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Cinderwake

Level 5 Evocation

by Perrin Ault

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a knot of charred rope)

Duration: Concentration, up to 1 minute (concentration)

Description

Cinderwake is a slower, meaner cousin of fireball: the blast is the beginning of the spell rather than the whole of it. You hurl a knot of smoldering air at a point you can see within range, where it blooms into a 20-foot-radius sphere of flame. Each creature in the sphere must make a Dexterity saving throw, taking 9d6 fire damage on a failed save, or half as much damage on a successful one.

Unlike fireball, this fire does not go out. Embers settle across the area and continue to burn for the duration. The ground in the sphere becomes difficult terrain, and a creature takes 2d6 fire damage when it enters the area for the first time on a turn or ends its turn there.

A creature that ends its turn in the embers while wearing flammable clothing or carrying flammable material must succeed on a Dexterity saving throw or catch fire, taking 1d6 fire damage at the start of each of its turns until it or another creature uses an action to douse the flames. Heavy rain, full immersion in water, or a sustained wind of 20 miles per hour or stronger snuffs the embers early, ending the spell.

Damage

9d6 fire damage plus 2d6 fire damage

At Higher Levels

When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th, and the ember damage increases by 1d6 for every two slot levels above 5th.

Spell List

Sorcerer, Warlock, Wizard

fire · damage · evocation · aoe · control