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Flaming sphere or avoided area
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<blockquote data-quote="TheCosmicKid" data-source="post: 7182480" data-attributes="member: 6683613"><p>Yeah, the inconsistency is kind of annoying.</p><p></p><p>But <em>flaming sphere</em>, considered in its own right, is a perfectly fine spell. As others have mentioned, you get the damage whenever you roll it into somebody regardless of what they do, so it's a reliable source of repeated damage. And the end-of-turn damage effect doesn't have to deal damage to be useful; you can use it to herd bad guys away from places you don't want them to be, protect flanks and escape routes, <em>etc</em>. And of course, if you do want to deal damage with it, there are lots of ways you can box them in or restrain them.</p><p></p><p><em>Flaming sphere</em> is also notable for scaling very well when cast with a higher-level spell slot. A +1 <em>fireball</em> only gets 1d6 extra damage, but a +1 <em>flaming sphere</em> gets 1d6 damage and possibly more <em>each round</em>.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7182480, member: 6683613"] Yeah, the inconsistency is kind of annoying. But [I]flaming sphere[/I], considered in its own right, is a perfectly fine spell. As others have mentioned, you get the damage whenever you roll it into somebody regardless of what they do, so it's a reliable source of repeated damage. And the end-of-turn damage effect doesn't have to deal damage to be useful; you can use it to herd bad guys away from places you don't want them to be, protect flanks and escape routes, [I]etc[/I]. And of course, if you do want to deal damage with it, there are lots of ways you can box them in or restrain them. [I]Flaming sphere[/I] is also notable for scaling very well when cast with a higher-level spell slot. A +1 [I]fireball[/I] only gets 1d6 extra damage, but a +1 [I]flaming sphere[/I] gets 1d6 damage and possibly more [I]each round[/I]. [/QUOTE]
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