You swing arms flinging embers. You can either swing horizontally, or vertically with varying effects.
If you swing your arms vertically, any creature within 20 feet of the direction you choose and you, must make Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much on a successful one.
If you swing your arms horizontally. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Regardless, the embers scattered in the path you have just targeted remain, creating difficult terrain, and burning anything who either enters the terrain, or ends there turn there, taking 1d4 fire damage. They remain for 1d4-1 turns.
The fire ignites any flammable objects in the area that aren't being worn or carried.
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 1st. Additionally, the embers last longer and do 1d4 more damage per level upcast.
* - (A handful of ash, or a few burning embers)
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