TEXT: MAsTER PYROMANCIES & VARIANTS 
  FIST OF FLAME 
  8th-level evocation (Sorcerer; Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: Instantaneous 
  You launch a blast of flame and force at one target you can 
  see within range. Make a ranged spell attack against it. On a 
  hit, the target takes 4d8 + 20 fire damage and 4d8 + 20 force 
  damage. It must also succeed on a Constitution saving throw 
  or become stunned until the start of your next turn, and if you 
  choose so, it must succeed on a Strength saving throw or be 
  pushed 50 feet away from you and knocked prone. 
  On a miss, the target takes half damage and it isn't stunned, 
  pushed, or knocked prone. 
  If the target is an object, it automatically fails any saving 
  throws for this spell This spell ignites flammable objects that 
  aren't being worn or carried 
  At Higher Levels. When you cast this spell using a spell 
  slot of 9th level the fire and force damage dealt both increase 
  by 2d8. 
  BLOOD TO FLAME 
  9th-level (Blood) transmutation (Sorcerer; Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a vial of blood mixed with pitch) 
  Duration: Concentration, up to 1 minute 
  You point at one creature that you can see within range and 
  attempt to transform the blood inside their body into searing 
  flame. That creature must make a Constitution saving throw. 
  On a failed saving throw, the target takes 8d6 fire damage 
  and 8d6 necrotic damage and is set internally ablaze until the 
  spell ends. On a successful saving throw, the target takes half 
  damage and is not set internally ablaze. 
  At the start of each of its turns while internally ablaze, the 
  target takes 8d6 necrotic damage and 8d6 fire damage and 
  becomes poisoned until the end of its next turn. While 
  poisoned in this way, it is incapacitated 
  A creature set internally ablaze by this spell must make 
  another Constitution saving throw at the end of each of its 
  turns. If it successfully saves against this spell three times, 
  the spell ends. If it fails saves three times, it instantly takes 
  8d6 necrotic damage, the spell ends, and the transformation 
  becomes permanent - a magical effect lingers inside the 
  target's body. It will be incurably poisoned and take 8d6 fire 
  damage at the start of each of its turns until it dies. The 
  successes and failures don't need to be consecutive; keep 
  track of both until the target collects three of a kind 
  A dispel magic spell can end the permanent effect only if it 
  is cast as a 9th-level spell 
  Creatures that do not have blood are immune to this spell 
  A creature who dies while affected by this spell or by the 
  permanent magical effect burns to ash. 
  BY BEN,;;VOLENT EVII (@Evi!Benevolent) 
  I 
  ART CREDIT: "INCINERATE" 
  By Zoltan Boros & Gabor Szi kszai, © Wizards of the Coast 
  SPELL VARIANTS: FIST OF FLAME 
  If your DM allows, these variants are also available spells: 
  ASTRAL FLARE 
  8th-level evocation (Sorcerer; Wizard) 
  Changes: The spell deals radiant damage instead of fire 
  damage, it doesn't ignite flammable objects, the distance a 
  target is pushed is reduced to 30 feet, and the force damage 
  dealt is reduced by 5. The spell attack is a beam of starlight. 
  FULMINATION 
  8th-level evocation (Sorcerer; Wizard) 
  Changes: The spell deals lightning damage and thunder 
  damage, it doesn't ignite flammable objects, and on a failed 
  Constitution saving throw the target is also deafened for 1 
  minute. It repeats the saving throw at the end of each of its 
  turns. On a success, the deafened effect ends. The spell 
  attack is a bolt of roaring, thunderous lightning. 
  GEODE GAUNTLET 
  8th-level conjuration (Sorcerer; Wizard) 
  I 
  Changes: The spell deals nonmagical bludgeoning damage 
  instead of fire damage, it doesn't ignite flammable objects, 
  and it deals maximum damage to objects and structures. The 
  spell attack is a huge fist made from solid rock and crystal 
  which turns to dust when it hits or misses. 
  lANCI NG lclCLE 
  8th-level conjuration (Sorcerer; Wizard) 
  Changes: The spell deals cold damage instead of fire damage 
  and it doesn't ignite flammable objects. The spell attack is a 
  jagged icicle that melts into water when it hits or misses. 
  ( vl.1) FROM THE ELEMENTS AND 
  BEYOND 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/D&D Unleashed PDF Collection/D&D Unleashed -- Master Pyromancies (1p1).pdf