The Thieves Guild
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Spells & Rituals

Investiture of Flame

Level 6 •
Transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration
, up to 10 minutes
Damage Type: Fire

Save: Dexterity
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.
Verbal Component: Sei Vestem Ignis

Classes: Druid, Sorcerer, Warlock, Wizard

Domain: Fire

Tags: Damage, Warding

Source: Elemental Evil Player's Companion (page 19)
Also found in Xanathar’s Guide to Everything

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