At Higher Levels. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. Website built with MkDocs.

The sphere's flames were volatile and any creature caught nearby that was unable to get out of the way was scorched.

School evocation [fire]; Level bloodrager 4, druid 4, magus 4, sorcerer/wizard 4.

Flaming Sphere, Greater. Flaming sphere was a conjuration spell that summoned a globe of hot flames 5 feet (1.5 meters) in diameter, which the caster could then move at a speed roughly equivalent to that of a walking human. Duration: Concentration, up to 1 minute. A flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. [12], The spell required verbal, somatic and material components. 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. The creature takes 2d6 fire damage on a failed save, or half as much damage on a […] Flaming Sphere 5e. Range: 60 feet
Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute . Download the offline version of this site here.

It ignites flammable substances it touches and illuminates the same area as a torch would.

[7] If the sphere moved beyond an air envelope into wildspace, it was immediately extinguished. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.

The sphere's flames were volatile and any creature caught nearby that was unable to get out of the way was scorched. The August 2008 update clarified the flaming sphere's attack properties.

Netheril: Empire of Magic (The Winds of Netheril), https://forgottenrealms.fandom.com/wiki/Flaming_sphere?oldid=582159. Conjuration. Forgotten Realms Wiki is a FANDOM Games Community. Provided by Wizards of the Coast under the OGL 1.0a.

Every creature must make a Dexterity saving throw to end its turn within 5 ft of the sphere. A bit of tallow, a pinch of brimstone, and a dusting of powdered iron, An unoccupied space of your choice within range. [7] Between the Spellplague and the Second Sundering, the sphere dissipated almost immediately after casting on its own, although with a little effort the wizard could maintain the sphere for several minutes or cause it to flare up again. You can ram it into 1 creature too.

Once the sphere was gone, however, the wizard was unable to reconjure it without substantial rest.

Saving Throw Reflex negates (see text); Spell Resistance yes.

Casting Time: 1 action As a bonus action, you can move the sphere up to 30 feet. You have only 1 bonus action each turn, so you can move it up to 30 feet per turn. [2], The sphere burned any flammable material it touched, but did not cause damage by movement, as its surface was spongy. 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. It could not push other objects aside, but it could float over furniture or low walls. 2nd-level conjuration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw.

Here a 5ft diameter sphere shaped fire would appear in an unoccupied space within a range according to your choice and it lasts for the particular duration.

Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Flaming sphere is a daily power available to wizards at 1st level.

Level: 2 Casting time: 1 Action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute.

[6] The post-Second Sundering version lasted for up to one minute, as long as the caster kept concentrating on the spell. Flaming Sphere. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

Flaming Sphere. 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. Flaming Sphere doesn't work like this. [6], The pre-Spellplague version of the sphere lasted for a few minutes, but could last longer the more powerful the caster.

A 5-foot-diameter sphere of fireside appears in an unoccupied space of your choice within range and lasts for the duration.

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It can be extinguished by any means that would put out a normal fire of its size. Edit.

[1], It was considered a druid, sorcerer, and wizard spell in the school of evocation prior to the Spellplague, and a wizard spell in the school of conjuration following those events and into the post–Second Sundering era.[7][6][2].

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[7][2], The spell was attributed to Netherese arcanist Primidon in −1967 DR and was originally called Primidon's sphere. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. As a bonus action, you can move the sphere up to 30 feet. 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 ends its turn within 5 feet of the sphere must make a Dexterity saving throw. Edit source History Talk (0) Share. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns.

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.

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. The "Class Compendium: The Arcanist" article in Dragon 401 added the evocation keyword to flaming sphere. The creature would take 2d6 fire damage on a failure to save and it takes half damage on a successful one. This spell functions as flaming sphere, except it deals 6d6 points of fire damage to any creature it strikes.Any creature that fails its save against the sphere catches on fire. Take your favorite fandoms with you and never miss a beat. The materials required were powdered iron, tallow, and brimstone. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Casting the spell in the phlogiston caused the sphere to immediately detonate at the caster's location.


Flaming sphere was a conjuration spell that summoned a globe of hot flames 5 feet (1.5 meters) in diameter, which the caster could then move at a speed roughly equivalent to that of a walking human.