At the start of the casters turn, they expend their full movement, bonus action and action as the caster holds out their focus or material component and begins evoking. If the caster has already expended any of these, they cannot cast the spell. During this time, they must specify the desired orientation of the cylinder.
At the start of the casters next turn, they unleash an incinerating beam of fire in a 30ft wide, 150ft long cylinder lasting for 1d4+1 rounds or until concentration is broken.
Each creature caught in, entering or starting their turn in the cylinder must make a DEX save, taking 93 (6d10+60) fire damage on a fail and half as much on a success.
Objects caught in this beam automatically fail.
While the beam is active, the caster cannot move or cast additional spells and must spend an action to keep concentration (no check required) on the beam and can spend a bonus action in order to change the orientation of the beam. (e.g. turning 45 degrees left, turning 90 degrees upwards etc)
Additionally, if the beam is blocked by a wall or something of the sort, it must first destroy the wall in order to extend its full range. If the obstacle is indestructible, then the beam cannot extend it's full range until orientation is changed to an unblocked path or until the obstacle is removed by other means.
If the caster is moved more than 5ft or knocked prone by external means, they must make a concentration check to keep the beam active and a new orientation is decided by the GM within reason after being moved.
At Higher Levels. When you cast this spell with a level 6 spell slot or higher, the damage increases by 1d6+10 and the plus to the round duration increases by 1 for each level above 5th.
* - (A 500ml container of pure alcohol which the spell consumes and a matchstick)
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