Spell
Investiture of Flame
REG-1B639722
Spell
Investiture of Flame
Spell Briefing
Investiture of Flame
Level 6TransmutationConcentration5ETOOLS- Level
- Level 6
- School
- Transmutation
- Casting Time
- 1 action
- Range
- self
- Components
- V, S
- Duration
- Concentration, up to 10 minute
Subclasses
- Level: Level 6
- School: Transmutation
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: Concentration, up to 10 minute
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:
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You are immune to fire damage and have resistance to cold damage.
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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.
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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.
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Subclasses: Cleric (Arcana Domain)
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Feats / Features: Boon of Siberys