Choose a target within 10 feet of you that you can see. Ghostly orange tendrils stretch between you and the target. The target must make a successful Dexterity Saving Throw against you. On a failure, the target takes 1D10 fire damage, and has disadvantage on Fire type spells thrown against him while the tendrils are maintained. If this spell is still active when you start your turn, the target takes an additional 1D10 of fire damage from the tendrils. The spell ends if the target takes an action to break the Tendrils with an Escape against your spell DC; or if lose Concentration on the spell; or if you end your turn more than 10 feet from the target.
LEVEL | CASTING TIME | RANGE/AREA | COMPONENTS |
Fire Magic 2 | 1 Action | 30 ft | V, S |
DURATION | TYPE | ATTACK/SAVE | DAMAGE/EFFECT |
Concentration, up to 1 Minute | Fire | DEX | 1D10/rnd |
This spell cannot be countered by a Counterspell.
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