Spell
Flaming Sphere
REG-2B25D656
Spell Briefing
Level
Level 2
School
Conjuration
Casting Time
1 action
Range
60 feet
Components
V, S, M (a ball of wax)
Duration
Concentration, up to 1 minute
Classes
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
At Higher Levels
Using a Higher-Level Spell Slot
The damage increases by 2d6 for each spell slot level above 2.
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Classes: Druid, Sorcerer, Wizard
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Subclasses: Artificer (Alchemist), Bard (College of Lore), Druid (Circle of Wildfire), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Cleric (Light Domain), Warlock (The Celestial)
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Feats / Features: Boon of Siberys