Fire

Fire is one of the prime elements; it is destructive, wild and hungry. The Fire theme focuses on explosive fire damage, with some protection and utility.

Spells from the Fire theme allow you to give shape to flames, sear your foes, rain ash from the sky, hurl exploding balls of fire, heat metal, animate creatures of flames, cover areas in blazing smoke, and hurl meteors 2 kilometers away.

Power sources

Primal

Table of contents

Fire feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one fire spell

You are proficient with Linguistics (Ignan) and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to fire damage and don’t suffer the effects of extreme heat.

Prerequisites: The ability to create a concoction or cast a spell that deals fire damage

When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals fire damage, you or the creature can reroll the die.

Prerequisites: The ability to cast at least one spell

Whenever you start casting a spell using mana that is either from the Fire theme or deals fire damage, you are wreathed in a mantle of flame until the start of your next turn, gaining the following benefits:

  • You shed bright light in a 5-meter radius and dim light for an additional 5 meters.
  • Any creature that touches you or hits you with a melee attack while within 1 meter of you takes fire damage equal to your level + your spellcasting ability.

Prerequisites: Fire Adept feat

Concoctions you create and spells you cast ignore resistance to fire damage.

Fire concoctions

As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d10 and the burning level by 1 for each additional catalyst expended.

  • Sticky Napalm. You can expend 1 additional catalyst to increase the burning Difficulty by 2 and change the chemical composition so that water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 concussion damage and 2d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment

You can increase the fire damage by 1d6 and the burning level by 1 for each additional catalyst expended.

As an action, you can create a vial of liquid that smells of kerosene. A creature can take the contents into their mouth and spit it out as an action as a thin sheet of flames shoots forth. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create this flammable oil. As an action, a creature can coat one weapon with the oil to cause it to ignite in flames. For the duration, the weapon deals an extra 1d4 fire damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d4 for each additional catalyst expended

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and 3d6 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The fire damage increase by 1d6 and the piercing damage increases by 1d6 for each additional catalyst expended.

As an action, you can create a vial liquid with white powder that has scorched pieces suspended in it. A creature can drink the contents as an action so harmless flames race across its body. As an action, the creature can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, the creature has resistance to fire damage, advantage on skill checks to end the burning condition, and ignores the effects of extreme heat for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to fire damage.

  • Cold Resistant. You can expend 1 additional catalysts so the creature has resistance to cold damage.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Smoke spreads to fill a sphere twice as big as normal for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke. Non-magical light, as well as light created by spells of using equal or less energy, can’t illuminate the area.

As two actions, this 30-centimeter-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. It flies up to 20 meters where it explodes with a dazzling display of colors. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 2d10 fire damage, is blinded, and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d10 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A swirling cloud of smoke shot through with white-hot embers spreads to fill a sphere for the duration. 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 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d6 for each additional catalyst expended and the burning level by 1 for every two additional catalysts expended.

  • You can expend 1 additional catalyst so duration changes to 1 hour/catalyst.

Fire spells

As an action, you burn a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

At higher levels

You can increase this spell’s damage by 1d6 and the burning level when you reach 9th level (2d6; burning 2) and 17th level (3d6; burning 3).

As an action, you sear the wounds of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is at full health, the spell has no effect on it.

On a failure, it takes 1d6 fire damage and can’t regain health until the end of its next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

You can increase this spell’s damage by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you choose nonmagical flame that you can see within 10 meters and that fits within a 1-meter cube. You affect it in one of the following ways:

  • You expand the flame 1 meter in one direction, provided that wood or other fuel is present in the new location.
  • You reduce the flames on any object within the cube. If you use this twice, you can extinguish the flames on an object.
  • You reduce the burning condition by 1 for a burning creature in the cube.
  • You cause the flames on a burning creature in the cube to burn a bit brighter. The creature takes 1d6 fire damage.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade and swing it at a creature or hurl the flame at a creature within 5 meters. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d10 fire damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

concentration, 1 hour/mana

As an action, ash falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured.

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

M (ruby dust worth 50 sp, consumed)

As an action, a flame, equivalent in brightness to a torch, springs forth from an object that you touch and lasts until dispelled. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch ignites in flames. For the duration, the weapon sheds bright light in a 2-meter radius and dim light for an additional 2 meters and deals an extra 1d4 fire damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to ignite an additional weapon you touch in flames.

As an action, flames wreathe a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 fire damage and is burning 3.

