# Investiture of Flame
*6th-level, Transmutation*
- **Casting time:** 1 Action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
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.
**Classes**: [Bard](/3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Druid](/3-Mechanics/CLI/lists/list-spells-classes-druid.md); [Sorcerer](/3-Mechanics/CLI/lists/list-spells-classes-sorcerer.md); [Warlock](/3-Mechanics/CLI/lists/list-spells-classes-warlock.md); [Wizard](/3-Mechanics/CLI/lists/list-spells-classes-wizard.md)
*Source: Xanathar's Guide to Everything p. 159*