Flaming Sphere
2nd-level conjuration · 2d6 Fire damage, average 7
7 average Fire damage · 2–12
Roll Flaming Sphere
Press a roll button. The dice land here.
Spell details
- Level
- 2nd-level
- School
- 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
- Save
- Dexterity (half on success)
Flaming Sphere damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 2nd slot | 7 | 2–12 | 3.2 | |
| 3rd slot | 10.5 | 3–18 | 5 | |
| 4th slot | 14 | 4–24 | 6.8 | |
| 5th slot | 17.5 | 5–30 | 8.5 | |
| 6th slot | 21 | 6–36 | 10.3 | |
| 7th slot | 24.5 | 7–42 | 12 | |
| 8th slot | 28 | 8–48 | 13.8 | |
| 9th slot | 31.5 | 9–54 | 15.5 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 2d6
| Total | Chance |
|---|---|
| 5 or more | 83% |
| 7 or more | 58% |
| 10 or more | 17% |
| 11 or more | 8% |
Flaming Sphere against other 2nd-level damage spells
By average damage on one target, Flaming Sphere ranks 8th of 11 2nd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Scorching Ray | 6d6 | 21 |
| Mind Spike | 3d8 | 13.5 |
| Shatter | 3d8 | 13.5 |
| Moonbeam | 2d10 | 11 |
| Acid Arrow | 4d4 | 10 |
| Heat Metal | 2d8 | 9 |
| Phantasmal Force | 2d8 | 9 |
| Flaming Sphere | 2d6 | 7 |
| Shining Smite | 2d6 | 7 |
| Spike Growth | 2d4 | 5 |
| Web | 2d4 | 5 |
Rules text
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 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.
At higher levels. The damage increases by for each spell slot level above 2.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.