Casting Time: 1 action
Range: 30 ft
Components: V
Duration: Instantaneous
Damage Type: Fire
Save: Dexterity
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Draw out your intrinsic strength through flame, rolling a number of d6 equal to your Strength modifier. The target must make a Dexterity saving throw or take that amount in fire damage, or half that on a success.
Classes: Cleric, Druid
Tags: Damage
Source: Magic from the Multiverse
View Soul's Fire Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
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."