Flaming Sphere: 2 actions upfront and then 1 each round to make an attack against reflex save every round for up to 10 rounds. | Here Be Monsters Pathfinder Roleplaying Game: Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. New Pages | Recent Changes | Privacy Policy, Pathfinder Roleplaying Game: Advanced Class Guide, Latest Pathfinder products in the Open Gaming Store, Ancestral Anthologies Vol. A flaming sphere rolls over barriers less than 4 feet tall. If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell. I'm talking specifically about the pathfinder-version here, but even in general D&D 3.x I picked flaming sphere with its 2D6 dmg. As part of this Movement, it can ascend or jump up to 30 feet to strike a target. It moves 30 feet per round. The sphere must be supported by a solid surface, such as a stone floor. The flaming sphere rolls over barriers less than 4 feet tall. A flaming sphere rolls over barriers less than 4 feet tall. | Starjammer SRD Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. A flaming sphere rolls over barriers less than 4 feet tall. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. Check out our other SRD sites! The sphere ignites flammable substances it touches and illuminates the same area as a torch. That PC has to make a Dex save against a 15 DC when they are hit. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. Downloads A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. Saving Throw Reflex negates (see text); Spell Resistance yes. Back to Main Page → Pathfinder Open Game Content → PFSRD → Spells. So, a scenario: a caster with a spell save DC of 15 casts Flaming Sphere as an action. Description. School evocation [fire]; Level bloodrager 2, druid 2, magus 2, sorcerer/wizard 2; Subdomain arson 2; Elemental School fire 2, Casting Time 1 standard action Components V, S, M/DF (tallow, brimstone, and powdered iron), Range medium (100 ft. + 10 ft./level) Effect 5-ft.-diameter sphere Duration 1 round/level Saving Throw Reflex negates; Spell Resistance yes. | OGN Articles It ignites flammable substances it touches and illuminates the same area as a torch would. | d20 Anime SRD Treasury of Winter (Pathfinder Second Edition) December 11, 2020 Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. Flaming Sphere A burning globe of fire rolls in whichever direction you point and burns those it strikes. Flaming Sphere. | Swords and Wizardry SRD It is 1 action to sustain as opposed to 2 actions to cast like Fireball is. Update your cookie preferences, V, S, M/DF (tallow, brimstone, and powdered iron). Our way of saying thanks! You are not subject to fatigue or exhaustion that is the result of taking damage from environmental heat. Flaming sphere pros: 1. DESCRIPTION This spell functions as flaming sphere, except that it deals 6d6 points of fire damage to any creature it strikes. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. Flaming Sphere, Greater. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. Oh, and primarily at lower lvls, but higher lvls also. School evocation [fire]; Level bloodrager 4, druid 4, magus 4, sorcerer/wizard 4. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as the character actively directs it (a move-equivalent action for the character); otherwise, it merely stays at rest and burns. This spell functions as flaming sphere, except it deals 6d6 points of fire damage to any creature it strikes. You create a sphere of flame in a square within range. Pathfinder Roleplaying Game Core Rulebook. Terms of Service and Privacy Policy Update. The fire does not harm the wielder. Legal Information/Open Game License, Fan Labs Of course it’s still 2 actions for the initial and 0 damage on a successful, which knocks it down a peg, but that’s just the difference in power between 1 action activities and 2. Glitterdust (evo): Sparkling dust breaks invisibility and impedes vision. All rights reserved. On Social Media: Roll20® is a Registered Trademark of The Orr Group, LLC. Any creature that ends its turn within 5 feet of the Sphere must make a Dexterity saving throw. School evocation [fire]; Level bloodrager 4, druid 4, magus 4, sorcerer/wizard 4 Saving Throw Reflex negates (see text); Spell Resistance yes. In terms of damage per action, it’s equivalent. It moves 30 feet per round. | 5th Edition SRD In this variant system, players choose their magical abilities from among twenty different spheres, spending Magic Talents to create a uniquely customized spherecaster. This spell functions as flaming sphere, except that it deals 6d6 points of fire damage to any creature it strikes. Any creature that fails its save against the sphere catches on fire. A burning globe of fire rolls in whichever direction you point and burns those it strikes. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. Updated Dynamic Lighting now does as much and even more than our legacy system! Please review the TOS and Privacy Policy. A flaming sphere will not ignite a character unless that character is rendered exceptionally flammable via lantern oil or other fuel or is rendered immobile and exposed to the ignition source for several consecutive rounds. A flaming sphere rolls over barriers less than 4 feet tall. You create a sphere of flame in a square within range. | GumshoeSRD suggests that the sphere keeps its hot and flaming aspect even when not moved by the wizard, so making a houserule would be legit. A flaming sphere winks out if it exceeds the spell’s range. While an outsider is generally a person not belonging to the group or locality of the speaker, the term is also used on Golarion to refer a being not native to the world, whether from one of the other planets in the solar system or another plane of existence in the Great Beyond. Roll20 Reserve is live with monthly perks for Pro Subscribers. Range: 60 feet. This opens up more formatting options and tricks to throw in your bag of holding. If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell. Casting Time: Action. Saving Throw Reflex negates (see text); Spell Resistance yes. In the playtest, Spiritual weapon suffering from MAP was balanced against Flaming Sphere exactly because the language clearly said that Sphere was a "once per turn" thing, while Spiritual could be used 3 times (with horrible MAP though) if you wished. Recent Changes Medium range 3. The rules as written (which is what is being debated here) seem to suggest a ludicrous (IMO) alternative. This is part of the Pathfinder Reference Document. This spell functions as flaming sphere, except it deals 6d6 points of fire damage to any creature it strikes.Any creature that fails its save against the sphere catches on fire. Flaming Ríastrad [High. Stephens, and Russ Taylor. A flaming sphere rolls over barriers less than 4 feet tall. Short range, can change targets each round. | d20PFSRD The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. | d20HeroSRD The save for zero hurts, but in longer fights or fights against many weaker creatures, I think it's probably a better spell than Acid Arrow. | PF2 SRD. It ignites flammable substances it touches and illuminates the same area as a torch would. Flash Forward: Charge, then teleport back to starting poisiton Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it … 3D6 or 2D6 dmg x caster lvl rounds = very high potential dmg output 2. ): Sparkling dust breaks invisibility and impedes vision impedes vision is 1 action to sustain as to. 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