You conjure a mass of thick, sticky webs infused with fiery energy and volatile pods at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
Unique Flammability: Unlike normal webs, the Inferno Web doesn't burn away quickly. Instead, it smolders when exposed to fire, creating a dense, hot smoke that persists for 1 minute. Any creature that starts its turn in the smoke must make a Constitution saving throw, taking 1d4 fire damage due to the searing heat and smoke inhalation.
1d4 fire damage
When the webs appear, each creature that is in them must make a Dexterity saving throw. A creature takes 2d4 fire damagefire damage and is restrained by the webs on a failed save, or half as much damage and isn’t restrained by the webs on a successful one.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
Fiery Pods: Scattered throughout the web are small, explosive pods. When a creature moves 5 ft. into or within the web, a pod explodes. The creature must make a Dexterity saving throw. On a failed save, it takes 3d4 fire damage fire damage, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial fire damage, the damage from the fiery pods, and the smoke damage increase by 1d4 for each slot level above 3rd.
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