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2nd-level conjuration
Casting Time 1 action
Range 60 feet
Components V S M (Tallow, brimstone, powdered iron)
Duration Conc. Up to 1 minute

A 5-foot sphere of fire appears and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save. It takes 2d6 fire damage on a fail, or half damage on a success.

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, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light for 20 feet and dim light for an extra 20 feet. 

At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.