Flaming Sphere
Action – 60 ft. – 2nd Level (Conjuration) – VSM – Concentration (1 Minute)
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 a flaming confluence of elemental energy.
Summoning
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.