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priority:magic:spells:tier2:flaming_sphere [2023/05/15 20:50] – created - external edit 127.0.0.1priority:magic:spells:tier2:flaming_sphere [2025/11/30 21:32] (current) elfinlocks
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-====== Flaming Sphere ======+====== Elemental Sphere ======
  
 **School:** Evocation [Fire] **School:** Evocation [Fire]
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 ===== Casting ===== ===== Casting =====
  
-**Casting Time:** 1 Standard Action+**Casting Time:** 1 Half Action
  
-**Range:** Medium (100 ft. + 10 ft./CL)+**Range:** Close (25ft. + ft./CL)
  
 ===== Effect ===== ===== Effect =====
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 ===== Description ===== ===== Description =====
  
-A burning ball of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movementit can ascend or jump up to 30 feet to strike a targetIf 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 halves that damage. If a creature fails the Reflex savethey catch on fire, taking an addition 1d6 fire damage until they extinguish the flames by spending a Full Round Action. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as torch would.+When this spell is learned you must select FireElectricity, Acid, Cold or SonicThat is the elemental damage dealtYou may learn this spell additional timeseach time selecting new element.
  
-The sphere moves as long as you actively direct it as a Move Action; otherwise, it merely stays at rest and burns. The sphere itself is purely made of fire, and due to this it cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.+Elemental Sphere deals 1d6 points of Elemental damage per MP spent, up to a maximum of number of dice equal to your Caster Level. Example: At CL 10 Mike spends 10 MP to cast a 10d6 Flaming Sphere that does 10d8 points of Fire damage when entering a creature's square. 
 + 
 +A energized ball of elemental power rolls in whichever direction you point and harms those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals damage to that creature, though a successful Reflex save halves that damage. If a creature fails the Reflex save, they take full damage from the Sphere. An elemental sphere rolls over barriers less than 4 feet tall. 
 + 
 +The sphere moves as long as you actively direct it as a Half Action; otherwise, it merely stays at rest and damages anyone who enters it's square. The sphere itself is purely made of energy, and due to this it cannot push aside unwilling creatures or batter down large obstacles. An elemental sphere winks out if it exceeds the spell’s range.