Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Special 2 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure a roof of alcohol above you in a 60 ft radius. After two rounds, the alcohol falls, dealing 1d8 bludgeoning damage to any creature that fails a Constitution saving throw. Then, regardless of whether this save was failed or not, the creature is soaked in alcohol. If a soaked creature contacts a flame for any reason, they take 2d6 fire damage and are set alight, taking 1d4 fire damage per round until they or an ally use their action to put the flames out.

At Higher Levels: For each spell level above 2nd, each of the damage dice used increase by one (2d8/3d6/2d4 at 3rd level, 3d8/4d6/3d4 at 4th, etc.)

* - (An ounce of an alcoholic beverage, of which the roof will be made)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Gwheezey

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