You brand one creature you can see within range with volatile thermal energy. The target is marked for the spell’s duration. The first time each turn the marked creature takes damage from an attack or spell, faint sparks erupt from the mark.
If the marked creature drops to 0 hit points before the spell ends, it detonates in a violent blast of heat and force. Each creature within 15 feet of the target, other than you, must make a Dexterity saving throw.
A creature takes 5d6 fire damage and 3d6 thunder damage on a failed save, or half as much damage on a successful one.
A creature that fails the save also ignites, taking 1d6 fire damage at the start of each of its turns. A creature can use its action to extinguish the flames, or the flames end automatically after 1 minute.
You are immune to damage caused by this spell’s detonation.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the explosion damage increases by 1d6 fire damage for each slot level above 3rd.
* - (a fragment of charcoal wrapped in iron wire)
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