As an action, you drive the Gauntlets of the Emberlord into the earth or carve the air with a blazing sweep, and the ground itself answers—splitting open in a roar of molten flame.
You create a Scouring Brand, a towering wall of living fire, on any solid or liquid surface you can see within 120 feet. The wall takes one of the following forms:
A blazing line up to 120 feet long, 20 feet high, and 1 foot thick
A circular brand up to 40 feet in diameter, 20 feet high, and 1 foot thick
An enclosure whose walls total no more than 120 feet (for example a 30 feet long square). 20 feet high and one foot thick
The wall is opaque, choked with embers, ash, and rolling heat. When the wall appears, you designate one side as the Judging Face of the flames. The opposite side radiates warmth but causes no harm.
Scouring Heat
When the wall manifests, each creature within 10 feet of the Judging Face must make a Dexterity saving throw (DC determined by the Gauntlets).
Failure: 5d8 fire damage
Success: Half as much damage
A creature also takes 5d8 fire damage if it:
Ends its turn within 10 feet of the Judging Face, or
Enters the damaging area for the first time on a turn
Passing through the wall deals 5d8 fire damage with no saving throw, as the flames cling and scour rather than simply burn.
Emberlord’s Grasp
While Emberlord’s Scouring Brand is active, the Gauntlets of the Emberlord reshape your mage hand into a conduit of molten force.
You may cast mage hand as a bonus action while the wall persists.
The hand appears as a glowing, ember-wreathed spectral fist or chain and remains until the wall ends (no concentration required).
Seize and Cast
When you manifest the mage hand, you may target one creature Small or smaller that you could reasonably grapple that you can see within 120 feet.
The target must succeed on a Strength or Dexterity saving throw (target’s choice) against the Gauntlets’ save DC.
On a failure, the creature is restrained by the Emberlord’s Grasp until the start of your next turn.
On a success, the creature suffers 2d8 fire damage but evades capture.
While restrained in this way, you may immediately or on a subsequent turn (no action required once restrained):
Hurl the creature through the wall, or
Drag and cast the creature into the enclosed area if the wall is ringed
This movement does not provoke opportunity attacks.
A creature thrown through the wall automatically suffers the wall’s damage (5d8 fire damage, no saving throw), as if passing through it normally.
Emberlord’s Imprint (Unique Twist)
While the wall persists, the ground or water at its base glows with molten sigils shaped like clenched fists, chains, or runes of dominion.
The wall ignores resistance to fire damage from creatures of your choice when you create it (representing the Emberlord’s claim over the battlefield).
Creatures immune to fire instead take half damage, as the heat manifests as crushing pressure and cinder-lash rather than pure flame.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Duration
The Scouring Brand lasts for 1 minute, or until you dismiss it (no action required).
When it fades, the flames collapse inward, leaving scorched ground, glowing cracks, or drifting embers—a visible mark of the Emberlord’s judgment.
Nonmagical methods cannot extinguish the wall.
The wall sheds bright light for 30 feet and dim light for an additional 30 feet.
Flammable objects within range not being worn or carried ignite instantly.
* - (Can only be cast when attuned to and wearing the Gauntlets of the Emberlord)






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