Flaming Sphere
Material: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Range: 60 feet
Duration: Up to 1 minute
Casting Time: 1 action
Dice Check:
Level: 2
Ritual: False
Concentration: True
School: Conjuration
Range: 60 feet
Duration: Up to 1 minute
Casting Time: 1 action
Dice Check:
Level: 2
Ritual: False
Concentration: True
School: Conjuration
Description
- - 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. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
- - As a bonus action, you can move the sphere up to 30 feet. 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.
- - 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. 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.
Components
- - V
- - S
- - M
Classes
- - Druid
- - Wizard
Subclasses
- - Lore