You rapidly heat the air around a creature you can see within 30 ft and withdraw the water within its body. The target must make a Constitution saving throw. On a successful save, the target takes only half damage. On a failed save,the target takes 2d6 fire damage and causes the target to roll with disadvantage on saving throw. The creature can make Constitution save at the end of each of their turns to end the disadvantage or after a minute the spell ends. Which ever comes first.
Celestials constructs, elementals, fiends, and creatures that don't need to drink to survive are immune to this spell.
At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature. The creatures must be within 30 feet of each other when you target them.
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