Fire Moves
Fire Moves
Name Category AP Power Accuracy
Fire Bolt INT/CHA 30 1d10 +0
You hurl a mote of fire at a creature or object within 120ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
Burning Hands INT/CHA 20 3d6 +0
A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Aganazzar's Scorcher INT/CHA 20 3d8 +0
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Flaming Sphere INT/WIS 10 2d6 +0
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
Scorching Ray Intelligence 10 2d6 +0
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Fireball INT/CHA 5 8d6 +0
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Minute Meteor INT/CHA 10 2d6 +0
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell - and as a bonus action on each of your turns thereafter - you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Fire Storm CHA/WIS 5 7d10 +0
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
Fire Touch Finesse 30 2d6 +0
Make a melee attack, on a hit target takes 2d6 fire damage and the target must make a Constitution saving throw. On a failure, it gets the Burning condition.
Fire Fang Strength 25 3d4 +0
Make a melee attack, on a hit target takes 3d4 fire damage.
Fire Breath Constitution 10 2d8 +0
Exhales a 15-foot cone of fire. Each creature in that area must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.
Hurl Flame Dexterity 10 5d6 +0
Make a Ranged Attack at a creature within 90ft, on a hit target takes 5d6 fire damage and must make a Constitution saving throw. On a failure, it gets the Burning condition.
Heated Body Special 15 1d10 +0
This creature wraps its body in fire, gaining resistance to cold damage. A creature that touches or hits it with a melee Attack while within 5 ft. of it takes 1d10 fire damage. This effect lasts for a number of rounds equal to your Constitution Modifier.
Flame Jab Finesse 30 1d8 +0
Make a melee attack, on a hit this attack deals 1d8 fire damage. This attack always goes first.
Flare Claw Finesse 25 2d6 +0
Make a melee attack, on a hit this attack deals 2d6 fire damage.
Inferno Beam Constitution 10 10d8 +0
The creature fires a 30-foot line 5-foot wide of flames. Each creature in that area must make a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one.
Flame Tail Finesse 15 2d8 +0
Make a melee attack, on a hit the target takes 2d8 fire damage and your initiative roll gains a +5.
Sun Burst Special 25 Special +0
This creature heats up the area. For the next 5 rounds, all fire attacks deal an additional 1d10 fire damage. Only one of these effects can be active at a time. When you use this attack, if Splash Zone is active, it removes it.
Immolation INT/CHA 10 8d6 +0
The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means.
Fire Burst Constitution 5 2d6+1/2 HPR +0
This creature releases its energy and it explodes in a burst of fire. Each creature within 10 ft. of it must make a Dexterity saving throw, taking 2d6 + half its remaining hit points. This attack causes it to reduce its own hit points to 0.
Fire Shield Finesse 20 8d6 +0
Make a Melee attack, on hit, target takes 8d6 fire damage.
Cinder Breath Constitution 10 Special +0
This creature exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a Dexterity saving throw or be Blinded until the end of this creatures next turn.