Expanded Spells |
Create Bonfire:
Cantrip Conjuration (Artificer, Druid, Wizard), Action, 60-feet, V, S, Concentration, up to 1 minute. You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 Fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there. Upcast. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
Gift of Alacrity:
Level 1 Transmutation (Druid, Ranger), Action, 15-feet, S, M (coffee bean or tea leaf), 24 hours. You grant yourself or a willing creature within range that you can see Advantage on Initiative checks until the spell ends. Upcast. You can target one additional willing creature within range that you can see for each spell slot level above 1.
|
Kinetic Jaunt:
Level 2 Transmutation (Artificer, Bard, Sorcerer, Wizard), Bonus Action, Self, S, Concentration, up to 1 minute. You magically empower your movement, giving yourself the following benefits for the duration: Your Speed increases by 10 feet and you don't provoke Opportunity Attacks. You can move through the space of another creature, and it doesn't count as Difficult Terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 Force damage.
|
Ashardalon's Stride:
Level 3 Transmutation (Artificer, Ranger, Sorcerer, Wizard), Bonus Action, 60-feet, V, S, Concentration, up to 1 minute. Billowing flames blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke Opportunity Attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, you can choose for it to take 1d6 Fire damage from your trail of heat. A creature or object can take this damage only once during a turn. Upcast. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 Fire damage for each slot level above 3rd.
|
Melting Sphere:
Level 6 Evocation (Sorcerer, Wizard), Action, 300-feet, V, S, M (a burnt piece of charcoal), Instantaneous. A globe of superheated energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere of intense heat. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, it takes half as much damage. If the globe strikes a body of frozen water or other liquid that is principally water, it melts the frozen liquid to a depth of 6 inches over an area 30 feet square, evaporating the melted liquid as a harmless cloud of steam. This may cause things that were standing upon or supported by the melted liquid to fall or collapse. Additionally, unattended objects with a low melting point within the affected area are also melted or deformed, subject to the DM's discretion. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, warm to the touch, appears in your hand. At any time within the next 1 minute, you or a creature you give the globe to can throw the globe (to a range of 60 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. If the globe still exists after 1 minute, it explodes with the same effect as the normal casting of the spell, centered on its current location. Upcast. The Fire damage increases by 1d6 for each spell slot level above 6.
|