage on a
early by using an aetion to dismiss il. sueeessful one.
The flames provi de YOllwith a warm shield or a ehill At Higher Leve/s. When you east this spel1 using a
shield, as you ehoose. The warm shield grants you spell slot of 6th levei or higher, the /ire damage or the
resistanee to eold damage, and the ehill shield grants radiant damage (your ehoice) inereases by Id6 for eaeh
you resistanee to /ire damage. slot levei above 5th.
In addition, whenever a ereature within 5 feet of you
hits you with a melee attaek, the shield erupts with FLAMING SPHERE
flame. The attaeker takes 2d8 /ire damage from a warm 2nd-levei eonjuration
shield, or 2d8 eold damage from a eold shield.
Casting Time: I aetion
FIRE STORM Range: 60 feet
7th./evel evoeation Components: V. 5, M (a bit of tallow, a pineh of
brimstone, and a dusting of powdered iran)
Casting Time: I aetion Duration: Coneentration, up to I minute
Range: 150 feet
Components: V, 5 A 5-foot.diameter sphere of /ire appears in an
Duration: Instantaneous unoeeupied spaee of your ehoice within range and lasts
for the duration. Any ereature 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 thraw.
in a loeation you ehoose within range. The area of the The ereature takes 2d6 /ire damage on a failed save, or
storm eonsists of up to ten 10.foot eubes, whieh you ean half as mueh damage on a sueeessful one.
arrange as you wish. Eaeh eube must have at least one As a bonus aetion, you ean move the sphere up to 30
faee adjaeent to the faee of another eube. Eaeh ereature feel. If you ram the sphere into a ereature, that ereature
in the area must make a Dexterity saving throw. It must make the saving throw against the sphere's
takes 7d10 /ire damage on a failed save, or half as mueh damage, and the sphere stops moving this turno
damage on a sueeessful one. When you move the sphere, you ean direet it over
The /ire damages objeets in the area and ignites barriers up to 5 feet tall and jump it aeross pits up to
flammable objeets that aren't being worn or earried. lO feet wide. The sphere ignites flammable objeets not
If you ehoose, plant life in the area is unaffeeted being worn or earried, and it sheds bright light in a
by this spell. 20.foot radius and dim light for an additional 20 feel.
- PART 3 I SPELLS

