Casting Time: 1 action
Range: 120 ft
Components: V, S, M
Duration: Instantaneous
Damage Type: Fire
Save: Dexterity
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Crimson flames briefly engulf a target that you can see within range. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 8d10 fire damage. If this damage reduces the target to 0 hit points, it is burnt to a pile of ashes.
A creature destroyed this way and everything it is wearing and carrying, except magic items, are reduced to a pile of ashes. The creature can be restored to life only by means of a True Resurrection or a Wish spell.
This spell automatically burns up a Large or smaller non-magical object. If the target is a Huge or larger object, this spell burns up a 10-foot-cube portion of it. A magic item is unaffected by this spell.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Material Component:
ashes
Verbal Component:
Incendio Uro
Classes: Druid, Warlock
Domain: Fire
Tags: Damage
View Incinerate 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."