On a critical failure, it takes twice as much damage and is burning 6.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 and the burning level by 3 for each additional mana expended.

As an action, harmless flames race across your body. As an action, you can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, you have resistance to fire damage, advantage on skill checks to end the burning condition, and ignore the effects of extreme heat for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to fire damage.

  • Cold Resistant. You can expend 1 additional mana so you have resistance to cold damage.


Dampen Fire

1

As a reaction, which you use when you take fire damage, you gain resistance to fire damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes fire damage. The creature gains the resistance instead.

As an action, choose an area of nonmagical flame that you can see and that fits within a 1-meter cube within 10 meters. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. If a burning creature is in cube, the burning condition ends for it.

Fireworks. The target explodes with a dazzling display of colors. Each creature in a sphere twice as big as normal centered on that point must make a Fortitude saving throw.

On a failure, it is blinded and deafened until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a sphere twice as big as normal, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it.

Augment

You can increase the smoke’s radius by 2 meters for each additional mana expended.

As an action, a column of superheated air lifts you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 1d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.

On a hit, it takes 2d6 fire damage and is burning 2.

On a critical hit, it takes twice as much damage and is burning 4.

On a miss by 4 or less, it takes half as much damage and is burning 1.

Augment

You can create one additional bolt that targets any creature within range for each additional mana expended.

As an action, searing flames bursts out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended and the burning level by for every two additional mana expended.

  • Blazing Inferno. You can expend 1 additional mana so the flames around you are continuous. The duration changes to 1 minute/mana, concentration and the flames spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and the burning level is reduced to 1, additional augments to the damage increase the damage by 1d6 for every two additional mana expended and the burning level by 1 for each additional mana expended, instead of the normal increase.

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you call forth a fire elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a fire elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

As two actions, a bright streak flashes from your pointing finger to a point within 20 meters and then blossoms with a low roar into an explosion of flame. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

  • Delayed Blast Fireball. You can expend 1 additional mana so the ball lingers at the point of origin as a glowing bead while you concentrate on the spell for up to 1 minute. If at the end of your turn the bead has not yet detonated, you can increase the damage by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the bead explodes.

    If the glowing bead is touched before the interval has expired, the creature touching it must make a Reflex saving throw.

    On a failure, the spell ends immediately, causing the bead to explode.

    On a success, the creature can throw the bead up to 5 meters. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to fire. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to fire damage for the duration and the first time on each turn the creature takes fire damage, it takes an extra 2d6 fire damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As two actions, a 1-meter diameter sphere of fire appears in an unoccupied space of your choice within 5 meters.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make a Reflex saving throw, and the sphere stops moving this turn.

On a failure, it takes 5d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

When you move the sphere, you can direct it over barriers up to 1 meter tall and jump it across pits up to 2 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4-meter radius and dim light for an additional 4 meters.

Augment

You can increase the damage by 3d6 and the burning level by 2 for each additional mana expended.

concentration, 1 minute/mana

As two actions, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can touch or see within 10 meters. You cause the object to glow red-hot, searing any creature in physical contact with the object. The creature must make a Fortitude saving throw.

On a failure, it takes 5d6 fire damage and must drop the object if it can. If it doesn’t drop the object, it has disadvantage on skill checks until it drops the object.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If a creature is holding or wearing the object at the start of its turn or picks it up, it must repeat the saving throw.

Augment

You can increase the damage by 3d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a swirling cloud of smoke shot through with white-hot embers appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 and the burning level by 1 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

1 minute/mana

As two actions, you create a two tiny meteors in your space. They float in the air and orbit you for the duration. When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a meteor, sending it streaking toward a point within 20 meters. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d6 concussion damage and 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the number of meteors by 2, the concussion damage by 1d6, the fire damage by 1d6, and the burning level by 1 for each additional mana expended.

As two actions, a fountain of molten lava erupts from a point on the ground within 20 meters. The ground in that area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of fire at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical, but doesn’t need to rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 and the burning level by 1 for each additional mana expended.

As two actions, four blazing orbs of fire plummet to the ground at different points you can see within 2 kilometers. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature within 2 meters of each point must make a Reflex saving throw.

On a failure, it takes 8d6 concussion damage and 7d6 fire damage and is burning 5.

On a critical failure, it takes twice as much damage and is burning 10.

On a success, it takes half as much damage and is burning 2.

On a critical success, it takes no damage.

A creature in the area of more than one fiery burst is affected only once.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick