Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
10 Minutes
School
Conjuration
Attack/Save
Ranged
Damage/Effect
Fire
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
What you are looking for is Melf's Minute Meteors.
Take the Izzet Engineer background - that's what I did to get this spell.
Would this spell work underwater? Since it's a magic flame and all. Mostly curious about whether you can keep it running for ten minutes while swimming around a sunken ship or something
I would say no, it wouldn't work underwater. There's no general rule in 5e D&D about whether magical fire works underwater or not. However, there's a spell called Continual Flame which explicitly states that the fire it generates can't be extinguished by water; the fact that it states that explicitly does imply that in general magical fire can be extinguished by water.
What you are looking for is Melfs Minute Meteors