Casting Time: 1 action
Range: 5 ft
Components: 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.
You briefly conjure a large feline of flame, wreathed in smoke and ash. It moves up to 60' in any path the spellcaster chooses, and may move through occupied spaces. Any creature that comes within 5 feet of the feline must succeed a Dexterity check or receive 2d6 fire damage. The feline may make one bite attack using your spell attack modifier for 4d6 fire damage at any time. It disappears at the end of your turn.
Material Component:
orange cat fur
Classes: Druid, Sorcerer
Domain: Fire
Tags: Summoning
Source: Magic from the Multiverse
View Blistering Firecat Spell Card
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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.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
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."