As an action, you sear the wounds of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is at full health, the spell has no effect on it.

On a failure, it takes 1d6 fire damage and can’t regain health until the end of its next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

You can increase this spell’s damage by 1d6 when you reach 9th level (2d6) and 17th level (3d6).