You briefly weaken the border between your current plane and the elemental plane of fire. You use this to your advantage to teleport to an unoccupied space you can see within range. Immediately after you disappear, an ember of the elemental plane of fire is left in your place affecting a 10-foot-radius sphere. The ember remains for the spells duration. Each creature in the affected sphere when it appears or that ends its turn there must make a Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
Until the spell ends, you can use a bonus action on each of your turns to cause elemental fire to streak from the ember toward one creature you choose within 60 feet of it. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 2d8 fire damage.
This spell has no effect on the elemental plane of fire.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 3rd.
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