A roaring flame descends from the heavens like Prometheus's first act of hubris, leaving behind powerful flames. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. The area leaves behind powerful flames. Any creature that enters the area for the first time or starts its turn there has the Burning condition. While it has the burning condition this way, it has vulnerability to Fire damage if it does not have immunity to Fire damage. If it does have immunity to Fire damage, Fire damage is treated as though it does not have immunity to Fire damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
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