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AideDeJeu/Data/HD/srd_spells_flaming_sphere.md
2019-04-14 20:42:13 +02:00

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Family Level Type CastingTime Range Components Duration Classes Id ParentLink Name ParentName NameLevel AltName Source Attributes AttributesDictionary
SpellVO 2 conjuration 1 action 60 feet V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Concentration, up to 1 minute Druid, Wizard spells_vo.md#flaming-sphere spells_vo.md#spells-srd-p Flaming Sphere Spells (SRD p) 1 [Sphère de feu](hd_spells_sphere_de_feu.md) (SRD p145)
Name Markdown AltName Source Level Type CastingTime Range Components Duration Classes
Flaming Sphere # <!--Name-->Flaming Sphere<!--/Name--> - MDR: <!--AltName-->[Sphère de feu](hd_spells_sphere_de_feu.md)<!--/AltName--> - Source: <!--Source-->(SRD p145)<!--/Source--> -  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->60 feet<!--/Range--> - **Components :** <!--Components-->V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)<!--/Components--> - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration--> - Classes: <!--Classes-->Druid, Wizard<!--/Classes--> ### 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 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. 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, 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. **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. [Sphère de feu](hd_spells_sphere_de_feu.md) (SRD p145) 2 conjuration 1 action 60 feet V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Concentration, up to 1 minute Druid, Wizard
Name: Flaming Sphere Markdown: >+ # <!--Name-->Flaming Sphere<!--/Name--> - MDR: <!--AltName-->[Sphère de feu](hd_spells_sphere_de_feu.md)<!--/AltName--> - Source: <!--Source-->(SRD p145)<!--/Source--> -  <!--Level-->2<!--/Level-->nd-level <!--Type-->conjuration<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->60 feet<!--/Range--> - **Components :** <!--Components-->V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)<!--/Components--> - **Duration :** <!--Duration-->Concentration, up to 1 minute<!--/Duration--> - Classes: <!--Classes-->Druid, Wizard<!--/Classes--> ### 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 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. 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, 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. **_At Higher Levels_**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. AltName: '[Sphère de feu](hd_spells_sphere_de_feu.md)' Source: (SRD p145) Level: 2 Type: conjuration CastingTime: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute Classes: Druid, Wizard

 Spells (SRD p)


Flaming Sphere

  • MDR: Sphère de feu
  • Source: (SRD p145)
  •  2nd-level conjuration
  • Casting Time : 1 action
  • Range : 60 feet
  • Components : V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration : Concentration, up to 1 minute
  • Classes: Druid, Wizard

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 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. 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, 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.