Level
7th
Casting Time
2 Actions
Range/Area
Self
Components
S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Fire

“See, past a certain point of heat, the material stops mattering- it all becomes either liquid or fuel.”  

- Broyle Lindeoven, infamous pyromaniac mage

 

Upon casting this spell, you begin exhaling a column of flame that intensifies rapidly. In a 50-foot long, 15-foot wide in front of you, every creature must make a Dexterity saving throw or take 2d10 fire damage.  This cone persists until the start of your next turn. While exhaling this fire, you are incapable of moving. At the start of your next turn, the fire reaches a plateau of intensity and thins out into a screaming, brilliant blue beam of plasma. In the middle of that same line, you sweep the beam outward, melting the ground into molten geysers. Every creature in the center of the line must make a Dexterity saving throw or take 4d10 fire damage, or ¾ as much on a success. This area becomes difficult terrain, and every creature that walks through it or ends its turn inside of it takes 10 fire damage.

  For the duration of the spell, the only action you can take on your turn is to sweep the beam across the battlefield. When you do so, mark a 45-foot line across the battlefield within 100 feet. It can be in any shape, as long as every space is touching at least one other space. Every creature caught in these spaces must succeed on a Dexterity saving throw or take 4d10 Fire damage. Additionally, they must succeed on a DC 15 Strength saving throw or be effectively Grappled by the ground melting under their feet. Structures take triple damage.

If your concentration on this spell is broken by force, the magic backfires on you, dealing 4d10 fire damage to you and blasting you backwards onto the melting ground, Restraining you for one round.

 Any non-magical objects caught in the beam’s path are incinerated. Any creatures killed by this damage are vaporized. In a 30-foot radius around you, flammable objects are ignited, non-flammable objects are slightly damaged, and the ground becomes difficult terrain. In order to move while concentrating on this spell, you must succeed on a DC 16 Strength check, as the extreme heat causes your legs to sink into the melting ground. 

* - (A charred shield)

Available For: Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Druid (Legacy) - Circle of Wildfire

BookwyrmXIV

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