The Sphere of Fire includes spells that involve the primordial element of fire.
Focus: A sword, a candle, a torch, or an amulet with rubies or garnets
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Armor
A blazing band of fire arcs through the air. Make a Fire spell attack roll against the target's Armor . The ray deals 2d6 fire damage.
Critical Success The ray deals double damage and 1d4 persistent fire damage.Success The ray deals full damage.Heightened: Every 1 level you increase the spell's level by increases the inital damage by 2d6, and the persistent damage on a critical hit by 1d4
Range: Self
Rote Casting: 1 Action
Area: Close
Duration: 1 Minute
You surround yourself with a combustible aura. Each time a creature within close range takes fire damage, it catches on fire, taking 2d4 persistent fire damage.
Heightened (+1): Every 1 level you increase the spell's level by increases the damage by 1d4
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range Cone
Defence: basic Dodge
Gouts of flame rush from your hands. Make a Fire spell attack check against the targets' Dodge defence. You deal 2d6 fire damage to creatures in the area who you hit.
Heightened (+1): Each level you increase the spell's level increases the damage by +2d6
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Armor
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll with Fire against your target's Armor. This is normally a ranged attack, but you can also make a melee attack against a creature in Melee. On a success, you deal 2d6+Cha fire damage. On a critical success, the target takes double damage and 1d6 persistent fire damage.
Heightened: Each level you increase the spell's level increases the damage by 2d6 and the persistent damage on a critical hit by 1d6.
Range: 5 Range
Rote Casting: 1 Action
Duration: 1 Hour
Target: 1 willing creature
This spell creates a circle of three fist-sized orbs of flame around the target creature. The orbs increase the light level by one step within 10 feet of the target. Anytime the target of the spell takes fire damage from an attack or spell, they can spend a reaction to have one of the orbs absorb the blow. That orb disappears and the amount of fire damage is reduced by 5. The orbs cannot be used to absorb fire damage that comes from a continuous or natural environmental effect, such as walking in lava or damage from the burning condition. The spell ends when all three orbs are expended in this manner.
Range: 1 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Target: Close-range burst
A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1d6 fire damage for every move action it takes. A creature that ends its turn in the area must succeed at a Dodge check against a DC of 10+your Charisma modifier+your ranks in Fire or take 1d6 fire damage.
Heightened: Every 2 levels you increase the spell's level by increases the damage by 1d6.
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Target: Close-range Burst
Defence: Endurance
You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke. Creatures starting their round in the Ash Cloud must make a Endurance save against your Spell DC.
Heightened: Each level you increase the spell's level by increases the damage by 1d4
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: Resolve
A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and make a Fire check against the target's Resolve defence. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save.
Heightened: Every 2 levels you increase the spell's level by increases the damage by 2d6, and allows you to affect 1 additional target
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Endurance
You ignite a creature in lasting flames. The fire deals 4d8 fire damage and 2d6 persistent fire damage to the creature. Make a Fire spell attack check against the target's Endurance.
Heightened: Every level you increase the spell's level by increases the initial damage by 1d8 and the persistent damage by 1d6
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: Close-range Burst
Defence: Dodge
A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. Make a Fire spell attack check against the targets' Dodge defence..
Heightened: Every 2 levels you increase the spell's level by increases the initial fire damage by 1d8, the sonic damage by 1d8, and the persistent fire damage a creature takes on a critical failure by 1d4.
Range: Touch
Rote Casting: 1 Minute
Duration: Unlimited
Target: 1 Object
A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.
You can only maintain one continual flame. Casting this flame extinguishes your previous flame.
Range: Touch
Rote Casting: 1 Minute
Duration: Until you take your next Long Rest
Target: 1 Willing Creature
You shield the target against dangerous heat.
Variable Spell: You can cast this spell at the following levels:
2nd: The target is immune to the effects of severe heat.
4th: The target is immune to the effects of extreme heat.
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: 1 Range
You imbue the area with raw elemental flame. Spells from the Firesphere gain a +2 status bonus on spell attack rolls and damage rolls when cast against targets in the Fire Zone.
