You cause the area of a 40 foot cube within range to instantly increase in temperature. This temperature increase lasts for the duration. When the area appaears, each creature within the area must make a constitution saving throw. Acreature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make a saving throw when it enters the spells area for the first time on a turn or ends it turn there.
This spell has aditional effects when overlapping with areas of water. Being underwater does not confer resistance against the fire damage dealt by this spell. Also, any underwater areas within the spells area start bubbling furiously, turning those areas into difficult terrain and causing them to be heavily obscured.
Above water, however, this spell can be difficult to see. A creature that starts it turn within 60 feet of the area and can see the area can make a wisdom (perception) check to see if they can spot the haze caused by the heat of this spell, the DC of this check equals the players spell save DC.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot above 3rd.
Comments