Flame in Sword Coast Legends is an Ability tree only available to Wizards. Flame spells focus on manipulating magical energy in order to produce powerful damaging effects, and are almost exclusively offensive in nature. From the classic fireball to a swarm of meteors, these spells deal fiery blasts of death to their foes.



Flame Abilities



fire_bolt-icon.png Fire Bolt


  • Effect: You hurl a mote of fire at a creature or object within range. On a successful hit, target takes 2-10 Fire damage.
  • Type: Cantrip - Ranged
  • Range: 18 Yards
  • Cooldown: 2 Seconds
  • Requirements: None (Ability Known)
  • Cost: None
  • Ranks: IV


overchannel-icon.png Overchannel


  • Effect: You charge yourself with energy, increasing your power. While Overchannel is active, all damage you deal is maximized. However, all cooldowns are increased by 100% and you take 1-6 Necrotic damage each round. This damage increases by 3 each round and is unaffected by any damage modifiers.
  • Type: Toggle
  • Range: Melee
  • Cooldown: 40 Seconds
  • Requirements: Level 2
  • Cost: 2 Points
  • Ranks: I

immolation_sphere-icon.png Immolation Sphere


  • Effect: A glassy sphere of fire launches toward an enemy and shatters upon impact. The target must make a DC 9 Dexterity check. On a failed save, the target takes 3-15 Fire damage initially, and is then assaulted by the flaming shards, taking 3-6 Fire damage over 8 seconds. A creature that makes a successful save only takes half of the initial damage and no damage over time.
  • Type: Ranged
  • Range: 18 Yads
  • Cooldown: 80 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: IV


fireball-icon.png Fireball


  • Effect: A bright streak flashes from your pointing finger to a point you choose and then blossoms with a low roar into an explosion of flame. Each creature within 6.5 yards centered on that point must make a DC 9 Dexterity saving throw or take 11-47 Fire damage, or half as much if they succeed.
  • Type: Ranged Area of Effect
  • Range: 18 Yads
  • Cooldown: 120 Seconds
  • Requirements: Immolation Sphere & Level 5
  • Cost: 2 Points
  • Ranks: III


meteor_swarm-icon.png Meteor Swarm


  • Effect: 4 blazing orbs of fire plummet to the ground in a 6-yard-radius area you indicate. Each creature hit must make a DC 9 Dexterity saving throw for each time they are struck. A creature takes 29-119 Fire damage and 29-119 Bludgeoning damage on a failed save, or half as much damage on a successful save.
  • Type: Ranged Area of Effect
  • Range: 18 Yads
  • Cooldown: 360 Seconds
  • Requirements: Fireball & Level 13
  • Cost: 3 Points
  • Ranks: I



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