You hurl the charge to a point within range and create a 10-foot-square of adhesive fire. Each creature that starts or ends its turn in the fire takes 1d4 fire damage. Upon leaving the area, the creature is considered aflame and can use its bonus action to make a DC 12 Dexterity saving throw to get rid of the sticky fire or take 1d4 fire damage at the start of its next turn. The creature can use its bonus action in each subsequent turn to reattempt the save.