The caster of this Spell harness the magical energies around them, infusing them with their own passion or rage, igniting the air around them. While these flames rage, the caster is able to channel them however they wish, typically used for attacks. The user becomes immune to both cold and fire damage and the user is able to substitute the attacks they make as part of the attack action to do one of the following.
- The user makes a ranged Spell attack using their Spell casting DC. On a hit the target takes 5d12 fire damage.
- The user makes a melee Spell attack using your Weapons modifiers. On a hit the target suffers the normal affects of the Weapon plus 3d12 Fire damage.
Additionally, while this Spell remains active, the caster radiates out an aura around them. Enemy's within 15 of the caster must make a dexterity saving throw at the beginning of their turn or when they first enter this range. On a failure they take 4d12 Fire damage and have disadvantages on attack rolls against the caster, unless they are resistant to fire damage, as they flinch for the intense heat. Allies within 15 of the caster are unharmed by these flames, instead regaining the casters proficiency modifier + the caster intelligence at the beginning of their turn or when they first enter this space, as their warmth of the fire encourages them to fight onwards.
When this Spell ends, the user is racked by exhaustion. Gain two levels of exhaustion and roll DC 20 constitution saving throw. On a failure the caster is unable to cast any spells until they finish a long rest, as they have tapped out their magical abilities and must recuperate.
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