Spell Description
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that enters 5 feet of the sphere for the first time on a turn or ends its turn there must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As an action, you can move the sphere up to 20 feet. If you ram the sphere into a creature, that creature has disadvantage on its saving throw to avoid taking damage from the sphere this turn, and the sphere stops moving this 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. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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.
Flaming Sphere
2nd level, primal (evocation)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
60 feet (sight)
Components
V,S,M*
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*this spell requires
a bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
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