At will, you can fire a ray of flame at a single target within 30 feet. If you succeed on a ranged touch attack, your target takes fire damage based on you Cleric level. Casting this spell-like ability requires 1 standard action.
If you are a first-level Cleric, this attack deals 1d3 points of damage. Otherwise, it deals a number of d6 of damage equal to half your Cleric level (rounded down). No saving throw is allowed against this damage, but Spell Resistance applies.
This is treated as a spell-like ability, of the Evocation school, with an instantaneous duration, and a spell level equal to half your Cleric level (rounded up, max 9th level).
* Fire only.
Daltim's Fiery Tentacles
Conjuration (Creation) [Fire]
Level: Blaze 5, sorcerer/wizard 5
Components: V, S, M/DF
Saving Throw: None and Reflex half; see text
This spell functions similarly to Evard's black tentacles, except that the tentacles are limned in blue-white fire. Every creature within the area of the spell takes 1 point of fire damage per caster level (maximum 15 points) each round. A successful Reflex save halves this damage, but a character grappled by the tentacles cannot make the save.
Arcane Material Component: A piece of tentacle from a giant octopus or a giant squid.
[Shining South, page 45]
Deadly Lahar
Conjuration [Earth, Fire]
Level: Blaze 8, druid 8, sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
A rushing torrent of liquid rock bursts from the ground, washing over your foes.
You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.
[Complete Mage, page 101]
Detonate
Evocation [Death, Fire]
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The creature you point at explodes in a massive spray of fire.
If the target fails its saving throw, this spell slays the creature, and the explosion extends out to a 20-foot-radius burst around it. Creatures in this area take 1d6 points of fire damage per caster level (maximum 20d6), though they can attempt Reflex saves for half damage. The exploded creature's remains are scattered and vaporized, leaving nothing but dry ash.
If the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6 points of fire damage. If this damage kills the creature, it explodes as described above.
Detonate has no effect on creatures that have immunity to fire.
Material Component: A tindertwig and a piece of string.
[Player's Handbook II, page 109]
Elemental Body
Transmutation [see text]
Level: Sorcerer/wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Drawing upon the power of the elemental planes, your transform your body in a flash of light.
You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
You gain the following abilities when you cast elemental body:
You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes.
You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet.
Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
In addition, you gain the following exceptional abilities according to the element chosen:
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a –1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.
Arcane Material Component: A bit of the element in question from a plane other than the one where the spell is being cast.
[Spell Compendium, page 78]
Fire Wings
Transmutation [Fire]
Level: Druid 3
Components: V, S, M/DF, F
Casting Time: 1 round standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
In a flash of light and a roar of fire, your arms become wings of flame.
This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability. You can charge but not run while flying, and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally.
If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven't already landed. Because dispelling a spell effectively ends it, the subjects also descends in this way if the fire wings spell is dispelled, but not if it is negated by and antimagic field.
If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons, a successful attack deals 2d6 points of fire damage.
The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Arcane Material Component: The feather or a bird, which you must burn when you cast the spell.
Focus: A golden amulet shaped like a phoenix (worth 150 gp)
[Spell Compendium, page 93]
Firestride Exhalation
Conjuration/Evocation (Teleportation) [Fire]
Level: Blaze 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.; see text
Area: Cone-shaped burst; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. As the last wisps of energy leave your lips, your body becomes part of the breath weapon, allowing you to flow through space and reform your body anywhere within the breath's area.
You breathe forth a cone of fire that deals 8d6 points of fire damage. A successful Reflex save halves this damage, and spell resistance applies.
When you cast this spell, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapons area. Your entire body need not fit within the breath's area, as long as your new space shares at least 1 square with the breath weapon's area. You bring along any gear worn or carried (up to your maximum load). You can't bring along other creatures except for your familiar. You must make this decision when casting the spell, before any other effects of the breath weapon are resolved (such as saves, spell resistance, and so forth). You aren't damaged by the spell's effect when you appear within its area.
[Dragon Magic, page 67]
Heartfire
Evocation [Light, Fire]
Level: Blaze 2, bard 2, druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Living creatures within a 5-ft.-radius burst
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A flickering red fire bursts in the area you intended. Creatures in the area are outlined in the flame, some more intensely than others.
Outlined subjects shed light as torches. Outlined creatures do not benefit from the concealment normally provided by darkness (although a 3rd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round). Spellcasters affected by this spell who try to cast spells must make Concentration checks (DC 10 + half the continuous damage last dealt) each round as they take continuous damage from the spell. The fire created by this spell can be extinguished by normal means; doing so ends the outlining effect.
[Spell Compendium, page 112]
Scalding Mud
Transmutation [Earth, Fire]
Level: Blaze 6, druid 6, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell functions as transmute rock to mud (see page 295 of the Player's Handbook), except that it can be cast on sand, earth, and unworked, nonmagical rock (within the normal restrictions for transmute rock to mud), and the mud created is boiling hot. Creatures mired in the hot mud take 5d6 points of fire damage per round, while those completely submerged in the sludge take 10d6 points of fire damage per round. Creatures atop the mud (such as those standing on straw) take 1d6 points of fire damage each round from hot steam. Damage from boiling mud continues for 1d3 rounds after exposure ceases, but this additional damage is only 1d6 points of fire damage per round.
The transmuted material cools after a period of 1 round per caster level. The number of dice of damage the mud deals is halved each round after this duration expires. The transmuted rock remains as mud even after it cools. It eventually dries into soil, as per transmute rock to mud.
Arcane Material Component: A pinch of a mixture of clay, sulfur, and water.
[Sandstorm, page 120]
Wall of Smoke
Conjuration (Creation)
Level: Blaze 1, druid 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall.
This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.
A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.
This spell does not function underwater.
[Spell Compendium, page 235]
I'm fairly happy with that, if there aren't any issues. While that may be it for the Blaze domain, I think I might like to try a
of domains to represent the different aspects of heat: Ash, Lava, Smoke, Steam, and Flame. Should I continue that in this thread, or start a new one?