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Fire Storm radiant damage on a failed save, or half as much
7th- level evocation damage on a successful one.
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 6th level or higher, the fire damage or
Range: 150 feet the radiant damage (your choice) increases by 1d6
Components: V, S for each slot level above 5th.
Duration: Instantaneous
Flaming Sphere
A storm made up of sheets of roaring flame appears
in a location you choose within range. The area of 2nd- level conjuration
the storm consists of up to ten 10- foot cubes, which Casting Time: 1 action
you can arrange as you wish. Each cube must have at Range: 60 feet
least one face adjacent to the face of another cube. Components: V, S, M (a bit of tallow, a pinch of
Each creature in the area must make a Dexterity brimstone, and a dusting of powdered iron)
saving throw. It takes 7d10 fire damage on a failed Duration: Concentration, up to 1 minute
save, or half as much damage on a successful one.
The fire damages objects in the area and ignites A 5- foot- diameter sphere of fire appears in an
flammable objects that aren’t being worn or carried. unoccupied space of your choice within range and
If you choose, plant life in the area is unaffected by lasts for the duration. Any creature that ends its turn
this spell. within 5 feet of the sphere must make a Dexterity
saving throw. The creature takes 2d6 fire damage on
Flame Blade a failed save, or half as much damage on a successful
2nd- level evocation one.
As a bonus action, you can move the sphere up to
Casting Time: 1 bonus action 30 feet. If you ram the sphere into a creature, that
Range: Self creature must make the saving throw against the
Components: V, S, M (leaf of sumac) sphere’s damage, and the sphere stops moving this
Duration: Concentration, up to 10 minutes turn.
You evoke a fiery blade in your free hand. The blade When you move the sphere, you can direct it over
is similar in size and shape to a scimitar, and it lasts barriers up to 5 feet tall and jump it across pits up to
for the duration. If you let go of the blade, it 10 feet wide. The sphere ignites flammable objects
disappears, but you can evoke the blade again as a not being worn or carried, and it sheds bright light in
bonus action. a 20- foot radius and dim light for an additional 20
You can use your action to make a melee spell feet.
attack with the fiery blade. On a hit, the target takes At Higher Levels. When you cast this spell using a
3d6 fire damage. spell slot of 3rd level or higher, the damage
The flaming blade sheds bright light in a 10- foot increases by 1d6 for each slot level above 2nd.
radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a Flesh to Stone
spell slot of 4th level or higher, the damage increases 6th- level transmutation
by 1d6 for every two slot levels above 2nd. Casting Time: 1 action
Range: 60 feet
Flame Strike Components: V, S, M (a pinch of lime, water, and
5th- level evocation earth)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You attempt to turn one creature that you can see
Components: V, S, M (pinch of sulfur) within range into stone. If the target’s body is made
Duration: Instantaneous of flesh, the creature must make a Constitution
A vertical column of divine fire roars down from the saving throw. On a failed save, it is restrained as its
heavens in a location you specify. Each creature in a flesh begins to harden. On a successful save, the
10- foot- radius, 40- foot- high cylinder centered on a creature isn’t affected.
point within range must make a Dexterity saving A creature restrained by this spell must make
throw. A creature takes 4d6 fire damage and 4d6 another Constitution saving throw at the end of each
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