As an action, you cast magic into the vary air itself, causing those within your line of sight to take 2d4 Fire Damage if they fail a Constitution Saving Throw. Otherwise, if the spell is used on a pre-existing wind-spell you may cause the damage that the spell does to gain additional fire damage equal to the original damage as a Reaction. When doing so this spell must take a number of spells slots equal to the spell you are transmuting. Additionally any Concentration used for the transmuted spell now applies to this spell instead, causing you to roll with Disadvantage. When failing concentration the spell returns to normal and the Concentration transfers back to the original spell, now rolled without innate disadvantage once more.
* - To the casting of a wind-spell.
Level
1st
Casting Time
1 Reaction *
Range/Area
Sight
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Fire
Comments