Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Damage Type: Fire
Save: Constitution
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Your hands become temporarily wreathed in scorching flame. Make a melee spell attack against a single target you can see within range. On a hit, the target takes 1d6 fire damage and must make a Constitution save or catch fire. Targets that catch fire take half the initial fire damage at the start of their next turn. The flames die out after this secondary damage.
The initial damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Material Component:
a bit of brimstone
Verbal Component:
Avarus di Ignis
Classes: Cleric, Sorcerer, Warlock, Wizard, Rogue
Domain: Fire
Tags: Damage
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Fire Effects
The PHB p198 clearly states "Creatures and objects that are fully immersed in water have resistance to fire damage." Other than that, there are no official rules regarding fire spells underwater. But, as always, it is always up to the DM to decide if fire spells should have different effects (i.e. half range, half area of effects, half duration, etc.). In addition, Jeremy Crawford has clearly stated, regarding a fireball vaporizing water, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."