Conjure Fire

Conjures a small amount of fire from a random source within the Realm.

Tier I - Conjuration - Spell

Conjures a small amount of fire from a random source within the Realm.

Spell Tier I
Action Type Action / Spell Attack Action / Spell Weapon
Mana Cost 1
Range 10 Meters
Requirements Voice and 1 Free Hand
Sustain 1 Mana
Spell Traits Load, Bright

Description: With a small blast of Mana the caster summons a random sample of Fire from within their realm.

Effect: The caster summons 1 Meter of fire onto a Fuel Source, Target Area or Unoccupied Space within Range. The fire’s intensity is random and can be as intense as candle flame or a roaring inferno. Roll 1d10 to determine and use the Table Below.

Roll Intensity Damage Dexterity Save DC
1 Candle Flame 1d4 Burn 10
2 Torch Flame 1d6 Burn 11
3 Campfire 1d8 Burn 12
4 HearthFire 1d10 Burn 13
5 Housefire  1d12 Burn 14
6 Forest Fire 3d4 Burn 15
7 Firestorm 2d8 Burn 16
8 Inferno 3d6 Burn 17
9 Cosmic Fire 2d10 Burn 18
10 Solar Fire 2d12 Burn 19

Creatures that start their turn in the Area must roll a Dexterity or Constitution Saving Throw, the DC is set by the fire’s intensity. The fire persists regardless of fuel sources until the end of the casters next turn or until the spell is no longer being sustained.Creatures that Fail the Saving throw receive full Damage from the Fire’s Effect.  Creatures that Succeed the the Saving Throw instead receive ½ Damage from this Spell’s Effect. Flammable Items and equipment begin Burning for 1 Burn Damage per Round until extinguished if they are dealt 5 or more Burn Damage from a single Source.

Spell Attack: The Caster can use a Spell Attack Action to Cast this Spell at a single target within Range. Make A Ranged Spell Attack vs a Creature or Target within Range. If you Hit you Deal this Spell’s above rolled Damage plus an amount equal to your Spellcasting Modifier.

Spell Weapon: After Expending a Motion, you may make melee attacks with this spell weapon until the end of your next turn or until this spell is no longer being sustained. The Weapon uses your Spellcasting Modifier + Training Bonus for Attack Rolls, Deals 1d12 Burn Damage and adds Spellcasting Modifier Damage on Hits.

Overpower: The caster can spend 1 additional Mana to Conjure 1 Additional Meter of Fire from the same source,

Or gain 1 additional Melee Attack Action using this Spell’s Weapon this Turn,

Or add 2 to this Spell’s Dexterity/Constitution Save DC,

Or add 2 to this Spell’s Ranged Attack Roll,

Or add 2 Burn Damage to this Spell’s Effect,

Or increase the Range of this spell by 5 Meters.