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    Wizard Spells for First Castings

    Ember Orb

    Level 2 - CON save
    Level
    2
    Casting Time
    Turn
    Range
    60 feet
    Duration
    Concentration, up to 1 minute, plus 30 seconds per caster level
    Target
    One point within range
    Save
    CON Tough (half damage on successful save)

    You conjure a sphere of crackling flame that hovers at your chosen location. The orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet. On your turn, you may move the orb up to 30 feet. The orb must remain within 60 feet of you and cannot pass through solid barriers. When the orb is dismissed by the caster, any creature within 5 feet of it must succeed on a CON Tough save or take 2d4 fire damage, or half as much on a success. The orb affects allies and enemies alike and may ignite unattended flammable objects when dismissed. You may end this spell at any time, even before the duration expires, to dismiss the orb and trigger its burst of flame.

    At Higher Levels

    At 3rd level, the orb deals 3d4 fire damage and you may move it up to 60 feet on your turn. At 6th level, the orb can split into two smaller orbs, each dealing 3d6 fire damage. At 9th level, the orbs deal 4d6 fire damage each.

    Special

    The orb can be extinguished by water or strong winds, DN’s discretion if conditions are suitable.