You absorb the heat from the body of a creature and store it in a small orange bead that overs above you. The bead is immune to all damage, and it disappears when the spell ends. When you cast the spell, the absorption effect activates as part of casting the spell, and on subsequent turns, you can choose to activate the emission effect.
Absorption: Chose a creature that you can see within range. The target must make a Constitution saving throw. On a successful save the spell ends. On a failed save, the target takes 2d6 cold damage, and until the spell ends, you can use your action on each of your turns to automatically deal 2d6 cold damage to the target. The spell ends if you use your action to do anything else, except activating its emission effect, if the target is outside of the spell's range or if the target has total cover from you.
Emission: As an action, you can dismiss the spell and unleash the heat stored in the bead at a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes a base 1d6 fire damage and an extra 1d6 fire damages for every turn in which you have dealt damage to a creature with the absorption effect.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the cold damage and the base fire damage increase by 1d6 for each slot level above 2nd.
Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Evocation
Attack/Save
CON Save
Damage/Effect
Cold (...)
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