Investiture of Flame
- Level
- 6
- School
- Transmutation
- Concentration
- Yes
- Ritual
- No
- Casting Time
- 1 Action
- Duration
- 10 Minutes
- Range
- Self
- Damage/Effect
- Fire (...)
- Save
- DEX Save
- Verbal Component
- Yes
- Somatic Component
- Yes
- Material Component
- No
- Source
- Elemental Evil
- D&D Beyond Link
- www.dndbeyond.com/spells/Investiture-of-
- Spell Domain
- Natural, Arcane
Description
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.