Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: 8 hours, or until used
Damage Type: Fire
Save: Charisma
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
You ward yourself against fire, ready to play a nasty trick against your attacker. The next time you are subjected to fire damage, reduce that damage by up to 10.
If a creature caused the fire damage and the attack's originator is within 240' of you, that creature must make a Charisma saving throw or take the full amount of damage you prevented, or half as much on a successful save.
Once this spell has prevented fire damage, and possibly returned it at the attacker, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, the amount of fire damage reduced increases by 10 for every slot level above 2nd.
Material Component:
a cinder from a fire
Verbal Component:
Ignis Reditus
Classes: Bard, Druid, Ranger
Domain: Fire
Tags: Damage, Warding
View Cinder Swindle 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.
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."