The_Spider
First Post
From the PHB
Direct or Redirect a Spell
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
This is all I could find to handle the sphere's movement. Is line of sight or line of effect needed to move the flaming sphere? I know its needed to cast it.
From the Spell
A burning globe of fire rolls in whichever direction you point and burns those it strikes.
In my game, a wizard uses this spell to move the sphere into the room that my players elven ranger is standing in
The caster lives in the tower and knows the room size (10' by 10') he moves the sphere around the room but can not see the ranger behing the wall. The movement is enough for the sphere to land in his square. After several round of this he lies dying nad the wizard who cant see him coninues to move it around on his turn resulting in the rangers death.
Many rounds later after reading the spell an argument breaks out about the spells use with that player
but its to late to change anything as the battle has carried on, and this was a massive battle using minatures, 50 or so.
I ruled the caster only needs to point at but not see the sphere, but now im honestly not sure
, I need a real rules expert to help me my players fate lies in the balance...We want to do this stricly by the rules so if you are a rules expert please state your reply as fact is...
If you just have an opinion id like to hear it, please state so by saying I believe...
If you rule that the caster must see the sphere in order to point (line of sight) at it then, the sphere cant be used in this way, it cant be used to say go around a corner for example if the wizard is standing in a hall. In this case. Ill rule that the ranger is unconscious and his friends will save him. If so I have some other questions that happened in the game.
If a caster is blinded could he still direct his sphere around? What if there is a person between him and his sphere in a hall. Would this interfere with line of sight?
If you rule that the caster must only point and concentrate at but not see to move the sphere then the ranger is probably not only dead but burned pretty bad. -10 + 10d6 damage before the spells duration expires. As a side thought how much damage ruins a body making raise dead fail?![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
SpellFlaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you point and burns 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 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Direct or Redirect a Spell
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
This is all I could find to handle the sphere's movement. Is line of sight or line of effect needed to move the flaming sphere? I know its needed to cast it.
From the Spell
A burning globe of fire rolls in whichever direction you point and burns those it strikes.
In my game, a wizard uses this spell to move the sphere into the room that my players elven ranger is standing in
The caster lives in the tower and knows the room size (10' by 10') he moves the sphere around the room but can not see the ranger behing the wall. The movement is enough for the sphere to land in his square. After several round of this he lies dying nad the wizard who cant see him coninues to move it around on his turn resulting in the rangers death.


I ruled the caster only needs to point at but not see the sphere, but now im honestly not sure

If you just have an opinion id like to hear it, please state so by saying I believe...
If you rule that the caster must see the sphere in order to point (line of sight) at it then, the sphere cant be used in this way, it cant be used to say go around a corner for example if the wizard is standing in a hall. In this case. Ill rule that the ranger is unconscious and his friends will save him. If so I have some other questions that happened in the game.
If a caster is blinded could he still direct his sphere around? What if there is a person between him and his sphere in a hall. Would this interfere with line of sight?
If you rule that the caster must only point and concentrate at but not see to move the sphere then the ranger is probably not only dead but burned pretty bad. -10 + 10d6 damage before the spells duration expires. As a side thought how much damage ruins a body making raise dead fail?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
SpellFlaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you point and burns 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 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
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