Fire Savant Spell List

BURNING HANDS Spell 1


 * CONJURATION
 * FIRE

Cast: Two Actions, somatic, verbal Area: 15-foot cone Saving Throw: basic Reflex

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

Heightened (+1) The damage increases by 2d6 INCENDIARY AURA Spell 1


 * EVOCATION
 * FIRE

Cast: Two Actions,  somatic, verbal Area: 10-foot emanation, Duration 1 minute

You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage. Persistent damage triggers on the end of each of the target's turns until they are reduced to 0 hit points, or somehow remedy the persistent damage.

Heightened (+2) Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet. FLAMING SPHERE Spell 2


 * EVOCATION
 * FIRE

Traditions arcane, primal

Cast: Two Actions, somatic, verbal, Range: 30 feet, Area: 5-foot square, Duration: sustained up to 1 minute

Saving Throw: Reflex

You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage; each creature in its square must attempt a basic Reflex save. Creatures that succeed at their save take no damage (instead of half).

Heightened (+1) The damage increases by 1d6. HEAT METAL Spell 2


 * EVOCATION
 * FIRE

Traditions: arcane, primal

Cast: Two Actions, somatic, verbal Range: 30 feet Targets: 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw. If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up.

Critical Success: The creature is unaffected.

Success: The creature takes half damage and the object deals no persistent fire damage.

Failure: The creature takes full damage and the object deals full persistent damage.

Critical Failure: As failure, but the creature takes double damage and the object deals double persistent damage.

Heightened (+1) The initial damage increases by 2d6 and the persistent damage increases by 1d4.

FIREBALL Spell 3


 * EVOCATION
 * FIRE

Traditions: arcane, primal

Cast: Two Actions, somatic, verbal

Range: 500 feet  Area: 20-foot burst

Saving Throw: basic Reflex

A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.

Heightened (+1) The damage increases by 2d6.

FLAMETONGUE Spell 3


 * EVOCATION
 * FIRE

Cast: Two Actions, somatic, verbal

Range: touch Targets: 1 weapon Duration: 1 minute

The target weapon becomes wreathed in a glowing flame. The weapon deals an additional 1d4 fire damage per the weapon's damage dice on a successful Strike. In addition, the flame causes the weapon to glow as bright as a torch. You can Dismiss the spell. FIRE SHIELD Spell 4


 * EVOCATION
 * FIRE

Traditions: arcane, primal

Cast 2 actions, somatic, verbal

Duration 1 minute

You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5, and the fire damage increases by 1d6. WALL OF FIRE Spell 4


 * EVOCATION
 * FIRE

Traditions: arcane, primal

Cast: 3 actions, material, somatic, verbal

Range 120 feet  Duration 1 minute

You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6. IMMOLATION Spell 5


 * EVOCATION
 * FIRE

Traditions: arcane, primal

Cast: 2 actions, material, somatic, verbal

Range 90 feet  Duration 1 minute

Saving Throw: Reflex

Flames engulf a single creature you can see within range, dealing 6d6 fire damage on a failed reflex saving throw. Additionally, the target ignites and takes 3d6 persistent damage at the end of each of their turns, where they may repeat the reflex saving throw to end the persistent damage.

Critical Success: The creature is unaffected.

Success: The creature takes half of the initial damage and no persistent damage.

Critical Failure: The creature takes double the initial damage.

Heightened (+1) The initial and persistent damage each increase by 1d6. FIRE BREATH Spell 5


 * EVOCATION
 * FIRE

Traditions: divine, primal, occult

Cast: 1 Action, somatic, verbal

Range Touch  Duration 1 minute

Saving Throw: Basic Reflex

You enchant yourself or another creature with the power to belch forth gouts of intense flames. The target affected by this spell gains the ability to Breathe Fire until the end of the spell's duration. Breathe Fire requires two actions, and affects a 20-foot cone or a 40-foot line. All creatures in Breathe Fire's range must succeed a basic reflex saving throw versus the spellcasting DC of the one who initially cast Fire Breath or else receive 5d6 fire damage.

Heightened (+1) The damage increases by 1d6. FIRE SEEDS Spell 6


 * EVOCATION
 * FIRE
 * PLANT

Traditions: primal

Cast: 2 actions, somatic, verbal

Duration: 1 minute

Saving Throw: Basic Reflex

Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6.

Heightened (9th) The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6. SIROCCO Spell 6


 * EVOCATION
 * FIRE
 * AIR

Traditions: arcane, primal

Cast: 2 actions, somatic, verbal

Range: 60 feet Area: 20-foot radius, 60-foot tall burst.

Saving Throw: Fortitude

A blast of furnace-hot air erupts upward from the location you summon it. All creatures within it's radius must make a fortitude saving throw or suffer 4d6 fire damage, be knocked prone, and suffer enfeebled 2. Creatures who are airborne within the area of effect are dragged downward by the resulting downdraft, and use a saving throw result one step lower than the one they rolled, in addition to taking falling damage appropriate to the altitude they fell from.

Critical Success: The creature is unaffected.

Success: The creature takes half of the damage, is enfeebled 1, and is not knocked prone.

Critical Failure: The Creature takes double damage and is enfeebled 4