Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
None
Damage/Effect
Fire

You conjure a flame-double of yourself—a flickering echo made from ash and ember that haunts your every movement. The illusion distorts perception, warps incoming strikes, and exacts punishment on those who push through it.

While the ember clone is active:

  • When a creature makes an attack roll against you, you may roll 1d8 and subtract the number from the attack roll.
  • If the attack still hits, the ember clone detonates, and the attacker takes 2d6 fire damage.
  • If the attack misses, the clone remains intact.

Once the clone detonates, it is destroyed, and its protection ends until it is reformed.

Reforming the Clone:
You may use a bonus action to reform the clone, consuming one material offering: a pinch of hearth soot, a burnt lock of preserved hair, or a coal marked with your name. You may carry these in a charm pouch (up to 3 stored). Without a new offering, the clone cannot be reformed.

At Higher Levels.
When you cast this spell using a 3rd-level spell slot or higher, the fire damage increases by 1d6 per level above 2nd.

* - (a pinch of soot from a hearth where someone once died)

Spell Tags: Deception Warding

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Bard Sorcerer Warlock Wizard

raphischaub

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