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Investiture of Flame
D&D 2014 spell: Investiture of Flame. Source: Xanathar's Guide to Everything. level 6, school Transmutation, casting time 1 action, range Self (point), durat...
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.
Source: Xanathar's Guide to Everything, p. 159 - Licenses and attribution