Flaming Sphere spell icon: a blazing sphere of fire
Icon by Lorc, CC BY 3.0

Flaming Sphere 5e spell

2nd-level conjuration (concentration) · 2024 version below

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
School
Conjuration
Level
2
Saving throw
Dexterity
Damage type
Fire

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.

Flaming Sphere damage by spell slot level

Spell slot levelDamageAverage
2nd2d6 fire7
3rd3d6 fire10.5
4th4d6 fire14
5th5d6 fire17.5
6th6d6 fire21
7th7d6 fire24.5
8th8d6 fire28
9th9d6 fire31.5

Averages are the dice’s expected total. A target that succeeds on its Dexterity save takes half. Roll any row in the dice roller.

Classes that can cast Flaming Sphere

ClassFirst availableSpellcasting ability
Druid spells3rd character levelWisdom
Wizard spells3rd character levelIntelligence

Flaming Sphere in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
60 feet
Components
V, S, M (a ball of wax)
Duration
Concentration, up to 1 minute
School
Conjuration
Level
2
Classes
Druid, Sorcerer, Wizard
Tags
concentration

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 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, 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.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 2nd-level conjuration spells

Other fire spells

Browse: all 2nd-level spells · conjuration spells · fire damage spells · concentration spells