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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

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