Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration
, up to 1 hour
Damage Type: Fire
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Verbal Component:
Sagittas di Incendio
Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Fire
Tags: Buff, Damage
Source: Elemental Evil Player's Companion (page 18)Also found in
Xanathar’s Guide to Everything
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Spell FAQs
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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."