SRD5:Flaming Sphere: Difference between revisions

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updated for Tasha's Cauldron of Everything
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'''{{Title Only|{{BASEPAGENAME}}}}''' is a [[SRD5:Spell|spell]] in 5th edition.
'''Flaming Sphere''' is a {{srd5lc|Spell}} in [[5e|5th edition]].
{{5e Spell
{{5e Spell
|name=Flaming Sphere <!-- name of spell-->
|name=Flaming Sphere <!-- name of spell-->
|refs={{SRD5ref}} <ref>caster list (Sorcerer) &mdash; {{Cite Pub|Tasha's Cauldron of Everything|pages=65}}</ref>
|level=2 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|level=2 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|school=Conjuration <!-- spell school name only; ex: Transmutation -->
|school=Conjuration <!-- spell school name only; ex: Transmutation -->
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|summary= <!-- summary for nav pages -->
|summary= <!-- summary for nav pages -->
|fluff= <!-- not used-->
|fluff= <!-- not used-->
|rules=A 5-­foot-­diameter {{srd5lc|Sphere}} of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its {{srd5lc|Turn}} within 5 feet of the sphere must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. The creature takes 2d6 {{srd5lc|Fire}} damage on a failed save, or half as much damage on a successful one. As a {{srd5lc|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 {{srd5lc|Bright Light}} in a 20-­foot radius and {{srd5lc|Dim Light}} for an additional 20 feet.  <!-- main spell desc -->
|rules=A 5-­foot-­diameter {{srd5lc|Sphere}} of fire appears in an {{srd5lc|Unoccupied Space}} of your choice within {{srd5lc|Range}} and lasts for the duration. Any {{srd5lc|Creature}}{{5ertyac}} that ends its {{srd5lc|Turn}} within 5 feet of the sphere must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. The creature takes 2d6 {{srd5lc|Fire}} damage on a failed save, or {{srd5lc|Half}}{{5ertrd}} as much damage on a successful one. As a {{srd5lc|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 {{srd5lc|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 {{srd5lc|Bright Light}} in a 20-­foot radius and {{srd5lc|Dim Light}} for an additional 20 feet.  <!-- main spell desc -->
|higherlevels=When you cast this spell using a {{srd5lc|Spell Slot}} of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
|higherlevels=When you cast this spell using a {{srd5lc|Spell Slot}} of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
|casters=Druid, Sorcerer, Wizard
|casters=Druid, Sorcerer, Wizard
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==Sources and Notes==
==Sources and Notes==
:* {{Cite Pub|SRD-OGL v5.1}}
:* Expanded caster list in:
:** {{Cite Pub|Tasha's Cauldron of Everything|pages=65}}
<references />
<references />
{{SRD5 Footer|Spell}}
{{SRD5 Footer|Spell}}

Latest revision as of 08:05, 25 September 2021

D&D 5e SRD5 OGL CC-BY ʰ 

Flaming Sphere is a spell in 5th edition.

5e Spell Flaming Sphere [SRD5 OGL/CC-BY] [1] [2]
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
Scales: Yes
Casters: Druid, Sorcerer, Wizard

A 5-­foot-­diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature [3] 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 [4] 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.

At Higher Levels. 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.

Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.
  2. caster list (Sorcerer) — Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 65.
  3. Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3.
  4. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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