Flaming Sphere

Level 2 Conjuration spell available to Druids and Wizards. A rolling ball of fire that burns everything near it for 2d6 Fire damage, sheds bright light, and moves for a Bonus Action. It is a persistent damage source that costs you almost nothing to keep running.

Spell description: Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: DEX save
  • Damage: 2d6 Fire
  • Conditions applied: Summons a flaming sphere that damages nearby enemies and objects. The sphere can be moved and emits bright light.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an extra 1d6 Fire damage for each spell slot level above the 2nd.

How to obtain Flaming Sphere

  • Druid, Wizard at Class level 3

Source item: Scroll of Flaming Sphere

FLAMING SPHERE

Level 2 Conjuration Spell

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

Range: 18m (60ft) Save: DEX save Duration: 10 turns

SUMMON: FLAMING SPHERE

Duration: 10 turns
A rolling sphere of fire that deals 2d6 Fire damage to nearby creatures and objects (Dexterity save for half). Moves as a Bonus Action and sheds bright light.

When to cast Flaming Sphere

The Bonus Action is the value. Once the sphere is out, rolling it into an enemy costs a Bonus Action, not your Action, so every turn for ten turns you get a free 2d6 while your Action does something else entirely. Over a long fight that quietly out-damages a Fireball, out of a Level 2 slot.

It also solves a problem Druids and Wizards genuinely have, which is having nothing to do with their Bonus Action. Flaming Sphere turns a dead resource into damage.

Use it to chase. The sphere moves independently, so it can roll after a runner, park itself on a downed caster, or block a corridor, and anything that walks past gets burned. It lights the area too, which matters more than you would expect in the Underdark and Act 2.

The usual Fire caveats apply. It will ignite oil, grease, and webs, including your own, and it does nothing to Fire-resistant enemies. It is also Concentration, so it competes with Spike Growth and Heat Metal for a Druid’s one slot.

Looking for more spells? Check out our full sortable and filterable list of all BG3 spells in the database.

Spell properties

Level
Level 2
School
Conjuration
Casting resource
Action + Spell Slot
Damage type
Fire
Range
18m (60 ft)
Duration
10 turns
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Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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