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Volatile Flames

Volatile Flames

4th Level Evocation

Casting Time: 1 Action

Range: 30ft (10ft Sphere, 20ft Cone)

Components: VSM (magnesium filings, a lead nugget)

Duration: Concentration, up to 1 minute

You lob a white-hot ball of fire to a point you can see within range that burns chaotically for a short time and flares up when attacked. The orb is a 10ft sphere and has an AC of 12 and can only be targeted by you or by any number of other creatures you designate when casting this spell. A creature takes 1d10 fire damage when it enters the fire’s radius for the first time on a turn or ends its turn there. As a bonus action on each of your turns, you may command the sphere to move up to 10 feet in any direction, but not through solid objects that are larger than it.

While the spell is active, you or any of the creatures you designated when casting the spell may attack the sphere. On a hit, the flames explode in a 20ft cone in the direction of the attack and all creatures within range must succeed on a Dexterity saving throw or take 4d10 fire damage and be pushed 10ft away from the sphere. On a successful saving throw, they take half of that damage and are not pushed. This effect can be triggered once, and refreshes at the beginning of each of your turns.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cone’s damage increases by 1d10 for each slot level above 4th.

Spell Lists. Artificer, Sorcerer, Wizard

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