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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.