You inscribe a burning fey rune upon a creature you can see within range. The target must succeed on a Wisdom saving throw or become branded by your supernatural flame.
While the creature bears the Brand of Fey, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability, as the Brand interferes with its thoughts and movements.
As a bonus action on each of your turns, you can issue the branded creature a simple one-word command.The command must be something the creature can reasonably attempt to follow.If the creature knowingly disobeys your command, the Brand erupts with cursed fire. The creature takes 3d6 fire damage and must make a Dexterity saving throw against your spell save DC, taking half as much damage on a successful save.
When the spell is cast using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for every slot level above 1st.
If the branded creature is reduced to 0 hit points, you can use your reaction to transfer the Brand to another creature you can see within 30 feet of the branded creature. The new creature must succeed on a Wisdom saving throw or become the new bearer of the Brand. The previous creature is no longer affected.
The Brand can continue transferring between creatures in this way for the duration of the spell.
The Brand appears as glowing fire-runes carved into the creature's skin. When the creature disobeys your command, the runes spread rapidly across its body before erupting into supernatural Fey Flame. When the Brand transfers, the burning rune tears itself from the dying creature and leaps like living flame onto its new host.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/14/2026 12:42:47 AM
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2
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1
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1.5
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Coming Soon
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8/14/2026 12:49:46 AM
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3
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1
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1.5
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Coming Soon
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8/14/2026 1:25:25 AM
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4
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1
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Coming Soon
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