You gather the fury of your Inner Flame into a tiny, fiercely glowing crimson ember at a point within range. The ember remains suspended there for the spell's duration, accumulating destructive energy until the magic ends and it erupts.
Crimson Detonation. When the spell ends, the ember explodes in a 20-foot-radius Sphere centered on its position. Each creature in the area must make a Dexterity saving throw, taking the ember's total accumulated Fire damage on a failed save or half as much on a successful one.
The ember begins with 12d8 Fire damage stored within it. At the end of each of your turns while the spell remains active, its accumulated damage increases by 1d8.
Disturbing the Ember. A creature that touches the ember before it detonates must make a Dexterity saving throw. On a failed save, the creature destabilizes the magic, immediately ending the spell and triggering the explosion.
On a successful save, the creature can hurl the ember up to 40 feet. If the thrown ember enters another creature's space or strikes a solid object, the spell immediately ends and the ember explodes at that location.
Ignition. When the ember detonates, flammable objects caught in its area ignite unless they are being worn or carried.
Using a Higher-Level Spell Slot. The ember's starting damage increases by 1d8 for each spell-slot level above 7. This increase applies to its initial damage, not the additional damage accumulated each turn.
Red Colour Magic — Dire. The ember pulses like the heart of a miniature crimson sun, growing increasingly brilliant as it feeds upon your Inner Flame. Its appearance is purely thematic; all effects follow the rules above.
* - (a ball of bat guano and sulfur)
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