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provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Wizard (XGE)

Wizard change its color

S;Instantaneous;You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10). ;Wizard

Wizard the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10)

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Wizard

Wizard M;1 round;(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Wizard

Wizard 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

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

1 inch of common metal M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Wizard

S

  • casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Wizard
  • range

1 inch of common metal M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d8 for each slot level above 2nd.;Wizard (XGE)

1 inch of common metal M;Instantaneous;(a red dragon's scale)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

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron) 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
  • duration 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

1 inch of common metal M;Concentration

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V