Help with Flaming Sphere


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I agree with Hyp/Thanee/Niall/etc. that the RAW is pretty direct about this.

But I don't agree that the RAW was well thought out. Either that,or the implications were not thought of. (see my sig)

I have no problem with the save and staying in the square. But realize that with RAW you have full movement while sharing a square with a large burning ball. And you have no chance of getting burnt....??!!??

To me, moving into the square is the same as it moving in, you get burnt (or save) if you stay in the square, you get burnt (or save) If you want to move across/through the square, you get burnt (or save...with a negative modifier)

But I realize these are houserules.
 

Coredump said:
But I realize these are houserules.
...and that's really all there is to it. No big deal. :D

However, adding to that spell in that way makes it more powerful. (Surely you agree.) The question is whether or not that causes a problem.
 

Nail said:
However, adding to that spell in that way makes it more powerful. (Surely you agree.) The question is whether or not that causes a problem.
I have pretty much the same houserule and agree that it does not cause a problem.

The other houserule, though, forcing/allowing the 'victim' to move, would definitely be a problem.
 

Its Magic, the caster have to concentrate(not having to make any checks) to make it deal the damage... likewise there is divine fire dealing divine damage
Magic, Magic, Magic, Magic breaks every logic way thinking, yet still d&d isn't the same without it
 

The easiest way around these problems is, as mentioned above, to simply reduce the size of the sphere. Instead of a 5' diameter sphere, say it's a 3' diameter sphere.
 

Short answer: Ask the DM. In situations where the RAW are idiotic, moronic or otherwise lacking in any type of reason, many DMs apply their own rules. If you are the DM, feel free to whack the RAW raw with a whipping stick and make your own rational decisions on how it will work in your game. Just be consistent and think it through to look for abuses.

Hypersmurf is entirely correct on the RAW version of Flaming Sphere. If you park the sphere in a square and a PC enters the square, they take no damage. If the PC then stays in the square, they take no damage. Beyond the initial round of casting (when the sphere enters the square that it is cast into), you must expend a move action to cause more damage.

Also, as the Sphere is 5' wide, it is large enough for you to hide in. So, by the RAW, you can cast the spell and then leap into it to hide yourself while taking no damage. Then, you can use a move action to move the sphere to a new location during your next turn, and then use your standard action to follow along and enter the sphere. This allows you to have complete concealment between actions.

Ahhhhh ... I love poorly thought out spells.
 


Flaming Sphere said:
The sphere moves as long as you actively direct it, otherwise, it merely stays at rest and burns.
So while at rest, it doesn't deal 2d6 fire damage, but it still burns. Burns? What does this burning do?

Are things within the spells area of "Effect: 5' diameter sphere" subject to the regular effects of normal nonmagical fire per "Catch On Fire"? Including characters?
 

LeapingShark said:
Are things within the spells area of "Effect: 5' diameter sphere" subject to the regular effects of normal nonmagical fire per "Catch On Fire"? Including characters?

Well, the spell description states that the sphere ignites things it touches.

It states that it deals damage if it enters a square with a creature.

See how one isn't conditional on movement, but the other is?

-Hyp.
 

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