Level
Cantrip
Casting Time
Reaction *
Range/Area
Sight 20 ft.
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Fire

A hand is raised palm up, and the caster snaps to start an instant fire anywhere that is within 20 feet that the caster can see or knows is there, such as an empty space behind a door that the user has seen before, or the tunic of a person in front of them. If the fire touches something flammable when lit, that object will catch fire to sustain it, otherwise the fire will go out.

To use as cantrip, roll 1d8 for damage, if casted using a spell slot, roll an additional 1d6 damage, along with another 1d4 for every spell slot above 1st. (9th level would be 1d8, 1d6, 8d4)

Area of effect is a circle 5 feet in diameter, if this circle is interrupted by any living object that object takes damage, any other object, if flammable, catches on fire, if the circle continues past an object that is not flammable, the circle stops.

If the target catches fire, they must roll a dc 12 constitution saving throw with 1d6 fire damage on a fail and half as much on a success.

* - You must have at least one hand free in order to cast this spell.

Available For: Ranger (Legacy) - Hunter (Legacy) Sorcerer (Legacy) - Draconic Bloodline (Legacy) Paladin (Legacy) - Oath of Vengeance (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Wizard (Legacy) - School of Conjuration (Legacy) Warlock (Legacy) - The Celestial (Legacy) Paladin (Legacy) - Oath of Conquest Ranger (Legacy) - Monster Slayer Wizard (Legacy) - War Magic

RogueMunro

Comments

Posts Quoted:
Reply
Clear All Quotes