Heightened: Each level you increase the spell's level by increases the status bonus by +1
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Three faintly glowing wisps of fire float around your head. Each time you hit a creature with an Attack in Melee, one of the wisps goes hurtling towards that creature, dealing 1d4 fire damage. If you cast a spell from the Sphere of Fire while you have fewer than three wisps, a new wisp appears.
Heightened: Every 2 levels you increase the spell's level by increases the damage by 1d4
Range: 1 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
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. When the sphere appears, it makes a Spell attack check using Fire against each creature it is in Melee with. Creatures it hits takes 3d6 Fire damage. On subsequent rounds, the first time you Concentrate to sustain this spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature it is in melee with.
Creatures that you miss take no damage, instead of half.
Heightened: Each level you increase the spell's level by increases the damage by +1d6
Range: 1 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Target: 1 metal item or metal creature
Defence: basic Dodge
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 Dodge saving throw.
If you target an item held by the creature, the creature can Drop 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.
Heightened: Each level you increase the spell's level by increases the initial damage by 2d6 and the persistent damage by 1d4
Range: 2 Range
Rote Casting: 1 Action to 3 Actions
Duration: Instantaneous
Target: 1 or more creatures
Defence: basic Armor
You fire a ray of heat and flame. Make a Fire spell attack roll against a single creature's Armor. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.
For each additional action you use when casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Heightened: Each level you increase the spell's level by increases the damage by +1d6 for the 1-action version, or +2d6 for the 2-action and 3-action versions.
Range: Touch
Rote Casting: 1 Action
Duration: 10 minutes
Targets: 1 piece of ammunition for every 1 rank in Fire you have
This spell allows you to turn ammunition (such as bullets, arrows, crossbow bolts, or shuriken) into fiery projectiles. Each piece of ammunition deals an extra 2d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Heightened: Each level you increase the spell's level by increases the damage by +2d6
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
You wrap the target in purifying flames. You can attempt to Counter a single poison or non-curse effect imparting the clumsy, dazzled, enfeebled, fatigued, frightened, paralyzed, sickened, or stupefied condition. The target can choose to empower the flames with their life force, becoming drained 1 (or increasing their drained value by 1, if already under the condition) to grant you a +1 circumstance bonus to your counteract check.
Range: 10 Range
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range Burst
Defence: basic Dodge
A roaring blast of fire appears at a spot you designate. Make a Fire spell attack roll against the Dodge defence of all creatures in close range to the explosion. Creatures you hit take 6d6 fire damage damage
Heightened: Each level you increase the spell's level increases the damage by +2d6
Range: 2 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 creature
Defence: basic Endurance
A wavering red ray projects from your finger. Make a Fire spell attack check against the creature's Endurance defence. If you hit, the creature gains 1d4 applications of Fatigued.
Heightened: For every 2 spells you heighten this spell, increase the applications of Fatigued by +1d4
Range: Self
Rote Casting: 1 Action
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: Every 2 level you increase the spell's level by increases the Cold resistance by 5, and the fire damage by +1d6
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Willing Creature
An elemental force fills your target, granting the target the sting of fire.
The target's melee unarmed attacks and melee weapon strikes deal 1d6 persistent fire damage on a hit.
Range: 4 Range
Rote Casting: 2 Actions
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: Each level you increase the spell's level by increases the damage by +1d6
Range: Range 4
Rote Casting: 1 Action
Duration: Instantaneous
Area: 120-foot Line
Defence: basic Dodge
A thin crack rips through the earth, erupting with magma, then swiftly seals up. Make a Fire spell attack check against the Dodge defence each creature along the line and on solid ground.
Range: Range 4
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close burst
Defence: basic Willpower
You call a rain of empyreal fire that plummets down from above. Make a Fire spell attack check against the targets' Willpower defence. If you hit, you deal dealing 4d6 fire damage and 4d6 radiant damage. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You call upon the power of Chaos to become a being of pure elemental fire. You gain the following traits:
Armor=19+your ranks in Water
10 temporary Vitality Points
Darkvision
Your Unarmed Attack bonus beocmes+18 (unless your base total is higher)
Unarmed Attack damage becomes 1d8+9, plus 1d4 persistent fire
You gain Fire Resistance 10, and vulnerability to cold
Your Arcobatics bonus becomes +20
You increase your movement speed to 2
You gain Fire Resistance 5.