{"name":"Flaming Sphere","level":"2-level","school":"Conjuration","classes":" Druid, Wizard, Cleric (Light Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)","castingtime":"1 Action","range":"60ft","duration":"up to 1 Minute","components":"V, S, M","materials":"a bit of tallow, a pinch of brimstone, and a dusting of powdered iron","description":"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 [roll:2d6] fire damage on a failed save, or half as much damage on a successful one.\r\n\r\nAs 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.\r\n\r\nWhen 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. ","higherlevels":"","source":"PHB","tabledata":"","tags":"PHB, Spells, 2nd","templateId":"19","blockId":"479921","world":"218533f0-b351-4db5-9837-8920e56f6d74","folder":"","isShared":"on"}