One of my players has an Eladrin Wizard and I feel that Flaming Sphere is a little too powerful. It seems my opinion is shared by many GMs, so modified the text a little to make it a little better.
I didn't have the chance to see it in action, so be careful, but I think it should work.
Here's the relevant part:
Effect: you conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that ends its turn adjacent to the sphere takes 1d4 + Intellgence modifier fire damage. Also this proximity damage is dealt to any creature that moves or teleports in a square adjacent to the sphere. Any creature can suffer proximity damage only once per turn.
The rest stays the same.
Implications:
I didn't have the chance to see it in action, so be careful, but I think it should work.
Here's the relevant part:
Effect: you conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that ends its turn adjacent to the sphere takes 1d4 + Intellgence modifier fire damage. Also this proximity damage is dealt to any creature that moves or teleports in a square adjacent to the sphere. Any creature can suffer proximity damage only once per turn.
The rest stays the same.
Implications:
- If you move the sphere next to a creature, it has a chance to escape its effects by moving out of the way. This reduces the damage output but forces creatures to move, giving the Wizard a better control of the battlefield.
- A creature can be pushed in the sphere's zone of influence and take 1d4+INT. But the "only once per turn" clause means that you cannot deal massive damage this way.
- On the other hand, if a creature is pushed next to the sphere and then slid by another PC, it takes more damage.
- Also, creatures cannot move near the sphere and expect to emerge unscathed.
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