|d=Fierce and brazen, these mages are always at war. The arms dealers of the world, their magic is completely focused on destruction and thus they seek to create bigger and better ways to blow things up. Passionate, wild and a bit chaotic, these mages like the mountains and underground spaces. If you are playing a Flame Mage be hot tempered, war-like, ready for battle, and consuming everything.
Metadata.Fierce and brazen, these mages are always at war. The arms dealers of the world, their magic is completely focused on destruction and thus they seek to create bigger and better ways to blow things up. Passionate, wild and a bit chaotic, these mages like the mountains and underground spaces. If you are playing a Flame Mage be hot tempered, war-like, ready for battle, and consuming everything.
Restrictions
Armor Restrictions
Flame Mages lose all abilities they gain from this class if they wear armor.
Target is set on fire or put out. Your hand counts as a torch for the purpose of this spell. When on fire, your hand produces no smoke and being set on fire does not harm it.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorceryspells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared.
The rotator spells automatically available to you are Bellows, Control and Resist Fire, Crown of Flame, Melting Grasp, and Rupture Mark.
Once per short rest, you may cast a ritualflame spell in half the time it would normally take. Additionally, once per long rest, you may cast a flame spell as though you were adept at it.
The triggering spell becomes extremely visible and loud. Visually the spell extends 10 feet in all directions from a line between the caster and each of its targets. The spell can be heard up to 600 feet away.
You cast a single action spell that the triggering creature is moving out of sight or out of range of. The triggering creature must be within range of the spell when it triggers and at least one of the targets of the spell you cast.
Target takes the "on hit" effect of a conjuredmissile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.