At 4th level, you gain access to the 1st Level form of the Ziril sign.
When used, a thin sheet of flames shoots forth, emanating from your outstretched hand. Each creature in a 15 ft. cone must make a Dexterity saving throw. On a failed save, the target creature(s) take 3d6 fire damage. On a successful save, half as much damage.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At 8th level, you gain access to the 2nd Level form of the Ziril sign.
All above effects remain, with the following changes:
The sign is more potent, and with potency comes the chance of more dire and damaging effects. The fire damage of the sign now has the possibility of triggering explosions.
If a 6 is rolled on any of the damage dice, roll an extra d6 of bonus fire damage. If the bonus damage dice also land on a 6, this effect stacks and continues to add more dice to the damage.
At 12th level, if you choose to specialize in the Ziril sign, you gain access to the 3rd Level form of the Ziril sign.
A target affected by Ziril now suffers persistent burning damage. This damage deals an additional 1d6 fire damage at the beginning of their turn for the duration of 1 minute.
The target, or any other creature, can end the burning effect by spending an action to put out the fire on the target.
At 16th level, if you choose to continue your specialization, you gain access to the 4th Level form of the Ziril sign.
The burning effect can now, also, trigger possible explosions. (see 2nd Level)
At 19th level, if you devote all of your specialization into the Ziril sign, you gain access to the 5th Level form of the Ziril sign.
When a target fails to save against the Ziril sign, the heat of the fire burns away at armor, reducing the target's AC by 2 for 1 minute.