Flaming Sphere
2024 Rules
- Level & School
- 2nd-level conjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a ball of wax)
- Duration
- Concentration, up to 1 minute
- Classes
- Druid, Sorcerer, Wizard
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 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, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the 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. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
2014 Rules
- Level & School
- 2nd-level conjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
- Duration
- Concentration, 1 minute
- Classes
- Druid, 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 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.
Using a Higher-Level Spell Slot. 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 5.5e 2024 vs. 5e 2014 edition differences
Flaming Sphere popularity
Flaming Sphere is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.
- Bottom 50% level 2 Druid spell
- Bottom 50% level 2 Sorcerer spell
- Top 50% level 2 Wizard spell
Spells similar to Flaming Sphere
Cloud of Daggers 2nd-level conjuration
A level 2 conjuration that creates a persistent hazardous zone dealing damage to creatures that enter or end their turns in it, much like Flaming Sphere.
Moonbeam 2nd-level evocation
Both are concentration effects that last up to a minute and force repeated saves for damage when creatures enter or end their turns in the area.
Flame Blade 2nd-level evocation
It creates a summoned source of fire the caster uses each round to deal damage, echoing Flaming Sphere’s summoned-fire theme and emphasis on action economy.
Wall of Fire 4th-level evocation
A longer-range, higher-level fire effect that shapes the battlefield and deals ongoing fire damage to creatures near it, similar in tactical purpose to Flaming Sphere.
Spike Growth 2nd-level transmutation
This concentration area alters the ground to punish movement and shape enemy positioning, matching Flaming Sphere’s role as a battlefield-control damage option over time.