Name | Investiture of Flame |
Level | 6 |
School | Transmutation |
Time | 1 action |
Range | Self |
Componenents | V, S |
Duration | Concentration, up to 10 minutes |
Classes | School: Transformation, Druid, Sorcerer, Warlock, Wizard |
Text | Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Source: Xanathar's Guide to Everything p. 159,
Elemental Evil Player's Companion p. 19 |