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.
* - (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)






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Posted Jun 9, 2021Question about "ramming range":
If on your turn a creature is 20' away from the sphere you can use your bonus action to ram it into the creature. That's easy. The sphere then stops moving. The creature gets it's turn and moves 30' away from the sphere (perfectly sensible and a common movement distance). Then it's your turn again and you use your bonus action to move the sphere 30' toward the creature. Does this achieve a "ram"? It would take all it's 30' of movement to get to a space adjacent to the creature, which doesn't seem consistent with ramming the creature to me (though a bit disappointing) (it'd still be a nice tactical thing to make enemies have to use all their movement fleeing the sphere to avoid taking damage).
If I end up playing a character who can take this spell I'll probably ask the DM ahead of time, since it seems to be a likely situation.
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Posted Jul 5, 2021Have a question about the “ramming” aspect.
So if you or a teammate are able to push or shove a creature into the sphere, like with repelling blast invo or the Sheild Master feat, does that trigger the DEX save feature?
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Posted Jul 22, 2021ALWAYS USE CASTERS SPELLSAVE DC, NEVER ANYTHING ELSE!!!!!!!!!!!!!
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Posted Jul 29, 2021I would say that it would count as a ram because melee attacks hit the 5ft adjacent square. Although I could see the flame sphere having to be in the same square to have rammed the opponent. This is highly dependent on the DM.
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Posted Jul 29, 2021Usually the creature must use it's own movement to activate any damaging effect but once again highly dm dependent. Raw no. The sphere must ram or the creature must end it's turn with in 5t of the sphere. Technically the enemy could run through the sphere without incurring any additional amount of damage as raw. Also this spell mentions nothing about the flame being physical so you can run through it like any othe fire.
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Posted Nov 18, 2021I kinda wish upcasting (to say 4th level or something) generated multiple spheres . . .
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Posted Dec 25, 2021Or pin it in a corner.
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Posted May 23, 2022Since you can move and "ram" creatures with the sphere, can you use it to block creates from passing through them?
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Posted May 24, 2022This would be great, a 2nd sphere at lvl 4 and a 3rd sphere at lvl 7 or 8. But then again... do we need to break the game even more? YES WE DO :D
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Posted Jul 25, 2022as a wildfire druid with enhanced bond (TCoE, pg. 40) -
you would not get to add the d8 after ramming or after damage occurs as a result of a creature ending its turn in proximity, right?
.....or would you?
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Posted Jul 31, 2022I think you would be able to add it to one of the damage rolls but just one
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Posted May 10, 2023The spell creatues a sphere of magical flame. It does not block a creature from passing through it. A creature can also stand in the same space as the sphere if it so chooses. The sphere does not automatically burn creatures that pass through it the same way quickly swiping your hand through a candle flame would not automatically burn it.
Shoving a creature into the sphere does not do damage.
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Posted Aug 5, 2023What of someone moves through it? I gave dex save or acrobatics to avoid the damage. We had a player cornered by two of them by twin cultists of light.
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Posted Jan 20, 2024how this isn't just a cantrip is beyond me. such low damage
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Posted Mar 1, 2024Well, it lasts for 1 minute and you can keep smacking people with it as a bonus action every turn, so potentially you can do that "low" damage up to 10 times with one casting. That'd be a bit much for a cantrip.
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Posted Mar 8, 2024My player used this! Pretty nifty spell! Congrats dnd!
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Posted Jun 21, 2024I'm confused, the spell stat block says that the area is five feet. I read this to mean that it can affect only one medium sided creature, because a medium sized creature occupies a five for space. However, the text says that anyone within five feet of the sphere takes damage. This wording makes it sound like it has an effectively 15 foot diameter of effect. Which is correct?
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Posted Jun 23, 2024You can also automatically set fire to
You can also use it to set
You can also you it to set any number of flammable objects on fire before hitting a creature with it, creating hazardous terrain. That includes rugs, furniture, drapes, ect. If you use it in an enemy hideout you can potentially turn their lair into a death trap.
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Posted Oct 25, 2024It occupies a 5ft space. i.e. one grid square on a battlemap. A creature ending it's turn within 5ft translates to: a creature ending it's turn in any of the 8 surrounding tiles (or on the same tile as the sphere, technically). Much like you don't need to stand directly in a 5ft tall bonfire to get burnt, standing that close will hurt.
For the ram ability, it can only actively target a single creature, regardless of the creature's size (RAW). Although if you were fighting a horde of tiny creatures, it would be the DMs discretion as to whether you could ram a full 'tile' of those creatures.
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Posted Aug 3, 2025How do you know all these spell words? is there a web site you can link? if so, please do, i'm curious.