Skip to main content

Produce Flame

Conjuration
Level: Cantrip
Casting Time: 1 action
Range: Self
Duration: 10 minutes
Components: V, S

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Details

School: Conjuration
Level: Cantrip
Ritual: No
Concentration: No
Classes: Druid
B-Tier Reliable damage scaling with level, excellent utility lighting, but lacks control and damage output compared to other cantrips.

Player Guide

Use Produce Flame primarily for reliable ranged damage that scales to 4d8 at high levels, making it viable for damage-focused casters without better options. The persistent light source is invaluable for exploration and prevents the need to hold a torch, freeing your hands for shields or components. Position yourself at range and use the action economy of a cantrip to attack while allies control the battlefield. Be aware that the spell requires a ranged spell attack roll, making it less reliable than save-based cantrips against high-AC enemies.

DM Tips

Produce Flame's persistent light is perfect for rewarding creative play—allow players to ignite flammable objects, signal allies, or create light puzzles. Remember the flame is conjured, not summoned, so dispel magic and similar effects won't extinguish it prematurely.