Fire Arrow (Conjuration)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One enemy within faraway range |
Int + Level vs PD |
6d10 fire damage and 10 ongoing fire damage |
10 ongoing fire damage |
| Higher Level Versions |
Damage |
| 5th level spell |
10d10 fire damage and 15 ongoing fire damage. Just the ongoing on a miss. |
| 7th level spell |
4d4 x 10 fire damage and 25 ongoing fire damage. Just the ongoing on a miss. |
| 9th level spell |
6d4 x 10 fire damage and 40 ongoing fire damage. Just the ongoing on a miss. |
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Adventurer Feat: Instead of using this as a single-target attack, you can enchant an ally's ranged weapon to do two bonus dice of fire damage per tier of the spell (+2d8 at 3rd level, +4d8 at 5th or 7th, +6d8 at 9th level) for the rest of the fight. When used in this manner, it becomes a close-quarters spell.
-
Champion Feat: IF you miss, you can choose a second target in the same group and try again.
-
Epic Feat: The save against the ongoing damage rises to 16+
Fire or Ice Shield (Abjuration)
This is a Daily Close Quarters Quick spell; once activated, a flaming or cold barrier appears that moves to protect you; you gain +1 to AC and resist fire 12+ for the rest of the encounter. Whenever a foe hits you in melee combat, they take fire damage equal to your Intelligence modifier. You can also do a cold shield which does cold damage and grants cold resistance.
| Higher Level Versions |
Damage |
| 5th level spell |
Foes take fire damage equal to twice your Intelligence modifier if they hit you in melee combat. |
| 7th level spell |
Foes take fire damage equal to thrice your Intelligence modifier if they hit you in melee combat. |
| 9th level spell |
Foes take fire damage equal to five times your Intelligence modifier if they hit you in melee combat. |
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Adventurer Feat: The resistance is now 16+.
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Champion Feat: Choose two more damage types you can pick from: Acid, Holy, Lightning, Poison, Thunder
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Epic Feat: The damage becomes ongoing damage.
Flaming Sphere(Conjuration)
This is a Daily Close-Quarters spell which summons a flaming sphere; you can use quick actions to move it or make it attack someone. You can also use it to make opportunity attacks on anyone it's engaged with.
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Close-Quarters spell |
Daily, Quick to move or attack |
One enemy within melee range of the sphere |
Int + Level vs PD |
3d10 fire damage |
Level fire damage |
| Higher Level Versions |
Damage |
| 5th level spell |
5d10 fire damage, Level damage on a miss. |
| 7th level spell |
7d10 fire damage, Level damage on a miss. |
| 9th level spell |
9d10 fire damage, Level damage on a miss. |
-
Adventurer Feat: If you hit a foe who is engaged with you with the sphere, you can force them to pop free from you.
-
Champion Feat: The difficulty to disengage from your sphere rises to 16+.
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Epic Feat: The sphere can now fly as fast as you can run.