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4th-level enchantment

Casting Time: 1 action

Range: Self (60-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute


You create a small, bright, heatless flame that encompasses your hand. All targets with Intelligence 11 or under

must pass an immediate Intelligence save if they can see the light. Those that fail, lose concentration, and become 

transfixed and must spend their turn doing nothing but moving toward the flame at their standard movement rate.


Once the target reaches the flame, they remain transfixed and restrained.


The targets can make a new save at the end of their turn to end the effect. If they or their allies are attacked or take 

damage in any way the effect immediately ends on all targets. If moving toward the flame would cause damage, the 

target moves as close as they can without causing damage to themselves.


At Higher Levels - When you cast this spell using a spell slot of 5th level or higher, The Intelligence maximum goes up 

by 1 per level. (12 or under at 5th, 13 or under at 6th, etc.)


Classes: Cleric, Druid, Sorcerer, Wizard

Subclasses: Glamour Bard


Source: Kevin Dawson

Airships and Arcanists

Betty Turbo Luring Flame Spell 5e pdf

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