LevelTHreeWizardSpells

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.
  • 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.
  • Adventurer Feat: The resistance is now 16+.
  • Champion Feat: Choose two more damage types you can pick from: Acid, Holy, Lightning, Poison, Thunder
  • 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+.
  • Epic Feat: The sphere can now fly as fast as you can run.