A jet of fire erupts from your cup hands. Each creature in a 40-foot line must make a Dexterity saving throw. A creature takes 2d6 force damage, and 2d6 fire damage on a failed save, or half as much damage on a successful one.
The caster must make a Constitution Saving throw DC 13. If successful the caster remains in place, on a failure they are propelled by the force of the spell. The caster can choose to fail the saving throw.
If propelled by wild force & fire the caster has a flying speed of 40 ft and leaves a 5 ft. line of force and fire. The caster moves in a straight line until they encounter an object, at which point 2d6 must be rolled, the value of which determines the caster's new path:
7: dead ahead (if possible),
8: 45 degrees counter-clockwise,
6: 45 degrees clockwise,
9: 90 degrees counter-clockwise,
5: 90 degrees clockwise,
10: 135 degrees counter-clockwise,
4: 135 degrees clockwise,
3/11: 10 ft. of movement is expended without travel, then re-roll,
2/12: 180 degrees.
Any creatures caught in the area of affect must only make one DEX save and are dealt damage only once per round.
Any creature encountered along the flight path must make a Strength save against the caster's Constitution attribute, or be knocked prone. The caster is not affected by attacks of opportunity.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd, and the caster travels an additional 10 ft.
* - (1gp forged into a dowel)
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