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.
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.
Flaming Sphere is a powerful spell available to Druids and Wizards that deals 2d6 fire damage and can be maintained for up to one minute. However, it requires concentration, which limits the caster's ability to cast other spells. Some users find that this spell's damage output is not worth its cost in concentration, especially at higher spell levels. However, others praise Flaming Sphere's versatility and potential to damage multiple enemies in a single turn. Ultimately, the usefulness of Flaming Sphere varies depending on the caster's playstyle and the nature of the encounter.
Flaming Sphere is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Flaming Sphere Pathfinder edition. Want to use Flaming Sphere in a VTT (virtual tabletop)? Try out SendingStone for free today!
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