Skip to content

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.