Player's Handbook

Flame Arrow

A 3rd-level wizard spell.

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At a glance

Level3
SchoolConjuration/Summoning
Range30 yds. + 10 yds./level
ComponentsV / S / M
Duration1 rd
Casting time3
Area of effectSpecial
Saving throwNone
ReversibleNo
SourcePHB p. 192

Description

This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one . The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal , plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard. The for this spell are a drop of oil and a small piece of flint.