Flaming Sphere
You empty a flask containing a bit of tallow, a pinch of brimstone, and a dusting of powdered iron on the ground. As you say a few magic words in a firm voice, you create an sphere of fire, which in actuality is a confluence of elemental energy with just enough intelligence to follow your mental commands.
Action - 60 ft. - 2nd Level (Conjuration) - VSM - Concentration (1 Minute)
Summoning Spell
You create an sphere of fire.
It is a medium elemental and acts immediately after the end of your turn.
It is immune to fire and poison damage, and immune to the grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious, and exhaustion conditions.
It has AC 10, 20 hit points,* and all its ability scores are 2, except dexterity and constitution which are 10. Its speed is 30 and can move through other creatures (but not end in their space).
It emits bright light in a 20 ft. radius and dim light in a 40 ft. radius.
Dexterity Save
At the end of each of the sphere's turns or if the sphere is reduced to 0 hit points, any creature within 5 feet of the sphere makes a dexterity save.
Failure: Target takes [[/damage 2d6 fire]] damage.*
Success: Half damage.
*Upcasting: The sphere's hit points increase by 10 and its damage increases by 1d6 for each spell level above 2nd level.
Classes:
Druid, Sorcerer, Wizard