Flaming Sphere
Level 2 Conjuration
Magic School
Casting Time
1 action
V, S, M
60 ft (5 ft cube)
Up to 1 minute
A 5'-diameter sphere of fire appears in an unoccupied space of your choice within range. Any creature that ends its turn within 5' of the sphere must make a Dex saving throw. If failed, a creature takes 2d6 fire dmg, or 1/2 dmg on success.

As a bonus action, you can move the sphere up to 30'. If you ram the sphere into a creature, it must make the saving throw against dmg, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5' tall and jump it across pits up to 10' wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20' radius and dim light for an additional 20'.
At Higher Levels
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Verbal Components
Material Component: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Verbal Components
Verbal Component: Orbis di Incendo
Verbal Components
Verbal Component (Alternative): Fire churn, burning fear, rise and roll, great flaming sphere.
Damage Type
Druid, Wizard, Rogue

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