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Flaming Sphere

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Flaming Sphere
  • Level: 2
  • School: Conjuration
  • Class: Druid, Sorcerer, Wizard
  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S, M (a ball of wax)
  • Duration: Concentration, up to 1 minute

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.

Tactical Usage

Mobile Area Control: Flaming Sphere provides persistent area damage with battlefield mobility. This 2nd-level conjuration spell excels at controlling space while dealing consistent fire damage.

Optimal Timing: Deploy for area denial, when controlling enemy movement, or for sustained damage over multiple rounds.

Resource Management: Uses a 2nd-level spell slot - available from character level 3+. 1-minute concentration with mobile damage capability.

Target Selection: 60-foot range placement with 30-foot movement per turn provides excellent battlefield control.

Spell Combinations

Synergistic Spells:

  • Area Control: Combine with wall spells to create comprehensive battlefield control
  • Movement Restriction: Layer with difficult terrain spells to enhance positioning control
  • Damage Enhancement: Pair with vulnerability effects to maximize fire damage

Class Feature Interactions:

  • Spell Save DC: Higher spellcasting ability improves success against enemy Dexterity saves
  • Elemental Affinity: Sorcerers with fire bloodline enhance damage and spell effectiveness
  • Concentration Features: Abilities that enhance concentration maintain sphere control

Multi-Caster Coordination: Multiple flaming spheres can control different battlefield areas.

Material Component Details

Component Acquisition: Bit of tallow, pinch of sulfur, and powdered iron - obtainable from alchemical suppliers.

Component Handling: Fire components represent sustained elemental energy and mobile flame.

Roleplay Opportunities: Different sphere appearances reflect elemental connections or fire magic traditions.

Economic Considerations: Minimal component costs for sustained area control capability.

Creator Notes

Encounter Balancing: Mobile area damage and battlefield control significantly affect enemy positioning and movement.

NPC Usage: Fire-focused spellcasters or tactical enemies might use flaming sphere for area control.

Environmental Considerations: 5-foot radius sphere with 30-foot movement provides flexible battlefield presence.

Campaign Integration: Excellent control magic for encounters emphasizing positioning and sustained damage.

Environmental Interactions

Terrain Effects: Sphere can move around obstacles and terrain features. Can ignite flammable materials.

Weather Influence: Unaffected by weather conditions, providing reliable damage regardless of environment.

Structural Interactions: Can damage structures and ignite environmental materials within its path.

Elemental Interactions: Fire damage interacts with creature resistances and environmental flammability.

Common Rulings & Clarifications

Timing Questions: Action casting time with 1-minute concentration. Can move sphere as bonus action.

Target Limitations: Creatures within 5 feet of sphere make Dexterity saves. Can ram creatures during movement.

Duration Interactions: Concentration required. Sphere persists and can be controlled each turn.

Mechanical Interactions: 2d6 fire damage on failed saves. Can move 30 feet and ram creatures.

Alternative Applications

Non-Combat Uses: Area illumination, obstacle clearing, intimidation displays, or environmental modification.

Social Encounters: Impressive magical demonstrations, intimidation through fire control, or dramatic lighting.

Exploration Applications: Lighting dark areas, clearing obstacles, melting ice, or providing mobile illumination.

Utility Functions: Mobile lighting, obstacle clearing, intimidation assistance, or environmental modification.

Same School: Other conjuration spells like spiritual weapon (2nd level mobile force), call lightning (3rd level mobile storm), conjure animals (3rd level creature summoning).

Similar Effects: spiritual weapon (2nd level mobile damage), moonbeam (2nd level mobile radiant), call lightning (3rd level mobile lightning).

Progression Options: burning hands (1st level fire area), flaming sphere (2nd level mobile fire), fireball (3rd level fire explosion).

Complementary Magic: web (movement restriction), wall of fire (area control), counterspell (maintain concentration).

Scaling Analysis

Level Progression: Remains valuable throughout campaigns for area control and sustained damage.

Upcast Benefits: Additional 1d6 damage per slot level above 2nd improves damage scaling.

Campaign Phases: Peak effectiveness in early-to-mid level play where area control provides maximum tactical value.

Comparative Value: Excellent control magic that provides sustained damage and positioning for moderate resource investment.

Narrative Flavor

Casting Description: Elemental fire coalesces into a rolling sphere of flame that moves at your command across the battlefield.

Effect Manifestation: A ball of fire appears and rolls across the ground, burning everything in its path under your magical control.

Personal Style: Different casters create spheres with unique fire characteristics - some crackling with energy, others burning with steady flame.

World Integration: Represents mobile elemental magic available to various traditions, often associated with fire magic, battlefield control, or elemental mastery.